Fizban’s Treasury of Dragons  Review

Join me as I review Fizban’s Treasury of Dragons By Wizards RPG Team, live! Share your thoughts on this Dungeons & Dragons sourcebook. You can pick up Fizban’s Treasury of Dragons: https://amzn.to/3pNrLPS

About Fizban’s Treasury of Dragons

STRAIGHT FROM THE DRAGON’S MOUTH

Meet Fizban the Fabulous: doddering archmage, unlikely hero of the War of the Lance, divine avatar of a dragon-god—and your guide to the mysteries of dragonkind in the worlds of Dungeons & Dragons.

What is the difference between a red dragon and a gold dragon? What is dragonsight? How does the magic that suffuses dragons impact the world around them? Here is your comprehensive guide to dragons, filled with the tips and tools Dungeon Masters and players need for their encounters with these dangerous magical creatures.

Dragonslayers and dragon scholars alike will appreciate the new dragon-themed options for players eager to harness the power of dragon magic and create unique and memorable draconic characters. Discover a host of new dragons and other creatures. Learn about the lairs and hoards of each type of dragon, and how hoards focus the magic that suffuses dragons and connects them to the myriad worlds of the Material Plane. Discover everything there is to know about the most iconic monsters of Dungeons & Dragons with help from Fizban, your expert advisor on dragonkind!

Introduces gem dragons to Dungeons & Dragons fifth edition!

Reveals the story of the First World and the role Bahamut and Tiamat played in its creation and destruction.

Adds new player character options, including unique draconic ancestries for dragonborn, dragon-themed subclasses for monks and rangers, and new feat and spell options to use in the Character builder

Utilize a rich hoard of tools and information for Dungeon Masters to design Dragon themed encounters, adventures & campaigns across the worlds of D&D, with new dragon lair maps and details on 20 different kinds of dragons.

Presents a complete dragon bestiary and introduces a variety of new dragons and dragon-related creatures, including aspects of the dragon gods, dragon minions, and more to use in the Encounter builder and Combat Tracker

Review

Intro

Welcome to another DragonLance Saga episode. It is Bakukal, Gildember 29th, my name is Adam and today I am going to give you my Spoiler review of Fizban’s Treasury of Dragons. I will be spoiling the contents, so if you don’t want to know it, stop watching now! I would like to take a moment and thank my collaborator patrons, the Heroes of the Lance, and invite you to consider becoming a patron or member of this channel by visiting the links in the description below. You can even pick up Dragonlance gaming materials using my affiliate link. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat.

Dragonlance References in Fizban’s Treasury of Dragons

Dragons of Many Worlds

Dragonlance

Legends say the world of Krynn (home to the Dragonlance setting) was created in the interplay between the High God and Chaos. Its most important cosmic powers have always been the three children of the High God—Paladine, Gilean, and Takhisis, with Paladine and Takhisis easily identifiable as Bahamut and Tiamat. According to the creation myths of Krynn, Paladine and Takhisis worked together to create five dragons to rule the world, but Takhisis secretly corrupted them, creating the first five chromatic dragons. Mourning the corruption of his children, Paladine worked with the forge-god Reorx to create the metallic dragons. Much of the history of Krynn involves the strife between Takhisis and Paladine and the ongoing effort to maintain balance between good and evil. Chromatic dragons have long been Takhisis’s favored agents as she strives to dominate the world, while metallic dragons have helped the peoples of Krynn to foil her schemes. Meanwhile, Paladine, in the guise of a doddering old wizard named Fizban, walked among the peoples of Krynn to aid them—just as Bahamut has done on many worlds throughout their long histories.

Dragonsight

DRAGONS AND DUNGEONS

Just as individual dragons have echoes across multiple worlds of the Material Plane, some places of tremendous power that have a connection to dragons resonate across the plane. Dungeons such as the Sunless Citadel (buried by Ashardalon in his wrath), Dragon Mountain (the lair of the red dragon Infyrana), and the ruined city of Xak Tsaroth (home to the black dragon Khisanth) manifest in various ways across multiple worlds.

Artifacts associated with dragons can also resonate across the different worlds of the Material Plane. The clearest examples are the Orbs of Dragonkind, described in the Dungeon Master’s Guide. On the world of Greyhawk, these artifacts were made during an era when the Suel Imperium battled a cabal of red dragons. On Krynn, the orbs (known there as Dragon Orbs) were created to defend the Towers of High Sorcery from dragon attack.

