Demi-Dragon 3.9.3.4

by Aron

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The Demi Dragon

Part I

Race & Class

Demi-Dragon

A single crimson-scaled runt of a dragon stands trapped amidst an orcish warband, waving their axes in anticipation of an easy kill. With a roar, fire lights up the forest clearing as she charges fearlessly, driving the startled orcs back with a ferocity that belies her modest size.

The azure dragon studies the wizard's arcane runes, his companions waiting close by. Jotting a note down in his beloved journal, he inhales deeply, leeching the magical energy right out of the protective ward. With a satisfied smirk, he leads his companions deeper into the wizard's sanctum.

Within a stone temple upon an icy mountaintop, the dragon sage sits in meditation. He was content to weather the blizzard that would soon leave him stranded and isolated, warmed only by the soft glow of the smoldering sphere of fire which he held aloft in supplication. He relished the chance to reflect upon the events of his journey.

Though each of these demi-dragons tell a different story, they share a similar background—they were once humanoids who underwent a metamorphic transformation that changed their body. Those that are so afflicted are rare, but each must learn to live with the consequences in their own way.

Each demi-dragon is different, with some drawing heavily upon the essence of true dragons, while others defy such comparisons. Many demi-dragons are ostracized by those around them, but a few are celebrated. Some relish their new form, while others loathe what has been done to them, but all are linked by the circumstances surrounding their transformation.

Imitation of Form

To most, dragons are a thing to be feared and hated. But to a few, dragons are envied as paragons of power. Among these, there are some who would sacrifice anything if it would let them have that power for their own.

Whether driven by fanatical beliefs, a hunger for personal power, or a genuine wish to help others by whatever means are available, some choose to undergo a ritual transformation that changes their body into an imitation of a true dragon, while other individuals concoct detailed magical experiments on unwilling subjects. Regardless of origin, the resulting creature is known as a demi-dragon—a being that was created rather than born.

Ritual Transformation

The exact nature of the demi-dragon transformation is unclear, but some say that there are multiple paths to the same result. Whether accomplished through magical prowess, alchemy, zealous devotion, or by bathing in dragon's blood, the transformation draws upon the essence of a true dragon to instill a spark of magic within the subject, forcing them to take on the characteristics of a dragon. Though adopting the shape of a dragon during the transformation,

the subject is often brought only halfway there, and can be left temporarily scaleless or wingless. Such deficiencies tend to correct themselves over time.

Once transformed, it is commonly believed that there is no conventional way to revert the transformation—only the most powerful of magic could accomplish such a thing.

Spark of Magic

As part of their transformation, a spark of magic forms in the heart of a demi-dragon—this is what allows them to mimic a dragon's power and imitate their elemental breath weapons.

As a result of their unusual nature, demi-dragons develop the ability to siphon magic out of their surroundings, requiring an external source of magical energy to feed this spark as a way to bring themselves closer to the inherent nature of true dragons. The relative power of this spark is a measure of the magical essence a demi-dragon has accumulated. While demi-dragons need not devour magic for sustenance, they are seized by a growing hunger to do so the longer they go without.

Where true dragons are born into their natural splendor, demi-dragons must toil, steal, and sacrifice for but a fraction of that power.

Demi-Dragon Part 1 | Introduction

Demi-Dragon Traits

Your draconic nature manifests in a variety of shared traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Dragon blood can expand the lifespan of a creature. A demi-dragon can live for roughly four hundred years, starting from when they were first transformed.

Type. Your creature type is dragon, rather than humanoid.

Size. Demi-dragons have a body mass that is identical to that of their previous form. At most, a demi-dragon stands 4 feet tall from shoulder to the ground, and measures no longer than 16 feet from snout to tail tip, of which their body accounts for a maximum of 5 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Aided Jump. Your wings provide you with lift. Your maximum jump distance for high and long jumps is doubled, and is unaffected by whether or not you take a running start. This extra distance costs movement as normal.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dragon Scales. Your magical essence enhances your protective scales. While you aren't wearing armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier.

Mythic Build. You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift.

Your claws retain enough manual dexterity to manipulate objects as normal, but you have disadvantage on attack rolls made with weapons, and receive no benefit from wielding shields. In order to wear armor, you must have it specially constructed for you, costing three times the normal rate.

Natural Weapons. You have access to an arsenal of natural weapons. You can use these natural weapons, with which you are proficient, to make melee weapon attacks. Your fanged maw deals piercing damage equal to 1d12 + your Strength modifier on a hit. Your lashing tail has a reach of 10 feet and deals bludgeoning damage equal to 1d10 + your Strength modifier. Your rending claws deal slashing damage equal to 1d6 + your Strength modifier. When you take the Attack action and attack with your claw, you can use your bonus action to make an additional claw attack.

Inheritance. Your connection to a particular type of dragon manifests as an interest in a specific subject. You gain proficiency with one of the following skills of your choice: Arcana, Acrobatics, Deception, History, and Persuasion.

Languages. You can speak, read, and write Common, Draconic, and one other language of your choice.

Creating A Demi-Dragon

When creating your demi-dragon, you should carefully consider two questions: who were you before you became a demi-dragon, and what series of events led you to end up as one? Perhaps the transformation was forced upon you, or maybe it is part of a local tradition. Consider carefully what your character was like before, how others see them, and how they see themselves now.

Quick Build

You can make a demi-dragon quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution and Charisma. Second, choose the Victim of Thaumaturgy background. Last, choose a cone of fire for your Dragon's Breath feature.

d6 Cause of Transformation
1 You studied for years as a dragon disciple, surpassing the other students by achieving a true transformation.
2 You participated in slaying a dragon, then used its magical blood to imbue yourself with its essence.
3 A crazed wizard captured and transformed you against your will as part of a magical experiment.
4 As a promising young warrior of a barbarian clan, you were chosen to become the tribe's draconic protector.
5 You found and wore a cursed artifact, which transformed you. You now seek a way to remove the artifact and its curse.
6 Actually, you are a true dragon, searching for your very own adventure.

Class Features

As a demi-dragon, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per demi-dragon level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demi-dragon level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth, and Survival

Consequences of Transformation

You have undergone a ritual that has changed the nature of your being. You lose all racial traits associated with your former race and instead adopt those of the demi-dragon. You keep your memories, alignment, and other class levels (if any). You can't use the demi-dragon racial traits if you don't have at least one level of the class.

The size of your new body will slowly increase as you gain levels, but your size remains Medium. If your previous race was Small, your size increases to Medium, but you are left emaciated and suffer from three levels of exhaustion which can be cured only by eating sufficiently and finishing long rests.

If your race is later changed by another effect, you lose access to all demi-dragon class features. Your race and class are invariably tied together.

Demi-Dragon Part 1 | Race
The Demi-Dragon
Level Proficiency Bonus Features Dragon's Breath Damage Dragon's Breath Range
Line / Cone
Glide & Fly Speed
1st +2 Dragon Spark, Dragon's Breath, Devour Magic 2d6 30 / 15 ft.
2nd +2 Elemental Adaptation, Glide 2d6 35 / 15 ft. 40 ft.
3rd +2 Draconic Embodiment, Absorb Magic 3d6 40 / 15 ft. 40 ft.
4th +2 Ability Score Improvement 3d6 45 / 20 ft. 40 ft.
5th +3 Extra Attack, Stride, Devour Magic 60 ft. 4d6 50 / 20 ft. 50 ft.
6th +3 Embodiment feature, Leeching Strikes 4d6 55 / 20 ft. 50 ft.
7th +3 Flight 5d6 60 / 20 ft. 50 ft.
8th +3 Ability Score Improvement 5d6 65 / 25 ft. 50 ft.
9th +4 Eye of the Dragon 6d6 70 / 25 ft. 50 ft.
10th +4 Embodiment feature 6d6 75 / 25 ft. 55 ft.
11th +4 Dragon's Might 7d6 80 / 25 ft. 55 ft.
12th +4 Ability Score Improvement 7d6 85 / 30 ft. 60 ft.
13th +5 Dragon's Breath (three uses) 8d6 90 / 30 ft. 60 ft.
14th +5 Assimilate 8d6 95 / 30 ft. 65 ft.
15th +5 Force of Self 9d6 100 / 30 ft. 65 ft.
16th +5 Ability Score Improvement 9d6 105 / 35 ft. 70 ft.
17th +6 Embodiment feature, Rend and Ruin 10d6 110 / 35 ft. 70 ft.
18th +6 Devour Magic (two uses) 10d6 115 / 35 ft. 75 ft.
19th +6 Ability Score Improvement 11d6 120 / 35 ft. 75 ft.
20th +6 Legendary Resistance 11d6 125 / 40 ft. 80 ft.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a coin pouch containing 2d4 x 5 gp
  • (a) a scholar's pack, (b) a priest's pack, or (c) an explorer's pack. Packs take the form of modified saddlebags
  • an item of personal significance from before your transformation. Determine this item for yourself, or use the table below
d6 Item of Personal Significance
1 A pair of adjusted spectacles
2 A ring, given as a gift
3 A well-worn book of fairy tales
4 A singed musical instrument
5 A tarnished holy symbol
6 A weighted dice set

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose demi-dragon as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Strength score of 13 to take a level in this class, or to take a level in another class if you are already a demi-dragon.

