Red dragons, black dragons, green dragons, gold dragons. We’ve seen the stats – but only the stats. What makes a dragon unique among all others of its kin? What’s its history, what are its motivations, and most importantly, what makes it legendary? Legendary Dragons answers all this and much, much more!
Features in Legendary Dragons:
Awesome Dragon Art
In our earlier supplements, we didn’t skimp on art. In fact we set out with a goal of having the best art in the industry!
And in Legendary Dragons, you can bet on seeing many full-color and full-page high-quality art pieces produced with the same care and attention as our other supplements.
(examples provided here is content we produced for other games, but the luscious header image above is all new for the book!)
At Least 12 New Unique Legendary Dragons
We’re cooking up content for your 5e game! You’ll not only find completely unique Legendary Dragons to throw at your players, but some new monsters, too!
- New Dragon Types
- w Wyvern Types
- New Drakes
- Exotic and Legendary Dragons
It’s Chock Full o’Options!
Here’s some other goodies we’re planning:
- New Kobolds
- New Dragon Races
- Dragon Cults
- Dragon Riders
- Dragon Hunters
- Dragon Hunting Factions
- Dragon Hunting Economies
- Dragon Magic Items
- And much, much more…
What is 5th Edition?
The 5th edition’s Basic Rules, a free PDF containing complete rules for play and a subset of the player and DM content from the core rulebooks, was released on July 3, 2014. The Starter Set was released on July 15, featuring a set of pre-generated characters, a set of instructions for basic play, and the adventure module Lost Mine of Phandelver. The Player’s Handbook was released on August 19, 2014. The fifth edition Monster Manual was released on September 30, 2014. The Dungeon Master’s Guide was released on December 9, 2014. The edition returns to having only three core rule books, with the Player’s Handbook containing most major races and classes.
The publication of the System Reference Document (SRD) for 3rd edition under the Open Game License (OGL) allowed other companies to use the rules to create their own variants of Dungeons & Dragons, providing that they did not use anything Wizards of the Coast considered trade dress or signature content, known as “product identity” under the terms of the OGL. (source: https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons)