\pagebreakNum
#### Weave and Unweave
*17th-level Arbiter feature*
You've learned how to fuel your own spells with the sundered power of your enemies. Whenever you use your action to Devour Magic or cast Dispel Magic, you can then immediately use your bonus action to cast a spell of 2nd level or lower.
### Embodiment of the Metamorph
To most demi-dragons, their initial transformation is their only one. To some, it is just the beginning. Metamorphs are demi-dragons that learn to master and manipulate the secrets that drove their own transformation. They grasp the ability to reshape their own bodies, adapting themselves to overcome the challenges that are brought on by their surroundings.
#### Adaptive Morph
*3rd-level and higher Metamorph feature*
Your form is an ever-shifting canvas, constantly changing to reflect your needs and wants.
**Morphs.** You learn three morph categories of your choice, which are detailed under "Morphs" below.
You learn two additional morph categories of your choice at 6th, 10th, and 17th level. Each time you gain a level in this class, you can replace one morph category you know with a different one.
**Active Morph.** As part of a short or long rest, you undergo a morph that provides you with new features. This morph lasts indefinitely, or until you choose to change it again. The morph you choose becomes your Active morph, granting you one of its listed named features (your choice).
**Waning Morph.** When you change your active morph to a different morph, the morph chosen for your previously Active morph becomes "Waning". When you change your Active morph again, the effect of the previously Waning morph is lost, and the previously Active morph becomes Waning. In this manner, you are always gaining and discarding new effects.
#### Twinned Adaptation
*6th-level Metamorph feature*
Your morphs start to carry side effects with them. Whenever you choose a morph as your Active morph, you gain both the benefits listed in that morph's category. When the morph becomes Waning, you choose which benefit to keep and which to discard.
#### Fueling the Transformation
*6th-level Metamorph feature*
Your form is so malleable that it only needs a spark of energy to change entirely. When you use your Devour Magic class feature, you can additionally choose to immediately activate a new morph. If you do, choose a new morph from among those you have learned. The chosen morph becomes your Active morph, and you discard old morphs as if you had changed morphs during a rest.
#### Remake Self
*10th-level Metamorph feature*
You gain the ability to remake yourself from the ground up. As part of a long rest, you can choose to undergo a metamorphosis ritual, during which you cocoon yourself as you rework the nature of your being. This allows you to change your past choices, and make new ones. Change each of the following to your liking:
**Dragon's Breath Element:** fire, cold, poison, acid, lightning, thunder, or force
**Dragon's Breath Area Effect:** line or cone
**Elemental Adaptation Element:** fire, cold, poison, acid, lightning, thunder, or force
**Eye of the Dragon Proficiency:** perception or investigation
Additionally, you gain a choice of a climb, swim, or burrow speed, which you can change any time you use this feature. If you gain a climb or swim speed, it is equal to your walking speed. If you gain a burrow speed, it is equal to half your speed.
Upon completing the ritual, any physical ability score damage you had taken is restored. Scars and lost limbs are restored.
Once initiated, the ritual cannot be interrupted. You are helpless and unconscious for the full duration, and can only be stopped by an untimely death.
#### Ceaseless Metamorphosis
*17th-level Metamorph feature*
You are ever-changing, always cycling through different forms at your leisure. If you spend 1 minute in deep focus, you can assume a new morph from among those you have learned. The chosen morph becomes your Active morph, and you discard old morphs as if you had changed morphs during a rest.
#### Morphs
___
***Heritage***
- **Blasting Breath.** Your lungs and chest expand, and you feel as if your dragon's breath is just waiting to burst forth. You can use your action to exhale a bolt of elemental energy and spit it at a creature you can see within a range of 120. Make a ranged spell attack. On a hit, the target takes 1d10 + your Charisma modifier damage. The damage is the same elemental type as your **Dragon's Breath**. The number of damage dice increases by one at levels 5, 11, and 17.
- **Brass Tongue.** You draw on the brass dragon's penchant for conversation. You have advantage on Charisma (Persuasion) checks. Additionally, you learn two languages of your choice. Once chosen, these languages cannot be changed with subsequent morphs.
___
***Subtlety***
- **Chameleon Scales.** Your scales gain the ability to change color, letting you blend in with your surroundings. You can take the Hide action as a bonus action on your turn. You have advantage on Stealth checks made to hide in dim light and in natural terrain, such as rocks, plants, or sand.
\pagebreakNum
- **Venomous Sting.** Your tail develops a stinger, loaded with poison. Your tail attack deals your choice of piercing or bludgeoning damage. When you deal damage with a tail attack, you can spend your reaction to inject the target with poison. The target must succeed on a Constitution saving throw against your **Dragon Spark** Spell save DC. On a failure, they take an additional 1d8 poison damage and suffer from the poisoned condition until the end of their next turn. At 11th level, this damage increases to 2d6.
___
***Aid***
- **Gold Luck.** You harness the inexplicable luck of the gold dragon. Whenever you or an ally makes an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. You can take this action after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can use this feature once, and regain the ability to do so after finishing a short or long rest.
- **Breath of Life.** You alter your breath. When you use your **Dragon's Breath** feature, you can choose to convert your breath into a burst of invigorating energy. Instead of dealing damage, yourself and any number of targets of your choosing within the area of your **Dragon's Breath** are instead healed for an amount equal to your **Dragon's Breath Damage**.
___
***Freedom***
- **Esoteric Ward.** Runic glyphs carved across your body guard you against a variety of magics. You gain advantage on all Intelligence, Charisma, and Strength saving throws against magical effects.