Proficiencies Gained. If demi-dragon isn't your initial class, you gain only the demi-dragon racial traits when you take your first level as a demi-dragon.

Dragon Spark

1st-level demi-dragon feature

When you become a demi-dragon, you internalize a spark of inherent magical power that fuels your new form and allows you to mimic the extraordinary abilities of a true dragon. The power of this spark is a measure of the magical essence you have accumulated, bolstering your physical form and deepening the intensity of your breath.

Demi-Dragon Part 1 | Class

    Charisma is your ability for specific class features. You use Charisma whenever a feature gained through this class refers to your Dragon Spark. In addition, you use Charisma when setting the saving throw DC for such an effect and when making an attack roll with one.

Dragon Spark save DC = 8 + your proficiency

bonus + your Charisma modifier

Dragon Spark attack modifier = your proficiency

bonus + your Charisma modifier

Devour Magic

1st, 5th, and 18th-level demi-dragon feature

To sustain your new form, you have developed an innate ability that lets you consume magical effects.

As an action, choose one creature, object, or magical effect within a range of 10 feet of you. Any spell of a level lower than or equal to one third your demi-dragon level (minimum 1, rounding down) on the target is dispelled. For each spell of a
level higher than that, make a Charisma check. The DC equals 10 + the spell's level. On a success, the spell is dispelled. If at least one effect is dispelled, you regain hit points equal to your demi-dragon level + your Constitution modifier (minimum 1).

You can use this feature once, and must finish a long rest before you can use it again.

Starting at 5th level, the range increases to 60 feet. At 18th level, you can use it twice before a long rest.

Dragon's Breath

1st-level and higher demi-dragon feature

Destructive energy simmers within you, waiting
to be released. When you gain this feature,
choose between a 30-foot line that is 5
feet wide or a 15-foot. cone. Additionally,
choose a damage type from among the
following: acid, cold, fire, lightning, or
poison.

As an action, you exhale destructive
energy. Each creature in the area
you chose must make a saving
throw against your Dragon
Spark save DC. A creature takes
2d6 damage of the chosen type on
a failed save, or half as much
damage on a successful one. If you
chose acid, fire, or lightning, the tar-
get must make a Dexterity saving
throw. If you chose cold or poison,
the target must make a Constitution
saving throw.

The damage and range of this
feature increase as you gain demi-
dragon levels, as shown in the Dra-
gon's Breath Damage and Range columns
of the Demi-Dragon table.

You can use this feature twice. You regain all uses of it
after finishing a short or long rest.

Starting at 13th level, you can use it three times before a rest.

Glide

2nd-level and higher demi-dragon feature

Your wings have matured enough to slow your fall. As a reaction to falling while you aren't prone, you can spread your wings and glide, slowing your rate of descent to 20 feet per round. While gliding, you can move up to 40 feet in any horizontal direction, or dive straight down. When you land, you take no falling damage and can land on your feet. Alternatively, you can initiate gliding by expending at least 10 feet of movement as part of a high jump.

The speed at which you can glide increases as you gain demi-dragon levels, as shown in the Glide & Fly Speed column of the Demi-Dragon table.

Elemental Adaptation

2nd-level demi-dragon feature

Your form continues to change as you adapt to your newly-attained elemental nature. You gain resistance to the elemental damage type you chose for Dragon's Breath.

Absorb Magic

3rd-level demi-dragon feature

You gain the ability to absorb the magical enchantment of a weapon or piece of equipment. This grants you access to the magical powers provided by that item, and removes it from the item. The stolen magic harmlessly flows through your veins. You can absorb an enchantment from a magical item as part of a long rest, during which the item must be in your possession. Once absorbed, you can use the item's magical properties as if you were wearing or wielding the item. The         stolen magical power follows all rules that would             normally apply to it.

                 You can return the enchantment to the original                             item as part of a long rest, during which you                             must have it in your possession. You can't                              return the enchantment to a different item                                  from the original item.

                                You can have a maximum of 5 such                                       enchantments active at any one time. If                                       the item requires attunement to use, it                                      follows normal attunement rules, and                                         you count as being attuned while the                                         enchantment remains absorbed by                                           you. You can't absorb an item's magic                                            if doing so would cause you to be                                           attuned to more than three items.

                                     You can't absorb the power of shields                                     or artifacts. Additionally, the Dungeon                                     Master may rule that a specific item's                                   enchantment can't be absorbed.

                               Only enchantments on items that are                               designed to be equipment (worn or wielded)                      may be absorbed. You can't combine these                   enchantments in any way that would not normally               be possible—you can't, for instance, benefit from         more than one weapon enchantment when making an attack, but if multiple such enchantments are available to you, you can decide which one to use each time you make an attack.

Demi-Dragon Part 1 | Class

Movement Rules

    High Jumps (PHB 182). When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

Using Different Speeds (PHB 190). If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.

Flying Movement (PHB 191). Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

    Should a cursed item be absorbed, the curse functions as normal. You can rid yourself of the curse after fulfilling its requirements, such as by using the remove curse spell. Doing so temporarily allows you to return the cursed enchantment to its item as part of a long rest.

Draconic Embodiment

3rd-level and higher demi-dragon feature

You choose an aspect of draconic might to dedicate yourself to. Choose between the Embodiment of the Juggernaut, the Scion, the Shadestalker, the Shaper, the Ascetic, the Arbiter, the Metamorph, the Voidmaw, and the Protector, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd, 6th, 10th, and 17th level.

Ability Score Improvement

4th-level and higher demi-dragon feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

5th-level demi-dragon feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stride

5th-level demi-dragon feature

You've become better used to your still-growing body. Your walking speed increases by 10 feet while you aren't wearing heavy armor.

Additionally, a Medium or smaller creature can ride on your back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Leeching Strikes

6th-level demi-dragon feature

Your stolen magic empowers your attacks. All of your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flight

7th-level and higher demi-dragon feature

Your wings have grown powerful enough to sustain flight. You gain a flying speed of 50 feet. You can only use this flying speed if you aren't wearing heavy armor and aren't encumbered.

Your flying speed increases as you gain demi-dragon levels, as shown in the Glide & Fly Speed column of the Demi-Dragon table.

Eye of the Dragon

9th-level demi-dragon feature

Your senses are honed to a keen edge. You gain proficiency in your choice of the Perception or the Investigation skill. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for that skill.

Additionally, you gain blindsight out to a range of 10 feet. You faintly sense the location of any magical effect that is within the radius of your blindsight, but can't distinguish any details.

Dragon's Might

11th-level demi-dragon feature

Raw draconic vitality empowers you. Your Strength, Constitution, and Charisma scores each increase by 2. Your maximum for those scores is now 22.

Assimilate

14th-level demi-dragon feature

Even the most powerful of spells give you little pause. You can use your action to end one magical effect on yourself.

Once you use this feature, you must wait 1 minute before doing so again.

Force of Self

15th-level demi-dragon feature

Different from those around you, you've developed a strong sense of self. You gain proficiency in Charisma saving throws.

Demi-Dragon Part 1 | Class

Rend and Ruin

17th-level demi-dragon feature

Your savage strikes leave your foes broken and bleeding. If you deal damage to a target with at least two natural weapon attacks on the same turn, the target takes an additional 2d6 damage of the same type, and has its speed reduced by 10 feet until the end of its next turn.

