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Dragon Books (3.5e Equipment)

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Dragon Books

The Dragon Books are powerful artifacts said to be created by the great wryms themselves. They contain insights into draconian secrets and knowledge and are said to contain extremely powerful magics.

The books are bound in the under-skin of a dragon, with only the name of the book at the front. Each book is massively proportioned, spanning 6 feet tall and 4 feet wide. The lettering is equally proportioned as if the books were made for massive creatures.

Each book contains an incantation written in Draconic. Upon a successful reading of the book, the words magically enhance the mind of the reader, granting them magical capabilities they did not have before.

Each incantation gives the reader a special ability or spell-like ability once learned. This ability is determined by a D100 roll after reading the book. This new skill lasts for 8 months. The benefit of a Dragon Book can only be gained once per year and any other creature that attempts to read the book while it is recharging must make a DC 40 Will save or have their Wisdom reduced to 0 by permanent ability drain for 1D4 weeks.

Activation

Activating a Dragon Book requires a successful Decipher Script check DC 70 or a successful or Knowledge: Arcana check DC 70. The DC is reduced if the reader has any of the following attributes:

  • -10 DC If the reader is literate in Draconic
  • -15 DC If the reader has the Dragon subtype
  • -5 DC If reader is of Draconic Blood
  • -5 DC If the reader has at least 10 ranks in both Decipher Script and Knowledge: Arcana
  • -10 DC If the reader has at least 21 ranks in both Decipher Script and Knowledge: Arcana

NOTE: If a character applies for more than one DC reduction, then they stack. For example: if a half-dragon with 12 ranks in both Decipher Script and Knowledge: Arcana and also literate in Draconic reads this book, the DC would be: 70 - 10 (literate) - 15 (dragon subtype) - 5 (draconic blood), -5 (10 ranks in both skills) = 35.

If the activation attempt is unsuccessful, the reader must make a DC 40 Will save or have their Wisdom reduced to 0 by permanent ability drain for 1D4 weeks. The book also must recharge for a year as if it had been used.

Verthimax the Destroyer (Strength)

This reddish brown book is bound in leather several inches think and stands 6 feet tall. Along the binding is a massive bone spike that looks like a dragon talon. The book seems to expel heat as if it were burning, but no fire is visible. It smells of brimstone and has a faint red glow surrounding it.

Knowledge: Arcana or Knowledge: History or Bardic Knowledge
DC 5 If the title can be read (Draconic): Verthimax was a great wyrm red dragon responsible for the destruction of six major cities.
DC 10 The red dragon book grants the fury of red dragons
DC 25 The Dragon Books were written by elder dragons. This one was written by Verthimax in particular. It is said that this book grants great strength to the reader, but also will cause madness if used too much.
DC 50 Give the stats for this book

Verthimax the Destroyer is a book written by the legendary great wrym red dragon from which it gets its name.


Roll a D100 when this book is successfully activated to determine the ability it grants.


D100 Roll Result
1-50 Lesser Red Dragon Fury
51-80 Red Dragon Fury
81-99 Greater Red Dragon Fury
100 Roll again counting another roll of 100 as
Greater Red Dragon Fury instead.The
ability granted lasts 24 hours instead of 3 hours.

Lesser Red Dragon Fury: To use this ability the character must succeed at a Concentration check DC 25 for 5 rounds. The character then gains a +4 inherent bonus to strength for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +10 inherent bonus to strength during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Red Dragon Fury: To use this ability the character must succeed at a Concentration check DC 30 for 5 rounds. The character then gains a +6 inherent bonus to strength for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +15 inherent bonus to strength during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Greater Red Dragon Fury: To use this ability the character must succeed at a Concentration check DC 35 for 5 rounds. The character then gains a +8 inherent bonus to strength for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +20 inherent bonus to strength during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Teriganna the Deceiver (Dexterity)

This black book is bound in leather several inches think and stands 6 feet tall. Along the binding is a massive bone spike that looks like a dragon talon. The book seems to have an acidic haze as if it were enveloped in a toxic cloud.

Knowledge: Arcana or Knowledge: History or Bardic Knowledge
DC 5 If the title can be read (Draconic): Teriganna was a great wyrm black dragon known for tricking adventurers to wander into her lair and then pickle them in her acidic pits to eat later.
DC 10 The red dragon book grants the trickery of black dragons
DC 25 The Dragon Books were written by elder dragons. This one was written by Teriganna in particular. It is said that this book grants great dexterity to the reader, but also will cause madness if used too much.
DC 50 Give the stats for this book

Teriganna the Deceiver is a book written by the legendary great wrym black dragon from which it gets its name.