- **Veiled Wings.** Wing membranes spread down your sides and tail, letting you catch and direct both wind and water alike for superior maneuverability. You don't provoke an opportunity attack when you glide, fly, or swim out of an enemy's reach.
___
***Pain***
- **Thorny Spines.** You grow a series of sharp, slender spikes across your body, providing you with an inhospitable layer of natural defense. Any enemy that deals damage to you in melee suffers 1d6 piercing damage.
- **Skewering Quills.** You develop clusters of quills along your limbs and tail. Add a quills attack to your list of natural weapons. You can use it to make ranged weapon attacks, with which you are proficient. When taking the Attack action, you can launch these quills at a 5 ft. square within 60/120 ft. of you. On a hit, they deal piercing damage equal to 1d8 + your Strength modifier to any creature in the square and fills that square with quills. Any creature that subsequently enters the area must succeed on a Dexterity saving throw against your **Dragon Spark** Spell save DC or stop moving this turn and take 1d8 piercing damage. A creature moving through the area at half speed doesn't need to make the save. You can use this attack a number of times equal to 1 + your Constitution modifier (minimum 1), and regain the ability to do so after finishing a short or long rest.
___
***Courage***
- **Warrior's Will.** You quiet your mind as your focus sharpens. You gain advantage on Wisdom saving throws.
- **Goring Charge.** Your horns curl forward like those of a bull or ram, growing capable of punching holes through hide and armor alike. Add a gore attack to your list of natural weapons. You can use it to make melee weapon attacks, with which you are proficient. Your chargers horns deal piercing damage equal to 3d4 + your Strength modifier. If you move at least 10 ft. in a straight line during your turn, you gain advantage on the first attack you make with your gore attack.
___
***Instinct***
- **White Cunning.** You instil yourself with the primal awareness of the white dragon. You have advantage on initiative checks and you ignore non-magical difficult terrain.
\pagebreakNum
- **Rending Jaws.** Your jaw muscles grow more powerful, and your fangs grow serrated and cruel, capable of puncturing armor and rending flesh. When you hit with a bite attack, the target suffers a -2 to Armor Class until the end of your next turn.
___
***Endurance***
- **Branching Ivory.** Your horns split into great jagged antlers, with which you can hold off attackers. Add a gore attack to your list of natural weapons. You can use it to make melee weapon attacks, with which you are proficient. Your great antlers deal piercing damage equal to 3d4 + your Strength modifier. Other creatures provoke an opportunity attack from you when they enter the reach of your gore attack.
- **Survivor's Heart.** Your heartbeat slows, and your body quickly grows gaunt as it acclimates to endure extreme hardship. The severity of your exhaustion level, if any, is decreased by 1. While you remain motionless or when you are reduced to 0 hit points, you appear to be dead to any casual observer. Additionally, you have advantage on death saving throws.
___
***Strategy***
- **Reverberating Roar.** Your voice grows deeper, seeming to come from a much larger creature. As a bonus action, you can roar, inciting fear and hesitation in your enemies. Each creature of your choice within 20 ft. of you are forced to make a Wisdom saving throw against your **Dragon Spark** Spell save DC. A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target cannot take reactions until the start of your next turn. A creature that succeeds on this saving throw is immune to your roar for 24 hours.
- **Sheltering Wings.** Flexible armor plating grows across your wings, allowing you to use them as shelter for your allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
___
***Creation***
- **Stone Scales.** You assimilate available minerals in order to create a thick layer of defensive stone scales. Your Armor Class becomes equal to 16 + your Constitution modifier. You are considered as wearing heavy armor, but do not suffer any penalties to your Dexterity (Stealth) or due to a lack of heavy armor proficiency. You lose access to the **Flight** feature, as well as the speed benefit of **Stride**.
- **Capable Claws.** Your claws reshape, growing better suited to holding and manipulating objects. You can ignore the disadvantage imposed on melee weapons by **Incompatible Build**. Additionally, you gain proficiency with two tools of your choice. Once chosen, these tool proficiencies cannot be changed with subsequent morphs.
___
***Guile***
- **Draining Scales.** You alter your scales to siphon magical energy. Whenever you are subjected to any non-cantrip magical effect, you gain temporary hit points equal to your Constitution modifier (minimum 1).
- **Snatching Tail.** Your tail grows longer and more flexible, letting you unexpectedly catch your foes and yank them around. When you deal damage to an enemy that is Large or smaller with your tail, you can spend your bonus action to force them to roll a Strength saving throw. On a failure, they are pulled to a space of your choosing within 10 ft. of you. The space must be unoccupied.
**Save DC** = 8 + your proficiency
bonus + your Strength modifier
___
***Might***
- **Elemental Maw.** Volatile energy fills your gullet. Once on each of your turns when you hit with a bite attack, you deal an additional 1d6 damage of your **Dragon's Breath** element.
- **Driving Strikes.** The tip of your tail develops a tough, bony club, and the force of your blows leaves your enemies reeling. When you make a tail attack on your turn, your reach for it is 5 ft. greater than normal. Additionally, when you hit a target twice on the same turn with your claws or your tail, the target must succeed on a Strength saving throw or be pushed 5 ft. away from you.
**Save DC** = 8 + your proficiency
bonus + your Strength modifier
\pagebreakNum
## Feats
### Broadened Breath
*Prerequisite: Demi-dragon or dragonborn, line breath*
The width of your elemental breath broadens, spilling forth to wash over your enemies. You gain the following benefits:
* Your Constitution or Charisma increases by 1, to a maximum of 20.
* The width of your Dragon's Breath increases from 5 ft. to 10 ft.