Legendary Resistance

20th-level demi-dragon feature

The trial of your journey has forged you into a creature of indomitable might. If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest.

Draconic Embodiments

As a demi-dragon, you must choose to embody one aspect of dragonkind to emulate. Some demi-dragons seek to attain a purer connection to true dragons, while others use their body as a vessel to express their fury. Others again follow a lonely path that is entirely their own.

Embodiment of the Juggernaut

Juggernauts face their foes head on and break them under a barrage of fury. Juggernauts rely on raw might and tenacity to wade into battle, using their multiple limbs to lay about them with their powerful natural weapons.

By Any Means

3rd-level Juggernaut feature

Your ruthless nature provides you with additional weapons to use in combat. You can use these natural weapons, with which you are proficient, to make melee weapon attacks. Your horns let you gore your enemies, dealing 2d4 + your Strength modifier piercing damage. You can batter your enemies with your muscled wings, dealing 1d4 + your Strength modifier bludgeoning damage. When you take the Attack action to attack with your claw or wing, you can use your bonus action to make an additional claw or wing attack.

Fury

3rd-level and higher Juggernaut feature

Your body is a weapon of war. You learn special maneuvers which are fueled by a resource called fury.

Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers require you to make an attack. Resolve the attack as you normally would and then apply the effects of the maneuver, unless otherwise described.

You learn two additional maneuvers of your choice at 6th, 10th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Fury. You have 4 fury points. You regain all of your expended fury points after finishing a short or long rest.

Your maximum number of fury points increases by 2 at 6th, 10th, and 17th level.

Using a Maneuver. On your turn, you can spend fury points to perform a maneuver. You can do this at any point during your turn, splitting up your other actions in whatever order you like.

Different maneuvers have different fury costs associated with them, noted in parantheses. You must be able to pay the fury cost in order to use the maneuver.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency

bonus + your Strength modifier

Tenacious Assault

6th-level Juggernaut feature

A fervor burns within you to enact your fury upon your enemies. Any attack made as a fury maneuver has advantage.

Unwavering Combatant

10th-level Juggernaut feature

In battle, you don't back down from any challenge. You gain the following benefits:

  • Fearless: You have advantage on saving throws against being frightened
  • Heat of Battle: When you use a maneuver, you gain temporary hit points equal to twice the fury you spent. These temporary hit points last for 1 minute
Demi-Dragon Part 1 | Subclasses

Anvil of Will

17th-level Juggernaut feature

Combat is the anvil of will, and you are its hammer. When an enemy succeeds on a saving throw you imposed on it from one of your demi-dragon class features, you can choose to force it to reroll. It must use the new roll. You can use this feature once, and regain the ability to do so after finishing a long rest.

Maneuvers


  • Hammering Lunge (1). As a bonus action, make a horn attack against a target. You can move 5 feet without provoking opportunity attacks as part of this attack.
  • Suppressing Gale (1). As a bonus action, you blast gusts of wind at your surroundings. Creatures within 30 feet of you that are Large or smaller must spend 2 feet of movement for every 1 feet when moving closer to you. The gale disperses gas or vapor, and extinguishes candles, torches, and smaller unprotected flames in the area. This effect lasts until the start of your next turn.
  • Skylaunch (1). As an action, you spread your wings and launch 15 feet into the air. This maneuver does not expend or reduce your available movement speed and does not provoke opportunity attacks. Creatures within 5 feet of you that are Large or smaller must succeed on a Strength saving throw or be knocked prone by a powerful gust of wind. You remain airborne until the start of your next turn, at which point you must glide, fly, or fall.
  • Thieving Talons (1). As a bonus action, make a wing attack against a target. On a hit, they take damage and must make a Strength saving throw. On a failed save, you force the target to drop one item of your choice that they are holding. The object lands at their feet.
  • Launch Ally (1). As a bonus action, choose a friendly creature within 5 feet of you that is Medium or smaller. That creature can use its reaction to let you launch it to a space of your choice within half the creature's speed without provoking opportunity attacks.
  • Bolstering Roar (1). As a bonus action, you roar, bolstering the conviction of your companions. Each creature of your choice within 30 feet of you can reroll a saving throw from one effect that is causing them to be frightened or charmed. Targets have advantage on this saving throw. A target receives no benefit from this effect if it can't hear or see you.
  • Defiance (2). As a bonus action, you steel yourself against all attackers. Until the start of your next turn, you gain resistance to all damage.
  • Reprisal (2). When a creature misses you with a melee attack, you can use your reaction to make a horn attack against the creature. On a hit, the creature takes damage and must succeed on a Strength saving throw or be pushed 5 feet away from you if they are Large or smaller.
  • Brutal Dive (2). When you are flying or gliding and at least 30 feet above a Large or smaller creature that you can see, you can dive towards the creature. The creature must make a Strength saving throw. On a failed save, the target is knocked prone. As a bonus action, you can then make a bite attack against the creature. You don't take falling damage as a result of this maneuver.
  • Overbearing Sweep (2). As a bonus action, make a claw attack against a target. On a hit, the target takes damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is knocked prone.
  • Fearsome Wound (2). As a bonus action, make a claw attack against a target. On a hit, the target takes damage and is wounded, causing them to bleed for an additional 1d6 damage at the end of their next turn. Additionally, they must succeed on a Wisdom saving throw. On a failed save, they are frightened of you until the end of their next turn.
  • Lockjaw (2). As a bonus action, make a bite attack against a target. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is grappled.
  • Tail Sweep (3). As a bonus action, make a tail attack against up to two targets, both of which must be within your reach and within 10 feet of each other. Roll separately for each. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is pushed up to 15 feet away from you.
  • Wrest Magic (3). When a spell effect passes within 30 feet of you, you can use your reaction to redirect it to yourself. You become the target of the spell. If the spell has an area, it is centered on you. If the spell requires you to make a saving throw, you have advantage on it. After the effects of the spell are resolved, you restore health equal to twice the level of the spell + your Constitution modifier. You can't target spells with a range of touch or self.
  • Battering Ram (3). As an action, you can move up to your speed as you charge in a straight line, during which enemies have disadvantage on opportunity attacks made against you. While charging, you can make horn attacks against creatures within 5 feet of you as if you had taken the Attack action. On a hit, a target takes damage and must make a Strength saving throw if they are Large or smaller. On a failure, they are dragged along with your charge. A dragged target will end its movement in the space in front of where you end your charge. If the dragged target collides with another creature or object, both take bludgeoning damage equal to 2d6 + your Strength modifier, and your charge ends. Only one target can be dragged along with your charge. This attack deals double damage to objects and structures.
  • Wrath (4). As a bonus action, make a claw attack against every creature within 5 feet of you.

Embodiment of the Scion

Scions are those demi-dragons who commit themselves fully to dragonkind. They seek to become indistinguishable from true dragons, hoping to inherit the strength of dragons through purity of blood. To this end, Scions dedicate themselves to a specific draconic bloodline from which they draw their power.

Bloodline Heritage

3rd-level Scion feature

You grow closer to one of the ten draconic bloodlines, taking on the physical appearance of a dragon of that type.

Choose a dragon type from the list below. The type chosen must match the element you chose for Dragon's Breath. You gain a climb, swim, or burrow speed depending on your choice.

Demi-Dragon Part 1 | Subclasses
Dragon Element Speed Ardent Breath
Black Acid Swim Acid Barrage
Blue Lightning Burrow Lightning Lance
Green Poison Swim Beguiling Miasma
Red Fire Climb Fiery Eruption
White Cold Burrow Freezing Mist
Brass Fire Burrow Fiery Eruption
Bronze Lightning Swim Lightning Lance
Copper Acid Climb Acid Barrage
Gold Fire Swim Fiery Eruption
Silver Cold Climb Freezing Mist

If you gain a climb speed, it is equal to your speed and you suffer no ill effects from high altitudes. If you gain a swim speed, it is equal to your speed and you can breathe both air and water. If you gain a burrow speed, it is equal to half your walking speed and 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.

