 Howdy how's it going? My name's Daffy Chappy and I just got my hands on the hottest home in the multiverse, Fizzban's Treasury of Dragons, a book filled with new subclasses, a new expanded version of the Dragonborn, and dozens of spells and magic items that all revolve around the greatest mascot of the early 2000s. I'm gonna talk about all of it so keep in mind, as always, that the majority of this is just my opinion. And see if you can't spot all of the logos to one particular company hidden throughout this video. If you guess it right, put it in the comments and I'll ignore you just like I ignore all of my comments because content creators should never venture that far south. But with that out of the way, let's begin. So Fizzban's Treasury of Dragons is an interesting choice to send her a book around, because whereas the Shadowfell is an entire world for you to run around in, and books like Vullo and Mordenkainen's give you a bunch of lore about a lot of different monsters, Fizzban's is just dragons. Here you go. Not that there's anything wrong with dragons, but in a world that's trying to keep my attention, I can only create a dragon OC so many times before the FBI man who tracks my search history starts getting presumptuous. So this book really has to keep me invested. And does it? I mean, I guess. Let's be honest, you opened up a tab for the new races and subclasses as soon as you saw the title of this video. So all it has to offer is dragon roleplay. And there's a whole different website for that. But if you really want to know stuff about dragons, this book is invaluable. It breaks down the life and death of a dragon, goes in depth about their gods and their relationship with the rest of the world, all the stuff you'd expect. But it also sheds light on a bunch of new types of dragons that we've never seen in 5e, mainly the gemstone dragons, which it goes into detail about within Chapter 5's Jeraco-Namakan, a section detailing every single different type of dragon to help you make one for your own games. And I normally don't talk about the monsters in these reviews because yeah, there's gonna be monsters, but Fizzban's Money Honey introduces not only divine aspects of Baham and Tiamat that would make Tyranny of Dragons eat its heart out, but a lot of the powerful monsters come with a mechanic not seen since last year's Mythic Odyssey of Theros, Mythic Actions. When a monster is defeated, it can, once per short rest, go into a second phase where the boss music gets more intense. The monster regains all of its HP and it gains access to a new, more powerful selection of legendary actions that'll make life hell for players who thought they'd already won. It's a really cool mechanic that I actually already did in my own home games, and I like that it's being ratified in more official books. I get the distinct feeling that we're gonna see more Mythic Actions and future Splat books, as well as potentially in the 2024 rewrite of the Monster Manual. The Beastie Area also has weird shit like this, and I don't know how to comment on this, it just sort of speaks for itself. But I know the real reason you're all here, and it's to add to your nerd cred by espousing my opinion as your own, especially regarding races and classes. So let's talk about the main event of this book, the new Dragonborn. Everybody knows that the basic Dragonborn from the player handbook is pretty much the worst thing ever. Getting constant homebrews to make it better because unlike the other subpar races, like the Gnome, people actively want to play the Scale Boys. Luckily, Fizzban's Treasury of Dragons goes the extra mile by providing you with not one, not two, but three different types of Dragonborn based on Chromatic, Metallic, and Gem Dragons. The basic gist of them are all the same, and they get resistance to whatever element their scale color is tied to. They get a breath weapon that does 1d10 damage in either a 30 foot line for the Chromatic Dragonborn, or a 15 foot cone for the Metallic and Gemstone Dragonborn, and each type gets their own special superpower, with Chromatic using a reaction to become immune to their element for one minute. Metallic Dragon's getting a special breath weapon that can either stun or push away people that they don't like, and Gemstone Dragonborn can both fly and communicate telepathically with other people, because the designers knew which Dragonborn people would most likely want to pick, so they front-loaded the Steven Universe reference. The breath weapon has always been the hallmark of the Dragonborn, even the old one, but the old one was bad, both in damage and ease of use. Previously, the damage was 2d6, it went up by 1d6 every couple of levels, could only be used once per short rest, and it required an entire action to pull off. Now, the breath weapon deals 1d10, which is technically less, but it also goes up by 1d10 per level, so by level 5 you're already dealing more potential damage, and by level 11, it's just no contest. Even crazier, the old Dragonborn could only use their hostile breath once, and it was a full action. Now, it costs as little as one attack in your attack action, and you can do it as many times as your proficiency modifier, meaning you still get the rest of your attacks to throw hands with your opponent. In short, this Dragonborn is insane, and there's no reason why you wouldn't want to play this one over the old version, although, let's be honest, Chromatic Dragons still feel a little stiffed, since their immunity probably won't come up very often unless it's fire. I also would have allowed Dragonborn to decide whether they wanted it to be Konerline, instead of forcing a certain type of Dragonborn to be Konerline, but that's just my little homebrew for the day. But aside from the racism, Fizzbanz gives two new subclasses for everybody's two favorite classes, the Monk and the Ranger. First up, the way the Ascendant Dragon is a discipline created by the god of good guys himself, Bahamut, who