Spells

Fizban’s Platinum Shield

6th-Level Abjuration

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp)

Duration: Concentration, up to 1 minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

Cover. The creature has half cover.

Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.

Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Scholars have engaged in lengthy debates over whether or not this spell should properly be attributed to me. Honestly, I’ve created so many things, I can’t really keep track of them all.

-Fizban

Magic Items

Dragonlance

Weapon (Lance or Pike), Legendary (Requires Attunement)

A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.

Roleplaying Dragons

How to Name Your Dragon

Some dragons’ names resonate with power and inspire terror: Ashardalon, Dragotha, Klauth, Khellendros, Malystryx, Vaskar. Others are intricate and obscure, reflecting the grandeur of dragons’ ancient language: Ingeloakastimizilian, Imvaernarhro, K’rshinthintl, Claugiyliamatar.

Many dragons are better known by nicknames and epithets. Klauth is commonly called Old Snarl, and Khellendros is remembered as Skie and the Storm over Krynn. Ingeloakastimizilian is Icingdeath, Imvaernarhro is Inferno, and K’rshinthintl and Claugiyliamatar are called Cyan Bloodbane and Old Gnawbones, respectively.

Gods and Religion

On many worlds, Humanoids worship Bahamut and Tiamat as gods. On Krynn, they are the greatest among the gods, though they are known there as Paladine and Takhisis and are not always pictured as dragons.

Famously, Bahamut traveled the world of Krynn in the guise of a human wizard named Fizban, guiding the peoples of that world as they prepared for war against the evil forces of Tiamat.

Dragon Campaigns

Krynn. 

The home of the Dragonlance setting is the battleground for an unending conflict between Bahamut and Tiamat. Tiamat commands armies of draconians (described in chapter 6) formed from the corrupted eggs of metallic dragons, while heroes and villains alike ride mighty dragons into battle.

Dragon Gods

Moving from the realm of temporal power to the spiritual domain, dragons can also fill the role of gods in a campaign world, elevated to a central role in the beliefs and myths of your setting. The two most important gods in the Dragonlance setting—Paladine and Takhisis—are identified with Bahamut and Tiamat, though they are not always worshiped in dragon form.

Bronze Dragons

FIREFLASH

Also known as Khirsah, Fireflash is a gregarious and inquisitive bronze dragon with a keen interest in other species, especially dwarves and elves. During the War of the Lance, he was one of the first to answer the call of Silvara—the elf identity of the silver dragon D’argent—for the metallic dragons to join the conflict. During the Vingaard Campaign, Fireflash teamed up with a dwarf named Flint Fireforge and a kender named Tasslehoff Burrfoot to capture Highmaster Bakaris. Later, in the Blue Lady’s War, Tasslehoff foresaw Fireflash’s demise at the hands of the death knight Lord Soth—and was thus able to avert the dragon’s grim fate.

After the wars, Fireflash faded from public view, but rumor holds that he continues his lifelong fight against evil, using his legendary skill in aerial combat to assist the Knights of Solamnia.

Green Dragons

CYAN BLOODBANE

K’rshinthintl—commonly known as Cyan Bloodbane—is a deeply cunning ancient green dragon with an exacting sense of malice. He is a charismatic creature, but flattery is only one of his many weapons.

During the War of the Lance on the world of Krynn, Cyan Bloodbane used one of the Orbs of Dragonkind to poison the mind of the elf king Lorac, causing the land of Silvanesti to become swallowed up in Lorac’s nightmares. The green dragon has no particular loyalty to Tiamat or dedication to her cause; his actions are in his own best interests.

Silver Dragons

D’ARGENT

Like so many silver dragons, D’argent takes considerable interest in the matters of mortals on her home world of Krynn. The ancient dragon rarely openly participates in heroics, preferring to help in more surreptitious ways. She has been known to join in the conflicts of mortals in disguise, either as a brave human knight or as a fierce elf healer with gleaming silver hair, named Silvara.

Though she is happy to remain in the background, D’argent’s seeming placidity hides a brilliant intellect, and she has exposed the machinations of many chromatic dragons on Krynn. She is a romantic at heart, and it is said that she has fallen deeply for mortals more than once.

Draconians

Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.

When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.