Ardent Breath

3rd- and 6th-level Scion feature

You inherit the unique properties of your bloodline's breath weapon. Depending on your Bloodline Heritage, you gain a unique breath ability. You can use this breath ability once, and regain the ability to do so once you finish a short or long rest. At 6th level, you can use this feature twice.

    Each Ardent Breath uses the numbers listed in the Dragon's Breath Range Line / Cone column of the Demi-Dragon class table, and increases in range as you gain levels. It uses the specified line or cone regardless of what you chose for Dragon's Breath.

  • Acid Barrage: As an action, you launch a burst of acid at up to 3 nearby targets that you can see and which are within range of your Line Range. Make a ranged Dragon Spark attack against each target. On a hit, the target takes acid damage equal to your Dragon's Breath Damage.
  • Beguiling Miasma: As an action, you breathe a vaporous poison forth, which billows around one creature you can see that is within the range of your Line Range. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or become charmed by you for 1 minute. If the charmed target takes any damage, it can repeat the saving throw, ending the effect on a success. While charmed in this way, the target is poisoned.
  • Fiery Eruption: As an action, you lob a ball of fire at a point on the ground that you can see within the range of your Line Range, which explodes into a 5-foot-wide, 20-foot-tall eruption of fire. Each creature in the eruption's area must make a Dexterity saving throw against your Dragon Spark save DC or take fire damage equal to double your Dragon's Breath Damage on a failed save, or half as much of the total damage on a successful one.
  • Freezing Mist: As an action, you breathe a freezing mist forth, which fills a sphere equal in diameter to your Cone Range, centered on a point within range of your Line Range. The mist spreads around corners, and its area is lightly obscured. Each creature other than you in the mist when it appears or which ends its turn in the mist must make a Constitution saving throw against your Dragon Spark save DC or take cold damage equal to half your Dragon's Breath Damage (rounding up) on a failed save, or half as much on a successful one. The mist lasts until the start of your next turn.
  • Lightning Lance: As a bonus action, your breath forms a beam of crackling energy between yourself and a target within the range of your Line Range, forming a sustained arc of lightning. Make a Dragon Spark attack against that creature. On a hit, the target takes lightning damage equal to half your Dragon's Breath Damage (rounding up), and on each of your turns for up to 1 minute thereafter, you can use your bonus action to deal lightning damage equal to half your Dragon's Breath Damage (rounding up) automatically. The effect ends if you use your bonus action to do anything else. The effect also ends if the target is ever outside the range of your Line Range or if it has total cover from you. While the effect lasts, your bite attacks deal lightning damage instead of the piercing damage normal for a bite attack.

Ardent Focus

6th-level Scion feature

You've learned how to get the most out of your Ardent Breath. Depending on your element, you gain the following benefit:

  • Corrosion: Any target struck by your Acid Barrage is left open to attack. Before the end of your next turn, the next attack roll made against each target has advantage.

Demi-Dragon Part 1 | Subclasses
  • Induce Torpor: As a bonus action while the target of your Beguiling Miasma is within 10 feet of you and remains charmed, you can force the target to make a Constitution saving throw against your Dragon Spark save DC or be rendered unconscious for up to 1d4 hours. If the unconscious creature takes any damage, it wakes up.
  • Explosive Departure: When you spend your action to use Fiery Eruption, you can use your bonus action to take flight and launch yourself 15 feet into the air. This movement does not provoke opportunity attacks.
  • Glacial Chill: Creatures that fail their saving throw against your Freezing Mist have their speed reduced by half until the end of their next turn.
  • Sweeping Lightning: As a reaction that you can take when Lightning Lance misses its initial target or would end, you can redirect the beam of lightning to another target. Make a Dragon Spark attack against a target different from the first which is within range. On a hit, the target takes no damage, but becomes the new target of your Lightning Lance. Once you use your reaction in this way, you can't do so again until you initiate Lightning Lance again.

Elemental Suffusion

10th-level Scion feature

You've grown fully attuned to your bloodline. You are immune to the elemental damage type you chose for Dragon's Breath.

Frightful Roar

17th-level Scion feature

Your heritage lets you inspire fear in those around you. As an action, each creature of your choice within 60 feet of you are forced to make a Wisdom saving throw against your Dragon Spark save DC. A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on a success. You can use this feature once, and regain the ability to do so after finishing a long rest.

Embodiment of the Shadestalker

Some demi-dragons are rejected or feared by those around them, and soon learn the value of subterfuge and a quick get-away. These demi-dragons may opt to pursue the role of the Shadestalker, honing their senses and learning to act both as predator and prey. By altering their breath to confound their foes with smoke or mist, Shadestalkers lure their enemies into giving chase, then strike when they have the advantage.

Veil of Smoke

3rd, 6th, and 10th-level Shadestalker feature

You learn to use your breath to create a veil of smoke, mist, gas, or fog to blind your foes. As an action, you breathe forth a cone of smoke equal in range to your Dragon's Breath Cone Range. The area is heavily obscured for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The first time on each of your turns that you move while within your Veil of Smoke, you can cause it to drift up to 15 feet in a direction of your choosing.

You can use this feature once, and must then complete a short or long rest before you can use it again. At 6th level, and again at 10th level, you gain an additional use of it.

Harrying Predator

3rd-level Shadestalker feature

Predatory instincts awaken within you. You gain blindsight out to 10 feet. When you gain Eye of the Dragon at 9th level, it increases to 20 feet.

Additionally, once per turn when you hit with a melee weapon attack roll which you had advantage on, you can choose to reduce the target's speed by half until the end of their next turn.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Spring Attack

6th-level Shadestalker feature

You learn to exploit any opening to move across the battlefield. As a bonus action immediately after you hit with a melee weapon attack roll which you had advantage on, you can move up to half your movement speed without provoking opportunity attacks.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Mist Lurker

10th-level Shadestalker feature

The mist you breathe forth stirs subtly, causing you to vanish and reappear swiftly. You or any ally can take the Hide action as a bonus action while within your Veil of Smoke.

Demi-Dragon Part 1 | Subclasses

    Additionally, whenever you hit with a melee weapon attack against an enemy while you are obscured or hidden to the sight of that enemy, the target of your attack must make a Wisdom save against your Dragon Spark save DC. On a failure, the target becomes frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns. A target that succeeds on this save is immune to this effect for the next 24 hours.

Blood and Smoke

17th-level Shadestalker Feature

Smoke clings to you as you burst from concealment, and wherever you move, you leave your enemies bleeding and crippled. If you start your turn in your Veil of Smoke, you become invisible until the start of your next turn.

Additionally, the slow duration of your Rend and Ruin is extended to 1 minute.

Embodiment of the Shaper

Where most demi-dragons revel in the might of their body, those who dedicate themselves to the Embodiment of the Shaper instead hone their minds and learn to unleash psionic powers that complement their form. Rather than seek to transcend physicality, Shapers swing the power of their thoughts like a hammer, reshaping their environments to better suit the natural advantages of their body.

Mind and Matter

3rd- and 10th-level Shaper feature

You fuse the strength of your body and the strength of your mind. As a bonus action on each of your turns, you can choose between Force Thrust and Bolstering Backlash, giving you one of the following benefits, which you have access to until you change it again:

  • Force Thrust. When you take the Attack, Dodge, or Dragon's Breath actions on each of your turns, you can exert your mind to shove a creature that is Large or smaller within 60 feet of you as part of that action. The creature must succeed on a Strength saving throw against your Dragon Spark save DC or be pushed 10 feet in a direction of your choosing. At 10th level, you can shove up to two different targets.
  • Bolstering Backlash. As a reaction whenever a creature forces you to roll a saving throw, you can choose to lash out at your attacker with your mind. The creature must succeed on an Intelligence saving throw against your Dragon Spark save DC or take 1d4 psychic damage. You gain a bonus to your saving throw equal to the damage dealt. At 10th level, the die increases to 1d8.

Telekinetic Hand

3rd-level Shaper feature

You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Charisma is your spellcasting ability for this spell.

Mental Fortress

6th- and 17th-level Shaper feature

You are able to create barricades of force with your mind. As a bonus action on each of your turns, you can create up to two 5-by-5-by-5 feet blocks of diaphanous force in unoccupied squares of your choice within 60 feet of you.