### Dragon's Hoard
*Prerequisite: Demi-dragon, 8th level*
A deep-seated greed takes hold of you. The sight of glinting metal excites you, and you know that it must be yours.
You feel the need to construct a hoard. Pour out any amount of your treasure anywhere you like. During a long rest, you link yourself magically to that spot and all nearby treasure. You can only be linked to one hoard at a time. If any treasure is removed from the hoard, you immediately know what is being taken, but do not know by whom. As long as you are on the same plane as the treasure, you gain the following benefits based on how much gold is stored in the hoard. If enough gold is lost to put you below a gold threshold, you immediately lose all benefits associated with that threshold.
| Gold | Absorb Magic Enchantments | Features |
|:----:|:----:|:----:|:----:
| 3000 | 8 | **Siphon Treasure** |
| 10000 | 9 | **Auric Slumber** |
| 30000 | 10 | **Attunement Slot** |
**Absorb Magic Enchantments:** The maximum limit of magical items that you can have absorbed with **Absorb Magic** increases to the listed amount.
**Siphon Treasure:** Your magical hunger extends across any distance to the extraordinary items stored in your hoard. You can use any piece of non-equipment treasure, such as potions or wondrous items, that is stored within your hoard as if you were holding it. The item functions as normal, and is consumed on use or expends charges if it normally would. If the item requires itself to function, such as an Immovable Rod or a Figurine of Wondrous Power, you conjure a spectral projection of it. Such a spectral projection represents the magical essence of the item being pulled forth by you, and any damage sustained by such a projection carries over to the real item. An unattended projection fades after 1d4 hours.
**Auric Slumber:** Whenever you finish a long rest while resting within 30 ft. of your hoard, you gain temporary hit points equal to twice your level, lasting for 24 hours. Additionally, any exhaustion you had is reduced by 1 additional level.
**Attunement Slot:** The maximum amount of items you can be attuned to increases from 3 to 4.
### Misfit's Adaptation
*Prerequisite: Demi-dragon*
Your body continues to change in unexpected ways. You gain the following benefits:
* Your Strength, Constitution, or Charisma score increases by 1, to a maximum of 20.
* Choose one named feature from among the morphs available to the Metamorph archetype. You gain the chosen effect, which is permanent. If you already had access to morphs and have learned the associated morph category, you can choose whether to change this or your other Waning morph whenever you change morphs. The effect does not stack with itself.
You can take this feat multiple times. Each time you do, choose a different morph.
### Natural Ferocity
*Prerequisite: Demi-dragon*
You've grown used to using your body as the weapon it was meant to be. You gain the following benefits:
* You learn two maneuvers of your choice from among those available to the Juggernaut archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals **8 + your proficiency bonus + your Strength modifier**. If the maneuver makes use of a gore or wing natural weapon, you can add it to your list of natural weapons.
* Gain 2 points of fury, as described under the Juggernaut archetype. You can spend them on any Juggernaut maneuver you know and which you can pay the fury cost for. If you already had fury, your total increases by 2. You regain your expended fury when you finish a short or long rest.
### Shape Breath
*Prerequisite: Demi-dragon or dragonborn*
When you breathe destructive energy, you can shape pockets of relative safety within the area of your Dragon's Breath feature. You gain the following benefits:
* Your Constitution or Charisma increases by 1, to a maximum of 20.
* When you use your Dragon's Breath feature, you can choose a number of creatures that are within the area of the breath weapon and which you can see equal to 1 + your Charisma modifier (minimum 1). The chosen creatures need not make a saving throw, and take no damage from your Dragon's Breath.
### War Plating
*Prerequisite: Demi-dragon*
You've trained in wearing heavy armor into combat, rendering you a truly terrifying combatant on the battlefield. You gain the following benefits:
* Your Strength increases by 1, to a maximum of 20.
* You gain proficiency with heavy armor
\pagebreakNum
## Class Feature Variants
If your table makes use of the [Unearthed Arcana Class Feature Variants](https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf) optional rules, the following are available to the demi-dragon.
The DM decides which of these options are available to the characters in a campaign. A DM is free to prohibit these variants, allow all of them, or make a subset of them available to you.
### Ascetic Sacrifice
*1st-level feature (enhances Multiclassing)*
When you first take a level in demi-dragon while already having levels in another class, you may optionally convert those levels to an equivalent amount of demi-dragon levels. This represents a character's personal sacrifice as they give up their old life in order to augment the demi-dragon transformation ritual, committing themselves fully to their chosen path.
### Indefinite Mind
*1st-level feature (enhances Dragon Spark)*
The path of the demi-dragon need not be a confining one. A wizard may strive to turn themselves into a dragon, and some monks follow the way of the dragon disciple.
As an option, choose between Intelligence or Wisdom. The chosen ability score is used in place of Charisma for Dragon Spark and Dragon Scales, as well as any other demi-dragon features that refer to Charisma (except for Force of Self).
### Maneuver Versatility
*3rd-level feature (enhances Maneuvers)*
If you know any maneuvers from the demi-dragon’s Juggernaut archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
### Natural Heritage
*3rd-level feature (enhances Climb, Swim, and Burrow)*
Both the Metamorph and the Scion can acquire additional movement options. As an option, the following rules apply to them:
* If you gain a climb speed, you become able to effortlessly hang on to even near-vertical ledges. You suffer no ill effects from high altitudes.
* If you gain a swim speed, you can breathe water as well as air.
* If you gain a burrow speed, you can tunnel through loose dirt, gravel, and similar materials, but not through solid materials. If you burrow at half speed, you can reinforce your tunnel as you move, allowing others to safely pass through, otherwise it slowly collapses behind you. As an option at the DM's choice, activating your burrowing speed requires an action.
