The Draconomicon is the title for several optional sourcebooks for the Dungeons & Dragonsrole-playing game, providing supplementary game mechanics for dragons specifically. Different Draconomicon books have been issued for the 2nd, 3rd, and 4th editions of the Dungeons & Dragons game. The Latin-inspired name of the books loosely translates as "Book of Dragon Names".
Shannon Appelcline commented that of the changes to the Forgotten Realms publications in the early 1990s, "The biggest change was that the geographical setting books had faded away starting in the early '90s. They were replaced by a number of other lines. The "FOR" books instead looked at organization in the Realms—much like the splatbooks of White Wolf and others. They ran from FOR1: Draconomicon (1990) to Giantcraft (1995)."[3]: 104
The book includes new dragons, among them steel, mercury, and yellow dragons.[1] It contains general reference information about dragons, geography in the Forgotten Realms relating to dragons, dragon psychology, advice on role-playing dragons, along with new dragon species, a "hall of fame" of important dragons, new magic for dragons, a "hunter's guide", and four short adventures featuring dragons.
The book was released again in September 1999 by Wizards of the Coast with new cover artwork.[4] Both editions of the book contain the same information but a Wizards of the Coast logo is included in latter.
The 3rd edition version of the Draconomicon, named Draconomicon (The Book of Dragons) specifically, contains information about dragon physiology and psychology, along with new dragon-only feats, spells, and prestige classes. There are also additional rules regarding aerial combat and breath weapons. Players can find new feats, spells, magic items, and prestige classes for use against dragons in this book. There are various types of new dragons and dragon-related creatures, along with sample statistics blocks for dragons of all the chromatic and metallic varieties of all ages.[5]
Andy Collins talks about the beginnings of the idea for this book: "I remember talking about this project as early as 2001 or so, during our regular "What are we going to write next?" meetings. At one point, it was tentatively slated as a full-blown coffee table book with only minimal game material. We eventually realized that that wasn't our strong point, but the notion that this book should be art-intensive stuck around."[6]
4th Edition
In 4th edition D&D, the Draconomicon is the name of a two books covering dragons.
John Setzer reviewed the original Draconomicon in the February 1992 issue of White Wolf Magazine.[12] He stated that "all in all, this book is a must if you play in the Forgotten Realms", noting that it would be useful for any Advanced Dungeons & Dragons player and worth a look for anyone who likes dragons.[12] Overall, he rated it a 4 out of a possible 5.[12]
Rick Swan reviewed the original Draconomicon for Dragon magazine #180 (April 1992).[1] He calls the book an "entertaining collection of draconic odds and ends".[1] According to Swan, "The fanciful essays discussing behavior and customs [...] makes for a delightful read, while the Spelljammer material clears up a few questions about dragons in space. Less successful are the adventures, four rather routine excursions that feature promising plots but suffer from a lack of development; one or two longer adventures would have been preferable to four short ones."[1]
The reviewer from Pyramid commented on the third edition Draconomicon: "Rather than see the dragon as the huge pile of hit points standing between you and a big pile of treasure, the writers try to flesh out these magnificent beasts. The book treats them as characters first and foremost, participants in the story, and in fact there are guidelines for using them as PCs, NPCs, forces of nature, or just the stuff of legend that dominates an area's history. They can be friend or foe, mentors, or part of the party."[13]
Viktor Coble listed Draconomicon as #4 on CBR's 2021 "D&D: 10 Best Supplemental Handbooks" list, stating that "It's such a fun read that it feels less like a part of a game and more like a fantasy novel. What's the most fun is how there are tables for the language of dragons, giving an even deeper layer to one of the game's namesakes."[14]