Draconian Dreadnought

The largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest. Their magical ability to change their appearance to mimic those they’ve slain allows them to sow confusion and despair among their enemies. When dreadnoughts are killed, their bodies burst into flames, scorching everything around them.

On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.

Draconian Dreadnought

Large Monstrosity, Any Alignment

Armor Class 16 (natural armor)

Hit Points 57 (6d10 + 24)

Speed 30 ft., fly 60 ft.

STR

18 (+4)

DEX

10 (+0)

CON

18 (+4)

INT

10 (+0)

WIS

10 (+0)

CHA

10 (+0)

Saving Throws Str +6, Wis +2

Senses darkvision 60 ft., passive Perception 10

Languages Common, Draconic

Challenge 4 (1,100 XP) Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage.

Actions

Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack.

Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.

Draconian Foot Soldier

The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone.

On the world of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians.

Draconian Foot Soldier

Medium Monstrosity, Any Alignment

Armor Class 14 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 30 ft.

STR

13 (+1)

DEX

11 (+0)

CON

13 (+1)

INT

8 (−1)

WIS

8 (−1)

CHA

10 (+0)

Senses darkvision 60 ft., passive Perception 9

Languages Common, Draconic

Challenge 1/2 (100 XP) Proficiency Bonus +2

Controlled Fall. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage.

Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.

Actions

Multiattack. The draconian makes two Short­sword attacks.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Draconian Infiltrator

Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. They use the paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies dissolve into pools of acid.

On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians.

Draconian Infiltrator

Medium Monstrosity, Any Alignment

Armor Class 15 (natural armor)

Hit Points 39 (6d8 + 12)

Speed 40 ft., climb 30 ft.

STR

11 (+0)

DEX

17 (+3)

CON

14 (+2)

INT

9 (−1)

WIS

13 (+1)

CHA

11 (+0)

Saving Throws Dex +5

Skills Perception +3, Stealth +7

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common, Draconic

Challenge 3 (700 XP) Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns.

Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target’s next turn. While poisoned in this way, the target is also paralyzed.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Draconian Mage

Draconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe across the battlefield or aid their allies’ incursions and attacks. They have wings that allow them to glide during a fall.

When draconian mages die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.

On the world of Krynn, draconian mages formed from bronze dragon eggs are called bozak draconians.

Draconian Mage

Medium Monstrosity, Any Alignment

Armor Class 15 (natural armor)

Hit Points 40 (9d8)

Speed 30 ft.

STR

14 (+2)

DEX

10 (+0)

CON

11 (+0)

INT

11 (+0)

WIS

10 (+0)

CHA

14 (+2)

Saving Throws Int +2, Wis +2, Cha +4

Senses darkvision 60 ft., passive Perception 10

Languages Common, Draconic

Challenge 2 (450 XP) Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.

Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Trident or Necrotic Ray attacks.

Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Necrotic Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.

Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):

1/day each: enlarge/reduce, invisibility, stinking cloud

Draconian Mastermind

The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.

Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of lightning that arcs out at those nearby.

On the world of Krynn, draconian masterminds formed from gold dragon eggs are called aurak draconians.

Draconian Mastermind

Medium Monstrosity, Any Alignment

Armor Class 17 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 35 ft.

STR

13 (+1)

DEX

14 (+2)

CON

16 (+3)

INT

15 (+2)

WIS

11 (+0)

CHA

17 (+3)

Saving Throws Int +5, Wis +3, Cha +6

Skills Perception +3

Condition Immunities charmed

Senses truesight 60 ft., passive Perception 13

Languages Common, Draconic

Challenge 6 (2,300 XP) Proficiency Bonus +3

Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t stunned.

Actions

Multiattack. The draconian makes three Rend or Energy Ray attacks.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage.

Noxious Breath (Recharge 5–6). The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.

Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: invisibility, mage hand

2/day each: dimension door, disguise self, sending

Reactions

Magic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.

Outro

And that’s it for my review of Fizban’s Treasury of Dragons. Have you read the sourcebook? Do you like the direction WotC is taking in connecting Dragonlance into a multiverse? Do you enjoy the reviews I am putting out there? Feel free to email me at info@dragonlance-saga.com or comment below. 

I am able to create these weekly videos because of your attention and support. If you are not already a patron or member of this YouTube channel, I would like to invite you to consider becoming one. If you would like to pick up any edition of Dragonlance gaming materials, feel free to use my affiliate link in the description. 

This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

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