### Size Category
*10th- and 20th-level Demi-Dragon feature*
Upon reaching levels 10 and 20, your size increases to large and huge, respectively.
Any class-specific features you gain from this class that refer to enemy size categories are increased by one category per size category grown.
*Note:* A permanent size increase can be a significant problem during the course of a campaign, especially from the DM's perspective. Consider carefully whether to allow this.
\pagebreak
## Metamorphic Transformation Ritual
*The following content is representative of how a demi-dragon transformation could proceed, but is not necessarily the only way it could be performed.*
My research into the second-hand application of magical metamorphosis has borne fruit. My predecessor's work on simplistic half-dragon blood rituals, while a useful guiding point, pales in comparison to my achievements. During my work, other avenues to similar results have cropped up—such avenues demand further study, but this technique stands as integral to current practical application. In furthering magical understanding and in upholding the Farfire Pact, I present the demi-dragon metamorphic transformation procedure.
***- Firn el Din, Archmage of the Pact Tower***
___
**Required Materials:**
* A creature of humanoid origin within acceptable size parameters (the subject)
* Minimum 125 liters of dragon's blood (to bathe in)
* A fresh dragon's heart (to be consumed)
* Wing bones of an appropriate size (need not be draconic)
* A spell focus (as a lens)
* Ash of oak (to ground and stabilize)
* Incense (to ward and seal)
___
**Procedure:**
The procedure should take place in a clean and controlled environment. It is strongly recommended to make use of warding incenses, before and throughout the procedure, in order to prevent the interference of unwanted elements.
The subject is stripped of all clothing and other paraphernalia—such as any metals that pierce flesh or other jewelry—and is anointed with a balm made of ash of blackest oak. From this point on, do not let the subject come into contact with materials other than those used by the procedure.
The subject is submerged in a pool of dragon's blood. The pool must be large enough to fully submerge the subject, and should be constructed with ideal measurements to the specifications of both humanoid and draconic shapes. A lid or grille can be employed, to prevent the subject from bursting to the surface prematurely. Avoid using shackles to ground the subject, as they will interfere with metamorphosis.
The submerged subject will be unable to breathe, and may flail during the procedure. Transmutation or enchantment magics can relieve the need to breathe or keep the subject calm, but are not necessary to complete the procedure.
Before immersion, the subject should be supplied with a dragon's heart, or one should be placed within the pool where the subject can reach it. As soon as the subject is fully submerged, establish an arcane feedback loop by channeling as much magical power through the dragon's heart and into the subject as possible. The type of magic is irrelevant, only the magnitude matters. As the subject makes contact with the imbued heart, they will experience a sensation of being washed away by a powerful torrent, and if they are a powerful individual, the subject will be able to surrender a piece of themselves to this torrent in order to further empower the ritual.
As soon as the subject makes contact with the imbued heart, assistants should stand at the ready to act. Depending upon the type of dragon from which the heart originates, they must take one of five actions:
* Heat the pool of blood to a boiling temperature
* Cool the pool of blood to a freezing temperature
* Pour acid into the pool of blood
* Electrocute the pool of blood until the heart beats in response
* Pour poison or venom into the pool of blood
If the subject has established a viable connection with the magical energies channeled through the heart, the subject will receive a degree of protection. If not, the subject will expire, and all spent materials will be wasted.
At the height of the procedure, when the subject begins to show signs of metamorphosis, the subject must consume the imbued heart while remaining submerged. An unwilling or unaware subject will expire, so make certain that they are adequately informed. A particularly rebellious subject may choose to refuse in spite of their demise. In such a case, enchantment spells must be employed to force the subject.
Once the heart is consumed, the application of channeled magic can cease. At this point, the subject will be deep in the throes of metamorphosis and will lose consciousness, at which point no further action is required. However, it can be useful to supply the subject with wing bones by way of telekinesis, in order to encourage the growth of new limbs. These bones must be in undamaged condition, but need not consist of a full set of an entirely accurate size fit, as the subject will compensate for a lack of accuracy in their own time. The development of wings seems to be more difficult than that of tails, and therefore little encouragement is needed in that regard.
The subject will gradually absorb a portion of the dragon's blood. Allow the subject to lie or float freely during this time. In most cases, the subject will be left unconscious for several hours. Do not disturb the subject, but ensure that they can breathe freely at this stage.
Most subjects will be left scaleless, and with clearly underdeveloped limbs. This is normal, and will correct itself over time. Some subjects have been observed to form 'dewdrops of blood', which resolve into fully-formed scales within a matter of hours. These subjects tend to be healthier and more active following the procedure. While a fascinating occurrence, it is unclear what causes the phenomenon. Further studies and more subjects are required.
Allow the subject to sleep. Any blood remaining in the pool is tainted and useless, and should be disposed of once the subject leaves the pool—do not attempt to reuse it. In the following days, the subject will experience a craving for magical energy and an inexplicable ability to extract it from any valid source. While it can be useful to make use of this craving to establish your relationship as a superior with the subject, it is recommended to indulge it the first time, as it seems to have a positive effect on the subject's condition. Make certain that a meal both physical and magical is left ready for when the subject regains consciousness.
\pagebreakNum
## Updated February 5th 2020
* ###### **[Latest Version](https://www.gmbinder.com/share/-LpZX_fRKhLCn-mr_64B)**
* Renamed Shaper's Claws to Capable Claws. Added a new frontpage and one additional piece of artwork. Replaced Unfettered Form with Unfettered Mindscape, which allows the Shaper to move their blocks. Mental Fortress now creates up to 3 blocks upon reaching 17th level. Disintegrate can now destroy Enforced Reality blocks, as per Wall of Force. Worked with Dracovitch on his idea for the Embodiment of the Voidmaw, which can be accessed under the credits list.