has been known to walk around as a youthful monk and wait for people to challenge him, only for him to say, sure, but first they have to fight one of my canaries, which then turns into an ancient gold dragon. Taking the subclass will not give you an ancient gold dragon, but it does teach you about the Draconic language, you can reroll failed intimidation or persuasion checks, change your punching damage into one of the typical five elemental damages, and you can replace one of your punches with a special breath attack that deals twice your martial arts die of any basic dragon element. If you also happen to be a Dragonborn, nothing stopping you from replacing two attacks per turn with a blast of damage besides the limits of your proficiency bonus. As you study this draconian art, your step of the wind gets enhanced with dragon wings that help you fly for a short time, you can recreate the frightful presence or elemental resistances of dragons for a minute, and once you reach peak lizard brain, your breath attack gets a massive power boost, you get spontaneous blindsight, and you learn how to explode in front of everybody and make them very uncomfortable. I get the feeling that now that the monk is being treated as the new bad class, the developers are trying to compensate by having stronger subclass features. And while the features here are strong, they're also limited by the proficiency bonus, so early levels will still feel sluggish, but by the time that you get breath attacks and flying features more often, you should start to feel like a real dragon cosplayer. But if you want your dragon cosplayer to also be a pet, then you should try out the drake warden, which is legitimately the greatest name in the entire world. Drake wardens have convinced a dragon to be a dog for a while, and now it acts as a ranger's bestial companion, acting on its own initiative with a stat block of its own, wherein it will do nothing but look like a cute dog dragon thing unless this master uses bonus action to get it to move. The ranger, for its troubles, does learn how to speak draconic, as well as the thaumaturgy cantrip so that it can scare small children. And as the bond between man and lizard grows, the drake will get more powerful, growing in size, getting stronger bites, applying its own resistance to the ranger, eventually learning how to breathe pain damage like a real dragon, and finally, growing wings to fly around so that you can reenact your favorite scene from Game of Thrones. I love the drake warden, not just because of the name, but because this is the first animal companion class that I feel a natural bond with. Maybe it's just because the other ones are trying to generalize so they don't do anything specific with their sidekicks, but I can see the natural progression of a story told through these abilities, which is something that you don't get often. Speaking of things that you don't get often, Fizzban doesn't just present new race class options. It also comes with spells, feats, and magic items that all weren't talking about because Fizzban keeps changing shit. The three new feats represent gifts from the three types of dragons, often acquired by drinking their blood, but please don't attempt that with your own dragon, it's very unhygienic and you won't get magic powers, you'll just get blood clots. The chromatic dragons provide you with the ability to resist damage and infuse weapons with elemental energy. Gem dragons give you an ASI and a telekinetic shove that only activates when you take damage, and the metallic dragons give you cure wounds and cool ass wings that don't fly but do protect against knives. All of these are just basic feats that are getting thrown into the football with the others. As for the spells, there are too many to list here, and I'm already making Emma sweat with the length of this video, but there are seven new ones. And a paraphrase, you get spells that cause mischief, spells that cause mind balls to jump out of your skull, spells that turn you into a dragon, but not really, and spells that are just expeditious retreat you're not fooling anybody. And the last thing that I want to talk about are magic items and traconic gifts. You may remember magic items as those silly little things that the DM never lets you have, but you always hear about how cool they are. Well did you know that dragons also love collecting magic items? And if a magic item spends enough time inside of a dragon's treasure pile, that item can absorb the residual magic energy of the dragon and become a Horde item, gaining increased power and effects based off of the size and type of the dragon ruling over it, providing yet one more reason for you to strap on your sabbathons and kill a wild animal, but instead of killing it, maybe you could bargain with it, in which case you could be provided with a draconic gift in exchange for your servitude. Draconic gifts provide small bonuses, sort of like devilish gifts for colts, and your DM could award a feat in place of the list of gifts provided in the book. And although it doesn't say that you can, you could always homebrew it so that the draconic gifts in the book could be given asfeeds if you don't want to weave narrative threads into the party getting domed by a dragon. Overall, Fizzban's Treasure of your Dragons is a great pickup for DMs who are interested in one half of the game's name, and there's plenty of stuff that I didn't talk about in here, like some of the crazy monsters in the Beastie Area, because I think that they deserve to be a surprise for your own table. The only thing I will say is, are you sure what you're holding is really a dragon egg? Buuuut, that'll about do it! I hope you enjoyed this video, be sure to leave a like, comment, subscribe, ring the bell, check out all my social media in the description below, and maybe support me on Patreon so that I can afford to keep Emma on the payroll after I keep forcing her to put bad dragons in the videos. But yeah, dabby out.