Roll a D100 when this book is successfully activated to determine the ability it grants.


D100 Roll Result
1-50 Lesser Black Dragon Trickery
51-80 Black Dragon Trickery
81-99 Greater Black Dragon Trickery
100 Roll again counting another roll of 100 as
Greater Black Dragon Trickery instead.The
ability granted lasts 24 hours instead of 3 hours.

Lesser Black Dragon Trickery: To use this ability the character must succeed at a Concentration check DC 25 for 5 rounds. The character then gains a +4 inherent bonus to dexterity for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +10 inherent bonus to dexterity during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Black Dragon Trickery: To use this ability the character must succeed at a Concentration check DC 30 for 5 rounds. The character then gains a +6 inherent bonus to dexterity for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +15 inherent bonus to dexterity during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Greater Black Dragon Trickery: To use this ability the character must succeed at a Concentration check DC 35 for 5 rounds. The character then gains a +8 inherent bonus to dexterity for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +20 inherent bonus to dexterity during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Kreit the Monolith (Constitution)

This blue book is bound in leather several inches think and stands 6 feet tall. Along the binding is a massive bone spike that looks like a dragon talon. The book seems to have an static field around it.

Knowledge: Arcana or Knowledge: History or Bardic Knowledge
DC 5 If the title can be read (Draconic): Kreit was a great wyrm blue dragon known for his ability to survive countless years in the great deserts.
DC 10 The red dragon book grants the endurance of blue dragons
DC 25 The Dragon Books were written by elder dragons. This one was written by Kreit in particular. It is said that this book grants great constitution to the reader, but also will cause madness if used too much.
DC 50 Give the stats for this book

Kreit the Monolith is a book written by the legendary great wrym blue dragon from which it gets its name.


Roll a D100 when this book is successfully activated to determine the ability it grants.


D100 Roll Result
1-50 Lesser Blue Dragon Endurance
51-80 Blue Dragon Endurance
81-99 Greater Blue Dragon Endurance
100 Roll again counting another roll of 100 as
Greater Blue Dragon Endurance instead.The
ability granted lasts 24 hours instead of 3 hours.

Lesser Blue Dragon Endurance: To use this ability the character must succeed at a Concentration check DC 25 for 5 rounds. The character then gains a +4 inherent bonus to constitution for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +10 inherent bonus to constitution during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Blue Dragon Endurance: To use this ability the character must succeed at a Concentration check DC 30 for 5 rounds. The character then gains a +6 inherent bonus to constitution for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +15 inherent bonus to constitution during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Greater Blue Dragon Endurance: To use this ability the character must succeed at a Concentration check DC 35 for 5 rounds. The character then gains a +8 inherent bonus to constitution for 3 hours.

Each time this ability is used, the character must make a will save DC 15 + the number of times this ability has been used. Should the character fail, their wisdom drops to 0 for 1 week, and they gain a +20 inherent bonus to constitution during this time. There are no means for the wisdom score to go above 0 during this week duration. The insanity the character faces is a berserk rage, and they attack and kill everything they can without any sleep during this time.

Book of INT.

1-50: Concentration check DC 20 for 5 rounds, yellow fire form around you hands and for then next hour you can throw yellow fire baseball at people (2d6 fire damage)

51-80 Concentration check DC 20 for 5 rounds, Red fire form around you hands and for then next hour you can throw red fire baseball at people (4d6 fire damage)

81-99 Concentration check DC 20 for 5 rounds, light blue fire form around you hands and for then next hour you can throw light blue fire baseball at people (8d6 fire damage)

100 re roll but this will never wear off, it is permanent.

Book of WIS.

1-50: Concentration check DC 20 for 5 rounds, white fire forms around you hands and for then next hour you can throw white fire baseball at people (heals 4d6 damage)

51-80 Concentration check DC 20 for 5 rounds, black fire forms around you hands and for then next hour you can throw black fire baseball at people (1d6 -levels)

81-99 Concentration check DC 20 for 5 rounds, you can choose either white or black fire.

100 re roll but this will never wear off, it is permanent.

Book of CHA.

1-50: Concentration check DC 25 for 5 rounds, purple fire form around you hands and for then next hour you can throw purple fire baseball at people (3d6 fire damage)

51-80 Concentration check DC 25 for 5 rounds, blood red fire form around you hands and for then next hour you can throw blood red fire baseball at people (6d6 fire damage)

81-99 Concentration check DC 25 for 5 rounds, dark blue fire form around you hands and for then next hour you can throw dark blue fire baseball at people (12d6 fire damage)

100 re roll but this will never were off, it is permanent.