* February 3rd 2020 - Published version 3.1 [here](https://www.reddit.com/r/UnearthedArcana/comments/ey79f5/the_demidragon_31_a_featurecomplete_raceclass/) and [here](https://www.reddit.com/r/DnDHomebrew/comments/eyq4kg/the_demidragon_31_a_featurecomplete_raceclass/)
* Designed and implemented a new subclass, the Shaper, a psionic control and disruption specialist with the features Mind and Matter, Telekinetic Hand, Mental Fortress, Enforced Reality, and Unfettered Form. The Dragon Adept now gains immunity to grappled, restrained, and prone during Ascension. Improved level listing for features that receive improvements at higher levels. Added one additional piece of artwork. Added a Demi-Dragon Clockwork Watcher statblock.
* Moved Flight back to 7th level, and Eye of the Dragon back to 9th. Reverted the Juggernaut Fury leveling progression change. Increased Dragon Scales from 8 to 9. Moved the fear benefit of Blood and Smoke into Mist Lurker and changed the trigger requirement to be hidden or obscured, and changed Blood and Smoke to instead permanently increase the duration of Rend and Ruin. Removed the 5 ft. range trigger requirement on Harrying Predator. Added Identify to Unmaker's Sight.
* January 23th 2020 - Published version 3.0 [here](https://www.reddit.com/r/UnearthedArcana/comments/esvoun/the_demidragon_30_a_featurecomplete_raceclass/) and [here](https://www.reddit.com/r/DnDHomebrew/comments/etabho/the_demidragon_30_a_featurecomplete_raceclass/)
* Reduced the amount of additional fury points gained by the Juggernaut to 1, from 2, at levels 6th, 10th, and 17th. Changed Spellsnap to round down, rather than up. Added a 5 ft. range requirement to the Shadestalker's Harrying Predator, and clarified that Harrying Predator and Spring attack require melee attacks. Put a +2 maximum benefit on Dex for Dragon Scales. Moved Flight to 9th level, and Eye of the Dragon to 7th level. Reduced the blindsight granted by Eye of the Dragon to 10, from 20. Increased flavor age lifespan from ~200 to ~300 to better align with official half-dragon lore. Added a note about diving straight down to Glide, so that you aren't stuck gliding at the rate of descent. Added an optional ruling for Natural Heritage's burrowing speed to require an action to activate. Changed the racial trait stat boost to +1 to Str, Con, and Cha, from +2 Str +1 Con, to better redistribute the dragon's defense and offense at lower levels.
* Renamed Rending Maw to Rending Jaws, and added Elemental Maw and Driving Strikes to the Metamorph. Removed the introduction description of the camouflaged Metamorph at the start of the document, and replaced it with one of a meditating Dragon Adept. Removed advantage on Insight checks from Brass Tongue. Reduced the AC of Stone Scales to 16 + Con, from 17 + Con. Reduced the activation requirement of Goring Charge from 20 to 10 ft., because it wasn't very powerful, and added flavor that distinguishes it from Branching Ivory. Changed Sheltering Wings to impose disadvantage, rather than grant 3/4 cover. Removed the healing property of Assimilate. Redesigned Misfit's Adaptation as a half feat, opening up a whole new world of unique build potential. Added an exhaustion benefit to Dragon's Hoard's Auric Slumber. Added 'Metamorphic Transformation Ritual' section.
* Added time stamps to the changelog. Moved the 15th level subclass feature back to 17th level, and moved Devour Magic (two uses) back to 15th, to better fall in line with the tiers of play. Removed Veiled Predator, and replaced it with Blood and Smoke. Changed the Demi-Dragon Snatcher statblock to a Demi-Dragon Quillscale, which is less generic.
* January 14th 2020 - Published version 2.9 [here](https://www.reddit.com/r/UnearthedArcana/comments/eonex1/the_demidragon_29_a_featurecomplete_raceclass/) and [here](https://www.reddit.com/r/DnDHomebrew/comments/epk55k/the_demidragon_29_a_featurecomplete_raceclass/)
* Decreased the range of Devour Magic to 10 ft. (from 30 ft.), but caused the range to now increase to 60 ft. at 5th level, in order to better regulate the immediate power of the effect at low levels. Moved Absorb Magic to 3rd level, from 4th. Removed Strength of Body, and replaced it with Dragon's Might & Rend and Ruin, in order to more elegantly scale weapon damage and to address the dragon's stat-hungry issues. Removed the AC cap on Dragon Scales, because it was potentially confusing and largely irrelevant even in niche cases. Renamed Strength of Self to Force of Self. Moved Dragon's Breath (three uses) to 13th level, moved Devour Magic (two uses) to 17th level, and moved the 17th-level Embodiment feature to 15th level, in order to have a better progression of offensive and defensive tools in light of the introduction of Dragon's Might. Replaced Forged From Trial with Legendary Resistance, because Dragon's Might rendered it obsolete. Reimplemented 11th level damage scaling on Venomous Sting. Increased the damage of Skewering Quills from 1d6 to 1d8. Added a clause addressing cold and poison Constitution saves to Dragon's Breath, and removed Vaporous Breath.