These blocks provide three-quarters cover when they would normally provide total cover, and half cover when they would normally provide three-quarters cover. A creature attempting to pass through a square must make a Strength check against your Dragon Spark save DC. On a success, the block is destroyed. On a failure, all of your blocks are impassible terrain to that creature for 24 hours. A creature that is Huge or larger automatically succeeds on this check.

Each block lasts 10 minutes and can't be moved. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. Starting at 17th level, you can create up to three blocks whenever you expend a use of this feature.

Enforced Reality

10th-level Shaper feature

As a bonus action, you can concentrate to reinforce each of your Mental Fortress blocks within 10 feet of you. Reinforced blocks follow normal rules for cover and are indestructible. A block loses this benefit if you move more than 10 feet away from the block, or if you lose concentration.

Nothing can physically pass through reinforced blocks. A disintegrate spell destroys the target block and all connected blocks instantly, however.

Unfettered Mindscape

17th-level Shaper feature

As a bonus action on each of your turns, you can cause up to three of your Mental Fortress blocks within 60 feet of you to move up to 40 feet in any direction of your choosing. Blocks must end their movement in an unoccupied square, and blocks that end their movement in the air fall to the ground at the end of the turn, but can't deal damage in this way. If a block moves at least 20 feet or more and would impact a creature that is Large or smaller, that creature must make a Strength saving throw against your Dragon Spark save DC. On a success, the block is destroyed. On a failure, the creature is knocked prone and the block comes to a stop in an adjacent square.

Embodiment of the Ascetic

Ascetics devote themselves to contemplation and worship. By seeking to better themselves through spiritual and physical training, Ascetics harness the magical nature of their Dragon Spark, developing it into an ember of ineffable power which they use to aid and protect their allies.

Imbue Breath

3rd-level Ascetic feature

You can invest your allies with the blessing of your breath. As a bonus action that you take immediately after you use your Dragon's Breath, you can anoint yourself or one target that would be struck by your breath with your elemental might. The target creature takes no damage from your Dragon's Breath, and your elemental energy harmlessly swirls around them and empowers their weapon attacks to deal an additional 1d4 extra damage. The extra damage dealt is of the same type as your Dragon's Breath, and the target additionally has resistance to that damage type. These effects last for 1 minute.

Demi-Dragon Part 1 | Subclasses

Disciple's Meditation

3rd-level and higher Ascetic feature

You can focus your Dragon Spark to mend wounds over a period of time. During a short rest, if you or a friendly creature of your choice would regain hit points by spending Hit Dice at the end of the short rest, your chosen target regains an extra 2d6 hit points.

The extra hit points gained increase to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 17th level.

Radiant Spark

6th-level Ascetic feature

As a bonus action, you can cause yourself to radiate with an inner glow, bolstering yourself and your allies with indomitable vitality. At the end of each of your turns, you and creatures of your choice within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum 1).

This benefit lasts for 1 minute, at the end of which temporary hit points gained in this way are lost. During this time, you emit bright light in a 30-foot radius and dim light 15 feet beyond that. You can use this feature once, and must then finish a short or long rest to use it again.

Bestow Flight

10th-level Ascetic feature

Your Dragon Spark can bond your breath to the will of a creature. When you use your Imbue Breath feature, the elemental power of your breath is shaped into a pair of coruscating wings of energy. While the effect lasts, the target can use their bonus action to grant themselves a fly speed of 40 feet until the start of their next turn. If you target a creature that already has a fly speed, it instead increases by 20 feet.

Sage Wisdom

10th-level Ascetic feature

You become a conduit for the teachings of past dragon sages. At the end of a short rest during which you are using Disciple's Meditation, the target of your Disciple's Meditation can ask one question that can be answered with a yes or no. The sages speak through you, and give a correct answer for the question. The DM provides each answer.

The sages aren't omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond their knowledge. In a case where a one-word answer could be misleading or contrary to the sages' teachings, the DM might offer a short phrase as an answer instead.

Bond of Sacrifice

17th-level Ascetic feature

As a reaction when a creature within 30 feet of you takes damage, you can choose to mystically ward the creature at a cost to yourself. The creature takes no damage from the triggering attack, and you instead take all of the damage that the creature would have taken. The damage that you take can't be reduced in any way.

Embodiment of the Arbiter

Arbiters tap into their inner strength through magic, binding spells to their very form. Arbiters are skilled at enhancing their natural abilities while denying their enemies the chance to retaliate with magic of their own.

Spellcasting

3rd-level and higher Arbiter feature

You gain the ability to cast spells. You choose your spells from the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at level 10.

Spell Slots. The Arbiter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher. You know three 1st level sorcerer spells of your choice, two of which you must choose from the abjuration, evocation, or transmutation spells on the sorcerer spell list.

The Spells Known column of the Arbiter Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration, evocation, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, transmutation, or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorceror spell list. The new spell must be of a level for which you have spell slots.

Demi-Dragon Part 1 | Subclasses

Arbiter Spellcasting
Level Cantrips Known Spells Known 1st Slots 2nd Slots 3rd Slots 4th Slots
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

    Spellcasting Ability. Charisma is your spellcasting ability. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use its modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. These modifiers are identical to those used by Dragon Spark.

Spellcasting Focus. You don't need material components or an arcane focus in order to cast spells. You are your own spellcasting focus.

If a spell lists a gold cost for a material, you still need to provide the material.

Scale Bind

3rd-level Arbiter feature

You gain the ability to mystically bind spells to your scales. Doing so takes 1 minute, during which you expend a spell slot to imbue the desired spell. While the spell remains bound, you can cast the spell as a reaction at any time. If the spell requires concentration, it lasts for the full duration and does not take up your concentration. Once cast with a reaction, Scale Bind ends.

As an action, you can rip loose the scale upon which the spell is bound and throw it up to 30 feet. The binding remains intact unless the scale itself is destroyed, and can be triggered with a reaction as normal as long as the scale is within range of a valid target of the bound spell. You don't need to have sight of the triggering target.

    While the spell remains bound, the scale bears a glowing runic sigil and appears as obviously magical. The spell remains bound for up to 8 hours if not triggered, after which the effect dissipates. You can only bind spells that normally take an action, reaction, or bonus action to cast, and which are of a spell level which your Arbiter level allows you to cast.

You can use this feature once, and regain the ability to do so after finishing a long rest.

Spellsnap

6th- and 10th-level Arbiter feature

Your natural hunger for magic combined with your own dabbling in the magical arts grants you the ability to interrupt the weaving of spells and steal their power for your own.

As a reaction when you see a creature within 60 feet of you casting a spell, you can attempt to interrupt the creature's spellcasting. If the creature is casting a spell of a level lower than or equal to one third your demi-dragon level (minimum 1, rounding down), its spell fails and has no effect.

If it is casting a spell of a level higher than that, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If you successfully interrupt a spell, you regain a number of spell slots equal to half the level of the interrupted spell, rounding down. For instance, if you interrupted a spell of 4th level, you can choose to regain a 2nd level spell slot, or two 1st level spell slots.

You can use this feature once, and regain the ability to do so after finishing a long rest. You can additionally sacrifice a use of your Devour Magic feature to use this feature.

Starting at 10th level, you can use this feature twice.

Demi-Dragon Part 1 | Subclasses

Unmaker's Sight

10th-level Arbiter feature

You've studied both the creation and destruction of magic, and have developed an unerring sight for the mystical. You gain the ability to cast detect magic and identify at will.

If you spend at least one minute examining a magical effect or a spellcaster through detect magic, you gain advantage on checks made to dispel or interrupt the magical effect, or magical effects created by the caster.

This effect lasts for up to one hour per target, after which you can reexamine the target to gain the benefit again.

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. The spell must have a casting time of 1 action or bonus action.

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 wants and needs.

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". You keep the benefits of the morph, but you are one step closer to forfeiting it. 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 one benefit to keep and one 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 Devour Magic, or upon completing the goal of your Resolution (see Class Feature Variants), 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

Dragon's Breath Area Effect: line or cone

Elemental Adaptation Element: fire, cold, poison, acid, lightning

Eye of the Dragon Proficiency: perception or investigation

Upon completing the ritual, any physical ability score damage you had taken is restored. Scars and lost limbs are restored.