Unknown Book

1-50: Concentration check DC 25 for 5 rounds, minor item.

51-80 Concentration check DC 30 for 5 rounds, medium item.

81-99 Concentration check DC 35 for 5 rounds, major item.

100 re roll but but can use it at twice the power; lasts six months, or until used once.

Book of ANIMALS.

1-50: Concentration check DC 10 for 5 rounds, for the next 5 hours you can converse to animals.

51-80 Concentration check DC 10 for 5 rounds, can turn in to any animal.

81-99 Concentration check DC 15 for 5 rounds, you can command animals.

100 re roll but this will never wear off, it is permanent.

Book of DRAGONS.

1-50: Concentration check DC 30 for 5 rounds, can transform in to any wyrmling dragon.

51-80 Concentration check DC 30 for 5 rounds, can transform in to any adult dragon.

81-99 Concentration check DC 30 for 5 rounds, can transform in to any old dragon.

100 re roll but this will never wear off, it is permanent.

Book of UNDEAD.

1-50: Concentration check DC 15 for 5 rounds, you become incorporeal for one hour

51-80 Concentration check DC 20 for 5 rounds, for next 12 hours you are a vampire

81-99 Concentration check DC 30 for 5 rounds, for next 12 hours you are a lich and gain spell slots as if you were a wizard of equal level.

100 re roll but this will never wear off, it is permanent.

Book of SPEED.

1-50: Concentration check DC 10 for 5 rounds, you gain a dig speed of 5 ft

51-80 Concentration check DC 10 for 5 rounds, you gain a swim speed of 20 ft

81-99 Concentration check DC 10 for 5 rounds, you gain a flight speed of 80 ft

100 re roll but this will never wear off, it is permanent.

Book of HUMANS.

1-50: Concentration check DC 15 for 5 rounds, all class skills and any skill with at less one rank get +5 ranks for one hour (this can not make you go over max ranks in any skill.)

51-80 Concentration check DC 20 for 5 rounds, gain any feat you meat the requirements for 24 hours. You can do this twice per/day.

81-99 Concentration check DC 25 for 5 rounds, for 24 hours you gain X hp were X = (level * con mod + level)

100 re roll but this will never wear off, it is permanent.

Book of AIR.

1-50: Concentration check DC 15 for 5 rounds, wind is at your command you can rise or lower the wind speed by 25 mile per/hour.

51-80 Concentration check DC 15 for 5 rounds this can only be used once every three days; you can call in a hurricane this storm will last for two days.

81-99 Concentration check DC 15 for 5 rounds, this can only be used once an hour, you call a tornado down and control it for 10 min.

100 re roll but this will never wear off, it is permanent.

Book of FIRE.

1-50: Concentration check DC 20 for 5 rounds, for every round that you concentrate on one person that you can see that person blood turns in to fire and deals xd6 damage to them a round where x is their con mod. The target of this attack get a fort save for half. (DC 10 + cha mod + ½ level)

51-80 Concentration check DC 25 for 5 rounds, for next min you are coated in flames and gain a flight speed of 200 ft/round and any thing you touch is burnt.

81-99 Concentration check DC 20 for 5 rounds, you can control flame of any kind (make it smaller or make it bigger, make it move, ect.)

100 re roll but this will never wear off, it is permanent.

Book of EARTH.

1-25: Concentration check DC 20 for 5 rounds, you can summon 2 earth elder elementals.

26-50: Concentration check DC 20 for 5 rounds, for every round that you concentrate on one person that you can see that person blood turns in to acid and deals xd6 damage to them a round where x is their con mod. The target of this attack get a fort save for half. (DC 10 + cha mod + ½ level)

51-80 Concentration check DC 20 for 5 rounds, until used (you can only have one ready at a time) you can any time make an earthquake (roll a d10 0 is some small no one can fill it 1-9 it what it is on the scale).

81-99 Concentration check DC 25 for 5 rounds, you can control earth. (Pull it up move it around, ect.) for 1 min.

100 re roll but this will never wear off, it is permanent.

Book of WATER.

1-50: Concentration check DC 10 for 5 rounds, when in water you can breathe like a fish.

51-80 Concentration check DC 10 for 5 rounds, when in water of at least waist deep or deeper you can make water missile that has a range of 70 ft and deals 10d4 damage.

81-99 Concentration check DC 10 for 5 rounds, can make ice at will in any shape for the next hour.

100 re roll but this will never wear off, it is permanent



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