* Added Bestow Flight and Ascension to the Dragon Adept. Changed Disciple's Meditation to only recharge on a long rest. Implemented the Dragon Adept, and added two additional pieces of artwork. Added an NPC stat block to Feature Design. Reduced class skill proficiencies from 4 to 3. Reduced Dragon's Breath damage scaling by one increment to once again align with uneven levels, to better match spellcaster level progression. Added Languages to racial traits. Slightly increased Glide & Fly Speed at lower levels to be consistently faster than walk speed. Changed Assimilate to grant hit points instead of temporary hit points, to better co-exist with subclass options for temporary hit points, but halved the hit points gained.
\pagebreakNum
* January 1st 2020 - Published version 2.7 [here](https://www.reddit.com/r/UnearthedArcana/comments/eij35z/the_demidragon_27_a_featurecomplete_raceclass/)
* The Scion's Induce Torpor now lasts for 1d4 hours, up from 1 hour, because unpredictability is fun. Clarified that Misfit's Adaptation can be taken multiple times. Removed the Design Notes section entirely, as it is increasingly irrelevant. Changed Weave and Unweave to now instead allow casting a spell of 2nd level or lower, instead of casting a spell with a range of touch or self. Strength of Body now additionally increases AC by 1. Added Aided Jump to Racial Traits. Made a number of minor wording changes to the introduction. Draining Scales no longer interacts with cantrips. Reduced Dragon's Breath Line Range scaling by one increment. Removed Manifest Breath and Class Feature Variant Package: True Dragon from Feature Design.
* December 9th 2019 - Published version 2.6 [here](https://www.reddit.com/r/UnearthedArcana/comments/e89zny/the_demidragon_26_a_featurecomplete_raceclass/)
* Added Class Feature Variant Package: True Dragon, and its features, Spitfire, Vanity, Elemental Heritage, Legendary Action, and Legendary Resistance to the Feature Design section, pending further review and feedback.
* Slightly increased Dragon's Breath damage scaling. Added Vaporous Breath to Class Feature Variants. Added Broadened Breath to feats. Dramatically increased Dragon's Breath Line Range level scaling, from 30-80 to 35-130. Removed the trigger clause from Scale Bind, which can now be cast at any time as a reaction. Clarified that Metamorphs that take the Misfit's Adaptation feat must know the relevant morph category in order to change the morph from the feat.
* November 8th 2019 - Published version 2.5.5 [here](https://www.reddit.com/r/UnearthedArcana/comments/dtg28b/the_demidragon_255_a_featurecomplete_raceclass/)
* Added Class Feature Variants as a section. Baked Expanded Breath and Insatiable into the descriptions of Dragon's Breath and Devour Magic, and changed the effect of Insatiable to instead provide two uses per long rest instead of recharge on short rest. Added Maneuver Versatility to Class Feature Variants, and moved Indefinite Mind, Climb, Swim, and Burrow Speeds, multiclassing options, and Size variant rules to Class Feature Variants. Added level denominations to all feature descriptions, after recent UA fashion. Assimilate now additionally grants temporary hit points. Added several flavor descriptions to various features that were lacking them. Reversed the action order of Weave and Unweave, enabled Devour Magic to trigger it, and removed the clause about not needing Dispel Magic as a known spell. White Instinct now provides advantage on initiative rolls instead of preventing being surprised. Added Shadestalker Design Notes section.
* Added Dragon's Hoard to Feats. Added Bestow Breath, Manifest Breath, and Disciple's Contemplation to Feature Design as experimental features for a new subclass, the Dragon Adept. Returned Spellsnap to recharging on a long rest to prevent coffee shenanigans. The Shadestalker can now move their Veil of Smoke as a bonus action, and changed Spring Attack to using a bonus action instead of a reaction. Changed the requirement for Goring Charge to 20 ft. from 15 ft., to match existing charge mechanics.
* October 19th 2019 - Published version 2.4 [here](https://www.reddit.com/r/UnearthedArcana/comments/dk5lx2/the_demidragon_24_a_featurecomplete_raceclass/)
* Moved to GM Binder, and made a number of internal changes. Added Esoteric Ward, Reverberating Roar, White Instinct, Draining Scales, Warriors Will, Gold Luck, and Brass Tongue to the Metamorph's available morphs. Replaced Ironscale Weaving with Stone Scales. Changed the pairing on several morph categories to provide (in most cases) a situational and a reliable morph. The Metamorph can now change out a known morph category every time it gains a class level, rather than whenever it gains a new morph, and gains 2 additional morph categories at 6th, 10th, and 17th levels, up from 1. Increased the damage of Skewering Quills to 1d6 > 2d4, from 1d4 > 1d8. Added dim light to Chameleon Scales. Ardent Breath now gains a second charge at 6th level, down from 10th. Glacial Chill now reduces speed by half, up from 10. Spellsnap now recharges on a short rest. Renamed Snapping Takedown to Lockjaw. Added persuasion to class skill proficiencies.
* October 15th 2019 - Published version 2.3 [here](https://www.reddit.com/r/UnearthedArcana/comments/dicqk2/the_demidragon_23_a_featurecomplete_raceclass/)
* Added a frontpage. Added two additional pieces of artwork. Added custom footers and link colors. Improved image blending. Implemented the Shadestalker. Completely reworked the Metamorph's Adaptive Morph, Ceaseless Metamorphosis, and all available morphs. Removed the lingering effect on Fueling the Transformation. Reworked Misfit's Adaptation. Added Twinned Adaptation.
* Added Shape Breath to feats. Increased the amount of class skill proficiencies gained from 2 to 4, to make up for the dragon's lack of other proficiencies. Changed Eye of the Dragon to offer expertise if you already have proficiency, but reduced the blindsight from 30 to 20. Added Veil of Smoke, Harrying Predator, Spring Attack, Mist Lurker, and Veiled Predator as experimental features for a new subclass, the Shadestalker. Added Dragon Scales segment to Design Notes section.