Once initiated, the ritual can't be interrupted. You are helpless and unconscious for the full duration, and can only be stopped by an untimely death.

Essence of Change

10th-level Metamorph feature

You understand change like few others. Unless you choose to be affected, your form can't be changed against your will, such as by the polymorph or flesh to stone spells.

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


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.
Demi-Dragon Part 1 | Subclasses

  • Silver Mist. You take on the aspect of the silver dragon. As a reaction that you can take at any time when you or a creature that is Large or smaller within 30 feet of you falls, you can create a cloud beneath the target as a reaction. The cloud supports the creature's weight and can harmlessly break their fall as if it were a physical object. A cloud floats in place where it was created and lasts for up to 1 hour, or until you create a new one.

Courage

  • Warrior's Will. You quiet your mind as your focus sharpens. You gain advantage on Wisdom saving throws.
  • Goring Charge. Your horns grow, curling into a wicked design capable of punching holes through hide and armor alike. Add a ram attack to your list of natural weapons. You can use it to make melee weapon attacks, with which you are proficient. Your horns deal piercing damage equal to 3d4 + your Strength modifier. If you move at least 10 feet in a straight line during your turn, you gain advantage on the first attack you make with your ram attack.

Creation

  • Capable Claws. Your claws reshape, growing better suited to holding and manipulating objects. You can ignore the disadvantage imposed on melee weapons by Mythic Build. Additionally, you gain proficiency with simple weapons as well as with two tools of your choice. Once chosen, these tool proficiencies can't be changed with subsequent morphs.
  • 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 don't suffer 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.

Freedom

  • Veiled Wings. Your wings expand, elegantly veiling you from your foes and making your movement difficult to predict. Your Glide & Fly speed increases by 10 ft, and you can take the Disengage action as a bonus action.
  • 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.

Guile

  • Tunnel Wyrm. You gain a burrow speed equal to half your walking speed, and 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 pass through—otherwise your tunnel slowly collapses behind you.
    Additionally, as an action while burrowing near the surface, you can hollow out a portion of space in the terrain, which immediately collapses into a 10-by-10-by-10 feet sinkhole. Only burrowable terrain can be collapsed. Creatures caught in the area must succeed on a Dexterity saving throw against your Dragon Spark DC or fall into the sinkhole and drop prone. On a succesful save, a creature can instead choose to move to the nearest available space without provoking opportunity attacks.
    If you instead spend 1 minute creating the sinkhole, it will instead collapse when the first creature that is Small or larger moves into its space.
    You can use this property twice, after which you must finish a short or long rest before you can use it again.
  • Draining Scales. You alter your scales to siphon magical energy. Whenever you are a target of any spell of 1st level or higher, you gain temporary hit points equal to your Constitution modifier (minimum 1) before the spell's effects are resolved.
Demi-Dragon Part 1 | Subclasses

Heritage

  • 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 can't be changed with subsequent morphs.
  • 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 Dragon Spark 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.

Instinct

  • 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 -1 to Armor Class for 1 minute. This effect does not stack.
  • 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.

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 feet greater than normal. Additionally, when you hit a target twice on the same turn with any combination of natural weapons, the target must succeed on a Strength saving throw or be pushed 5 feet away from you.

Save DC = 8 + your proficiency

bonus + your Strength modifier


Navigation

  • Drowning Terror. You gain a swim speed equal to your speed, and you can breathe both air and water. Whenever you grapple a target that is unable to breathe freely—such as an aquatic creature on land or vice versa—at the start of each of its turns, the target of your grapple must succeed on a Wisdom save against your Dragon Spark DC or become frightened of you until it can again breathe freely.
  • Darting Predator. You adapt to better surprise your foes with short bursts of speed. You can take the Dash action as a bonus action. Additionally, when you are dragging or carrying a grappled creature with you, your speed is no longer halved.

Pain

  • Thorny Spines. You grow a series of sharp, slender spikes across your body, providing you with a layer of natural defense. Any enemy that deals damage to you in melee suffers 1d4 piercing damage. If you end your turn while grappling or being grappled by another creature, you deal 1d4 piercing damage to that creature.
  • 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, which use your Strength modifier and with which you are proficient. When taking the Attack action to make a weapon attack with your quills, you can launch them at a 5 feet square within 60/120 feet 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 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), after which you must finish a short or long rest to use it again.

Sanctuary

  • Branching Ivory. Your horns split into great jagged antlers, with which you can hold off attackers. Add an antler 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 2d4 + your Strength modifier. Other creatures provoke an opportunity attack from your antler attack when they enter the reach of your antler attack.
  • Shape Breath. When you breathe destructive energy, you can shape pockets of relative safety within the area of your breath. 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.

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 feet of you are forced to make a Wisdom saving throw against your Dragon Spark save DC. A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target can't 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.
Demi-Dragon Part 1 | Subclasses


Subtlety

  • 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 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.
  • 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.

Vantage

  • Skittering Crawl. You gain a climb speed equal to your speed, and become able to hang on to even vertical surfaces. If you move at least 20 feet on the ground or as part of a climb, you can choose to take the Dodge action as a bonus action.
  • 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 use 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 feet of you. The space must be unoccupied.

Save DC = 8 + your proficiency

bonus + your Strength modifier

Demi-Dragon Part 1 | Subclasses

Part II

Feats, Items, Spells
& More

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 the area created by your Dragon's Breath or Breath Weapon increases from 5 feet to 10 feet.

Dragon's Hoard

Prerequisite: Demi-dragon, 8th level

A deep-seated greed takes hold of you, and the sight of wealth excites you. You can construct a hoard using any amount of your treasure anywhere you like; during a long rest, you magically link yourself to that spot, claiming it as your hoard. Coins, gems, art, and other nonmagical wealth contribute to your hoard, calculated in gold pieces. You can only be linked to one hoard at a time, and can only link yourself to a new hoard once every seven days. If any treasure is removed from the hoard, you immediately know what is being taken. You gain the following benefits based on how much wealth is stored in the hoard. If enough wealth is lost to put you below a wealth threshold, you lose all benefits associated with that threshold until you again have enough wealth to qualify.

Wealth Absorb Magic Enchantments Features
3,000 +3 Siphon Treasure
10,000 +1 Auric Slumber
30,000 +1 Unbound Attunement

Absorb Magic Enchantments. The maximum limit of magic items that you can have absorbed with Absorb Magic increases by the listed amount for that threshold.

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 a potion or wondrous item, 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 taken 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 feet of your hoard, you gain temporary hit points equal to twice your level, lasting for up to 7 days. Additionally, any exhaustion you had is reduced by 1 additional level.

Unbound Attunement. You can attune to up to four magic items at once. Additionally, you ignore all class, race, and level requirements on the use of magic items.

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 Embodiment of the Metamorph. 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 Embodiment of the Juggernaut. 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 horn or wing natural weapon, you add it to your list of natural weapons.
  • You gain 2 points of fury, as described under the Embodiment of the Juggernaut. 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.

Skyterror

Prerequisite: Demi-dragon

The weight of your body is a terrifying weapon in its own right, and you've learned to master it by brutally diving onto your enemies. You gain the following benefits:

Demi-Dragon Part 2 | Feats
  • On your turn, when you score a critical hit with a natural weapon or reduce a creature to 0 hit points with one, you can use your bonus action to launch yourself up to 15 feet into the air without provoking opportunity attacks.
  • Your Glide & Fly Speed is doubled when moving directly toward the ground.
  • If you move at least 30 feet directly toward a target on a turn before you make a melee attack with a natural weapon against it, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

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 Constitution increases by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
  • Wearing heavy armor no longer restricts the Flight or Stride features.

Optional Class Features

If your table makes use of the Unearthed Arcana Class Feature Variants 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.

Transformed Power

1st-level demi-dragon 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 being drained of energy and letting go of old knowledge in order to make room for new experiences, and to progress the demi-dragon transformation ritual to a more advanced state.

Indefinite Mind

1st-level demi-dragon 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 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).

Breath Recharge

1st-level demi-dragon feature (enhances Dragon's Breath)

Dragon's Breath no longer stores multiple charges. When you use your Dragon's Breath, roll a d6 at the start of each of your turns. On a 6, you regain use of the feature. Starting at 13th level, you regain use of the feature if you roll a 5 or 6.