* September 5th 2019 - Published version 2.2 [here](https://www.reddit.com/r/UnearthedArcana/comments/d006qm/the_demidragon_22_a_featurecomplete_raceclass/).
\pagebreakNum
* Dragon's Breath now regains all charges on completing a short rest, up from 1. Moved Flight to 7th level, and Eye of the Dragon to 9th level. Changed Dragon Scales to 8 + Con + Dex + Cha (max 20) from 10 + Con + Dex in order to address stathungry MAD issues. Changed Indefinite Mind to an optional rule, and added Dragon Spark to replace it. Changed Ardent Breath Fiery Eruption back to dealing damage in a 5 ft. wide 20 ft. high box, from a 10 ft. wide area and increased its casting range to line range from cone range. Changed the Juggernaut's Battering Ram to actively make use of the Attack action, so that it balancewise better respects whether or not you have Extra Attack. Removed the Juggernaut's Reckless Advance because it was weird and not that interesting. Added prone to Brutal Dive but removed the double damage dice effect, to better reflect how diving onto a target should work and to balance it as a good grapple initiator. Changed the Metamorph's Fueling the Transformation to now retain the old morph for 10 minutes. Added an 'appears as dead' effect to Survivor's Heart Major. Added Glide to Veiled Wings Major. Snatching Tail Major now requires spending a bonus action to use.
* August 25th 2019 - Published version 2.0 [here](https://www.reddit.com/r/UnearthedArcana/comments/cv86fv/the_demidragona_featurecomplete_raceclass/).
* Added Ardent Mastery to Scion 10th. Moved Eye of the Dragon into the base class, at 7th level. Moved Stride to 5th level. Moved Absorb Magic to 4th level. Moved Glide to 2nd level. Merged Tail Lash into the Natural Weapons racial trait. Moved Scion forward in the document because it's cooler now. Put a level restriction on spells that can be bound by Scale Bind to prevent multiclass shenanigans. Made it easier to throw Scale Bound scales. Renamed Bind the Unwoven to Weave and Unweave. Changed starting equipment to be more in-line with official material. Changed Sheltering Wings Major to be the Protection fighting style, and bumped its former effect down to Minor. Added Eye of the Dragon Proficiency to Remake Self.
* Removed several sections of the original Design Notes internal discussion, regarding Character Size, Roleplaying Issues, Item Relevance, and Player Choice, as it said very little of actual use. Updated the rest of the Design Notes to be up to date. Changed Spellsnap to a variant of Counter Spell, instead of just being Counter Spell. Changed Overbearing Sweep to a bonus action instead of replacing an attack in the Attack action to prevent combining it with Snapping Takedown in one turn. Changed Fueling the Transformation to not require a successful dispel. Increased the space in which you can reposition enemies with Snatching Tail Major to 10, from 5. Added advantage on survival in harsh climates to Survivor's Heart Minor. Removed the Scion's True Heritage, Inhale, and Natural Adaptation, and reimplemented them in the form of Bloodline Heritage. Added Ardent Breath to Scion 3rd.
* Added four artwork images. Added Fearsome Wound and Overbearing Sweep to Juggernaut maneuvers. Added War Plating to racial feats. Added Inhale to Scion 3rd, and moved Elemental Suffusion to 6th. Several wording and flavor improvements. Added Climb, Swim, and Burrow Speeds box.
* Removed Enveloping Breath and Elongated Limbs as class features, and baked their increases into a more steady progression, as shown under the Dragon's Breath Range and Glide & Fly Speed columns of the Demi-Dragon table. Added Stride, Strength of Self, and Assimilate to fill out the empty class levels. Changed Tenacious Assault to advantage instead of expertise.
* Increased Dragon's Breath level scaling. Removed armor proficiencies from the class. Moved Dragon Scales and Natural weapons into the racial traits, and moved Devour Magic into the class. Changed Dragon Scales to use Con instead of proficiency. Reimplemented Elemental Adaptation at level 2. Moved Flight to level 9 from 7. Overhauled the Juggernaut fury system to have a better resource progression. Changed maneuvers to obey the action economy. Increased Reprisal cost from 1 to 2. Changed Lunge to Hammering Lunge, which uses gore instead of claw. Rewrote Skylaunch and Battering Ram to use an action, and rebalanced them appropriately. Moved Unwavering Combatant to 10th level from 6th, and moved Tenacious Assault to 6th level from 10th.
* Reworked the entire class with a tighter thematic focus. Removed Skyterror, but added Metamorph and Scion.
* December 26th 2018 - Published version 1.0 [here](https://www.reddit.com/r/UnearthedArcana/comments/a9sd00/the_demi_dragon_a_product_of_design/).
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## Statblocks for DMs
___
> ## Demi-Dragon Clockwork Watcher
> *Medium construct, any alignment*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 161 (14d10 + 84)
> - **Speed** 40 ft., fly 70 ft.
> ___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|9 (-1)|22 (+6)|7 (-2)|19 (+4)|5 (-3)
> ___
> - **Skills** Athletics +11, Investigation +3, Stealth +4, Perception +9
> - **Damage Resistances** cold, lightning, necrotic
> - **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Condition Immunities** charmed, exhaustion, paralyzed, petrified, poisoned, stunned
> - **Senses** blindsight 60 ft, darkvision 120 ft, passive Perception 19
> - **Languages** Understands Common and Elvish but can't speak
> - **Challenge** 12 (8,400 XP)
> ___
>
> **Immutable Form.** The demi-dragon is immune to any spell or effect that would alter its form.
>
> **Will-bound Gearshift.** Whenever the demi-dragon fails a saving throw imposed on it, it gains 15 temporary hit points.
>
> **Magic Weapons.** The demi-dragon's weapon attacks are magical.
>
> ### Actions
> ***Multiattack.*** The demi-dragon makes three attacks: one with its bite and two with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage.
>
> ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 11 (2d4 + 6) slashing damage.
>
> ***Poison Breath (Recharge 5-6).*** The demi-dragon exhales poison in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a succesful one.
>
> ***Devour Magic.*** The demi-dragon chooses one creature, object, or magical effect within a range of 120 ft. as a target. Any spell of fourth level or lower on the target is dispelled. For each spell of a level higher than that, the demi-dragon makes an ability check with their Charisma ability. The DC equals 10 + the spell's level. On a success, the spell is dispelled. If at least one effect is dispelled, the demi-dragon regains 20 hit points.
___
> ## Demi-Dragon Quillscale
> *Medium dragon, any alignment*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 77 (8d10 + 32)
> - **Speed** 40 ft., fly 60 ft.
> ___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|18 (+4)|10 (+0)|9 (-1)|16 (+3)
> ___
> - **Skills** Athletics +7, Arcana +3, Stealth +7, Perception +5
> - **Damage Resistances** fire
> - **Senses** blindsight 20 ft, darkvision 60 ft, passive Perception 13
> - **Languages** Common, Draconic
> - **Challenge** 5 (1,800 XP)
> ___
> ***Quill Regrowth.*** The demi-dragon has five clusters of quills scattered across its tail and limbs. Used quills regrow when the demi-dragon finishes a short or long rest.
>
> ***Chameleon Scales.*** The demi-dragon can take the Hide action as a bonus action on their turn.
>
> ### Actions
> ***Multiattack.*** The demi-dragon makes three attacks: one with its bite, two with its claws, or three with its quills.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) piercing damage.
>
> ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage.
>
> ***Quills.*** *Ranged Weapon Attack:* +7 to hit, reach 60/120 ft., 5 ft. square. *Hit:* 8 (1d8 + 4) piercing damage. The square is filled with sharp quills. Any creature that subsequently enters the area must succeed on a DC 14 Dexterity saving throw or stop moving this turn and take 1d8 piercing damage. A creature moving through the area at half speed doesn't need to make the save.
>
> ***Fire Breath (Recharge 5-6).*** The demi-dragon exhales fire in a 20-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a succesful one.
>
> ***Devour Magic.*** The demi-dragon chooses one creature, object, or magical effect within a range of 60 ft. as a target. Any spell of third level or lower on the target is dispelled. For each spell of a level higher than that, the demi-dragon makes an ability check with their Charisma ability. The DC equals 10 + the spell's level. On a success, the spell is dispelled. If at least one effect is dispelled, the demi-dragon regains 12 hit points.
\pagebreakNum
> ## Credits
>
> **Created By:** **[Aron](https://www.reddit.com/user/chimericWilder/submitted/)**
> > **Made With:** **[GM Binder](https://www.gmbinder.com/)** >
> **Additional Content By:** > > **[Dracovitch](https://www.reddit.com/user/Dracovitch/):** **[Embodiment of the Voidmaw](https://drive.google.com/file/d/1zhRQ0HOFFplfbk2-27Pb3Dc98CdCXU_c/view)** >
> **Special Thanks:** > > **Izzy:** Targeted Class Feedback > > **aughts:** Wording Feedback > > **[Leuku](https://www.reddit.com/user/Leuku/submitted/):** Guide to Balancing Homebrew Classes > > **[mr_Jyggalag](https://www.reddit.com/user/mr_Jyggalag/submitted/):** Styling > > **[CobaltZephyr](https://www.reddit.com/user/CobaltZephyr/submitted/):** Alternative PHB Styles > > **[Almighty_Nosh](https://www.reddit.com/user/Almighty_Nosh/submitted/):** Feedback and Suggestions > > **[SenorSnout](https://www.reddit.com/user/SenorSnout/):** Playtesting > > **[Qorinthian](https://www.reddit.com/user/Qorinthian/submitted/):** Design Feedback >
> **Artwork By:** > >**[Anastassia Grigorieva](https://www.artstation.com/someanna):** *[Brown horns and blue tounges](https://www.artstation.com/artwork/WQEyJ)*, *[Cornered](https://www.artstation.com/artwork/ZYX2R)*, *[Thunder and lightning](https://www.artstation.com/artwork/3olGkD)*, *[Greens n' blues](https://www.artstation.com/artwork/5EzAW)* > > **[Mike Azevedo](https://www.artstation.com/mikeazevedo):** *[Dragon and fish](https://www.artstation.com/artwork/qbQVP)* > >**[Kerem Beyit](https://www.artstation.com/kerembeyit):** *[Valamadarace](https://www.artstation.com/artwork/4qoW)*, *[Mithral Dragon](https://www.artstation.com/artwork/abNz)* > >**[Will O'Brien](https://www.deviantart.com/willobrien):** [Pathfinder: Kazavon](https://www.deviantart.com/willobrien/art/Pathfinder-Kazavon-648092783) > >**[Elizabeth "Sirin" Khodyakova](https://www.artstation.com/asteri_sirius):** [tapestry Dragon](https://www.artstation.com/artwork/W2WKL3), [dragon's lair](https://www.artstation.com/artwork/PmwoQB) > >**[Chromamancer](https://www.deviantart.com/chromamancer):** *[Bookwyrm](https://www.deviantart.com/chromamancer/art/Bookwyrm-370364215)* >
> The *Demi-Dragon* is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.