This option isn't available to demi-dragons who dedicate themselves to the Embodiment of the Ascetic or the Voidmaw.

Resolution

1st- and 18th-level demi-dragon feature (replaces Devour Magic)

You act with purpose and celebrate your triumphs. As a bonus action, you set your attention upon the accomplishment of a task—be it slaying a particular foe, obtaining an item not in your possession, or helping an ally in some manner. The task must be non-trivial in nature. While the task remains undone, you have advantage on your next Wisdom saving throw. When the task is accomplished, you regain hit points equal to 1d10 + your demi-dragon level. If you abandon the task or fail to complete it before 10 minutes have passed, these benefits are lost.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you gain advantage on all Wisdom saving throws until the task is accomplished.

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.

Size Category

10th- and 20th-level demi-dragon feature

Upon reaching 10th and 20th level, your size increases to Large and Huge, respectively. Any demi-dragon class features that refer to an enemy's size are increased by one step 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. At the DM's option, the suggested levels can be adjusted.

Demi-Dragon Part 2 | Variants

Items and Equipment

Though dragons don't have need of conventional arms and armor to make their way in the world, many a dragon indulges in a trinket or two, and all dragons are fond of treasure.

Clawguards

Mundane, 20 gp, 10 lbs

These sturdy kite-shaped steel spades are made to fit over a creature's claws, serving as gauntlets. They are intended to reduce the strain of manual labor, and you can use them to perform the functions of a shovel, crowbar, or hammer. While wearing them, your claw attacks deal piercing damage.

Stone of Avarice

Wondrous item, uncommon (requires attunement)

This lustrous gemstone appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person.

Curse. This item is cursed. While it is on your person, you are seized by boundless greed. Whenever you are presented with a clear chance to add to your fortune, you must make a DC 10 Wisdom saving throw. On a failure, you must act on your desire, even if doing so would put you in danger. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

Dragongilded Armring

Wondrous item, uncommon (requires attunement)

This ornate armring was forged from gold mixed with dragon's blood. It is made up of looping segments that can be adjusted to fit onto practically any limb, and bears a subtle magical enchantment that protects its wearer. While wearing the armring, you can choose to calculate your Armor Class as 13 + your Constitution modifier.

Formshifter's Armring

Wondrous item, very rare (requires attunement)

This gleaming gold armring appears to be a dragongilded armring to anyone who tries to identify it, and it confers that item's property when attuned to.

Curse. This item is cursed. When attuned to, you fall unconscious for 2d4 hours, during which you are transformed into a demi-dragon as if you had used Transformed Power, using your highest mental ability score for Dragon Spark and all class effects. The DM determines the shape and element of your Dragon's Breath, but you otherwise make your own class choices. The armring can be removed with the remove curse spell or similar magic, but doing so does not return you to your old form. Only a remove curse spell cast at 6th level or higher, the wish spell, or obtaining the blessing of a true dragon can restore you to your old form. This curse has no effect on a character that is already a demi-dragon, and it can't curse more than one target at a time.

Dragonrider's Saddle

Mundane, 75 gp, 30 lbs

Each of these heavily-cushioned saddles are constructed to individual specifications. A dragonrider's saddle braces the rider, helping them keep their seat during battle, and comes with straps and handholds to hold the rider in place during flight, providing advantage on any check to remain mounted.

It also comes with space for pouches and saddlebags, positioned within the reach of the dragon wearing it.

Green Dragon Gizzard Stone

Wondrous item, Rare (requires attunement by a poison demi-dragon, dragonborn, or half-dragon)

This noxious green jewel writhes with vile smoke. Exposed to centuries of magical corruption, the hazardous vapor it emits would kill a lesser creature. As part of attuning to it, you must swallow it in order to gain its benefits.

While attuned to the gizzard stone, you are immune to the poisoned condition. Additionally, any creature that fails their saving throw against your breath weapon is poisoned for 1 minute. A creature can repeat the same saving throw they made against your breath weapon at the end of each of their turns, ending the effect on themselves on a success.

Inkbound Jewel

Wondrous item, common

This small gem bears a simple enchantment. By focusing on the jewel and passing it across a surface, you can sketch a simple picture or write a short message in a language you know as an action. The image or message appears on a suitable surface that is within 5 feet of you, and is written in ink.

Medallion of Change Shape

Wondrous item, rare

This rune-inscribed medallion, with a core of willow wood inset in a steel frame, grants the ability to change one's physical shape. As an action while wearing the medallion, you can magically polymorph into a humanoid that of challenge rating 1 or lower. You revert to your true form if you die, if you lose the medallion, or if you use a bonus action to do so. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).

In a new form, you retain your personality, alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form, and you additionally gain proficiency with simple weapons, light armor, as well as medium armor if that humanoid would have those armor proficiencies.

Demi-Dragon Part 2 | Items

Potion of Change Shape

Wondrous item, uncommon

This grayish, murky potion swirls and shifts when shaken. When you drink it, you magically polymorph into a humanoid that has a challenge rating no higher than 1 for 2d4 hours. This form is determined when the potion is initially created. You revert to your true form if you die or at the end of the duration. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).

In a new form, you retain your personality, alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores. Your statistics

and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form, and you additionally gain proficiency with simple weapons, light armor, as well as medium armor if that humanoid would have those armor proficiencies.

Obsidian Blast-Sphere

Wondrous item, uncommon

This spherical chunk of shaped obsidian is hollow on the inside, and its dark surface is inscribed with runes of protection. A gilded lid on one side gives access to the interior. If you have a breath weapon, you can breathe into the inert Blast-Sphere, sealing one use of your breath weapon within the sphere for up to 1 hour.

As an action, you can unseal a charged Blast-Sphere, causing the stored breath to burst forth in a direction of your choosing. Alternatively, the Blast-Sphere can be thrown up to 30 feet as an action. When thrown, roll a d8 to determine which direction the breath bursts forth in.

After being used, a charged Blast-Sphere becomes inert.

Skybreaker's Wing Spurs

Wondrous item, rare (requires attunement by a winged creature)

This set of elaborate mithral plates are of a distinctly elven design, and end in talon-like spurs inset with sapphires. They are worn on a creature's wings, protecting the main limb. While wearing them during flight, you have advantage on saving throws made to resist being knocked prone.

The spurs have 5 charges, which are used to fuel the spells within them. While wearing the spurs, you can use your action and expend 1 charge to cast one of the following spells (save DC 15) from the spurs: gust of wind, thunderwave (2nd level), or warding wind.

The spurs regain 1d4 + 1 expended charges each day at dawn. If you expend the spurs' last charge, roll a d20. On a 1, the sapphires set into the spurs crack, and they can no longer be used to cast spells.

Spell Slinger's Chains

Wondrous item, very rare (requires attunement)

This set of thick iron chains connects to a ruby pendant, intended to be worn on the limbs and chest, respectively. The set was created by a gallant wizard spell duelist who preferred to defeat his adversaries by turning the power of their own magic against them.

As a reaction when you see a creature within 60 feet of you casting a spell, you can attempt to interrupt the creature's spellcasting. Make an ability check using your highest mental ability score. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect, and you store the spell that was being cast for up to 8 hours. You can cast the spell stored in the chains, even if you can't usually cast spells. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Once the spell has been cast from the chains, it is no longer stored in them.

Once you use this property, it can't be used again until the next dawn.

Demi-Dragon Part 2 | Items

Warmask of the Brass Dragon

Wondrous item, very rare (requires attunement by a demi-Dragon, dragonborn, or half-dragon)

This ornamental mask of burnished brass is stylized with the back-swept crest of a brass dragon. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Protection. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage.

Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Brass Dragons.

Sleep Breath. As an action, you can use a charge of your breath weapon to exhale sleep gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Warmask of the Bronze Dragon

Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of polished bronze is stylized with the ribbed crest of a bronze dragon. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Protection. You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage.

Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Bronze Dragons.

Repulsion Breath. As an action, you can use a charge of your breath weapon to exhale repulsion energy in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Strength saving throw with a DC equal to your breath weapon or be pushed 60 feet away from you.

Warmask of the Copper Dragon

Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of ruddy copper is stylized with the prominent brow plates of a copper dragon. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Protection. You have resistance against acid damage. If you already have resistance to acid damage from another source, you instead have immunity to acid damage.

Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Copper Dragons.

Slowing Breath. As an action, you can use a charge of your breath weapon to exhale slowing gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Warmask of the Gold Dragon

Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of gleaming gold is stylized with the sagely whiskers of a gold dragon. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Protection. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage.

Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Gold Dragons.

Weakening Breath. As an action, you can use a charge of your breath weapon to exhale weakening gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Strength saving throw with a DC equal to your breath weapon or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Warmask of the Silver Dragon

Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of shimmering silver is stylized with the spiny frill of a silver dragon. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Protection. You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage.

Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against Silver Dragons.

Paralyzing Breath. As an action, you can use a charge of your breath weapon to exhale paralyzing gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon or be paralyzed until the end of their next turn. If the paralyzed target takes any damage, it can repeat the saving throw, ending the effect on a success

Demi-Dragon Part 2 | Items

Spells

The following spells are additionally available to demi-dragons practicing the Embodiment of the Arbiter, in addition to the sorcerer spells available to them. These spells don't count against the usual restrictions on spell schools.

Helpful Hand

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A phantasmal, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever outside the spell's range or if you cast this spell again.

You can use your bonus action to control the hand. You can use the hand to take the Help action, manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack or carry more than 20 pounds.

Warding Rune

2nd-level evocation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

When you cast this spell, you inscribe a rune that later unleashes a destructive blast. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the rune. The rune can cover an area no larger than 5 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the rune is broken, and the spell ends.

    The rune is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

When a creature other than you comes within 5 feet of the rune, the rune erupts with magical energy in a 10-foot-radius sphere centered on the rune. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 acid, cold, fire, lightning, or poison damage on a failed saving throw (your choice when you create the rune), or half as much damage on a successful one. The rune is then destroyed and the spell ends.

Wyrm-Mantle

2nd-level transmutation


  • Casting Time: 1 reaction, which you take when you or a creature within range falls
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

Choose a falling creature within range. The creature is held aloft by spectral draconic wings and hovers in place until the end of your next turn, after which they gently descend to the ground at a rate of 60 feet per round, taking no falling damage.

While the creature is hovering in place, they have advantage on all ranged attacks. Additionally, a creature that uses a breath weapon while hovering in place imposes disadvantage on the saving throw against all targets of the breath weapon.

Illusory Self

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

You project an illusion of a Huge creature of your choice over your own form. The illusion perfectly mimics your movements for the duration, reacts to external interaction, obscures your real form from sight, and appears to take up physical space in a 5-foot radius around you. Melee attacks made against the illusion automatically miss you, and ranged attacks made against you have disadvantage, but any attack reveals it to be an illusion to the attacker. Bystanders that witness such an attack remain fooled by the illusion's realistic

    reactions, but any creature that steps into the illusion's space immediately reveals it to be an illusion to anyone who witnesses it.

A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Faded Imprint

4th-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a fried pastry)
  • Duration: Concentration, up to 10 minutes

You touch a point on the ground from which you call forth the memories of all that transpired within a radius of 20 feet within a duration of 2d4 hours before the spell was cast. While you maintain concentration on the spell, you can take an action to cause the spell to focus upon a particular point in time within that duration. The events that took place at that time replay as an illusory imprint that acts out everything that happened within the radius of the spell exactly as it transpired. The projection is obviously illusory to anyone who observes it, and can't be interacted with.

Backgrounds

Though any demi-dragon character could make use of existing official backgrounds, these don't always fit the extraordinary tale of a commoner transformed into a new form, or a character born as a true dragon. The backgrounds in this section provides demi-dragon characters with additional story cues and options for character identity.

Chosen of the Community

You were chosen by a small community of individuals to undergo transformation. Perhaps you were a promising young warrior who was deemed ready to take part in an ancient ritual, or perhaps you were part of a group of zealous dragon worshippers, honored to be selected as a vessel for their devotion. Regardless of how the rest of the world may view you now, you can always count on the small group of people that stand at your back, perceiving you as an exalted idol.


Skill Proficiencies: Persuasion, Religion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), the symbol of your community (a signet ring, a religious emblem, a brand or scale-wrought tattoo), and a pouch containing 10 gp

Shared Society

You previously pursued a simple profession among your community before you were chosen. Your community and your role within it have played a defining part in your life. Choose or randomly determine the nature of your community from the table below.

d6 Community
1 You are part of a clan of barbarians far from here. Each century, a warrior is selected to take on the role of guardian and keep the elements at bay.
2 You are a member of a secret society that is searching for a way to prolong life. You are the latest experiment.
3 A small group of demi-dragons travels the country-side, offering transformation to those who are willing. You accepted, and found a start to a new life.
4 Selected by your village to confront an ancient dragon, you had expected to meet death. Instead, the dragon agreed to your terms, but bound you in a magical pact.
5 As an acolyte of a dragon god, your prayers for strength were one day answered. The priesthood has since recognized you as a minor saint.
6 You were part of an adventurers guild for years before an unfortunate accident caused your transformation.

Feature: Community Support

You are accepted as part of a community that will care for you and provide you with shelter, food, and any information that they can. Your community will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

Though different from those around you, you've been accepted as part of the community, and have shared in local values, customs, and daily practices.

d6 Personality Trait
1 I always put others ahead of myself.
2 I prefer to listen to the opinions of those around me before speaking my mind.
3 I like to hear myself talk.
4 I am loyal and dependable to the end.
5 My life is built on secrets, as is my community.
6 I always act with great solemnity and ceremony.
7 I have adopted the persona that my community believes me to be, but that's not the real me.
8 I feel like an outsider and a fraud, unable to really connect with those around me.
d6 Ideal
1 For the Cause. I have an important mission to carry out that will benefit all. (Good)
2 Tradition. I uphold the traditions of my community and bring honor to us all. (Lawful)
3 Peace. We can only be truly happy in those rare moments of quiet. (Neutral)
4 Adventure. Home is well and good, but I only truly live when I break away from daily life. (Chaotic)
5 Prestige. I will spread my influence far and wide, and use it for my own ends. (Evil)
Demi-Dragon Part 2 | Backgrounds
d6 Ideal
6 Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)
d6 Bond
1 I used to work as a craftsman, and I still have a close relationship with the artisan who taught me.
2 I am a natural-born leader, and have worked for years to coordinate with my community.
3 My family has taken my transformation poorly.
4 My community is split into opposed factions, with me at the center of the conflict.
5 My community has entrusted me with a mission. I must live up what is expected of me.
6 I have grown distant from those around me since my transformation. Things can't ever be the same again.
d6 Flaw
1 I desperately crave acceptance from those around me. I am terrified of being rejected.
2 I worry that others now think of me as strange, and obsess over the smallest comment or glance.
3 I have certain traditions and rituals that I follow routinely. I must never fail to uphold them.
4 I secretly believe that I am more important than others.
5 I believe in complicated conspiracy movements that explain the real truth of this world.
6 I believe myself a leader, but I'm not actually good at it. I get very defensive about it when others bring it up.

Curse of Greed

In a moment of weakness, you gave in to your own avaricious nature—an action that resulted in a curse of transformation being placed upon you. Perhaps a god, a fey, or some other entity took umbrage with your act of selfishness and condemned you to spend your days in the guise of a creature that is defined by greed, or perhaps your own act simply brought out the worst in you. Either way, your curse is a life-changing experience that leads you to answer the call to adventure. Will you seek to break the curse, or embrace it?


Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Jeweler's tools
Languages: One of your choice
Equipment: A set of jeweler's tools, a token from the event that cursed you, a pouch containing 20 gp

Feature: Eye for Value

Whether or not you've chosen to embrace your curse and its source, you've taken a keen interest in the worth of a multitude of objects, learning the prices of everything around you. When appraising a mundane item, you know its exact value measured in copper, silver, and gold.

d6 Cause of Curse
1 I came across a hoard of wealth and claimed it as my own, an action that later brought its true owner's spite down upon me.
2 I entered into a wager with a hag, hoping to win a large sum of money. I lost, and paid the price.
3 I betrayed someone who was near to me, hoping to take their wealth for my own.
4 I used my wealth to purchase prolonged life, not realizing that what I had bought was dragon's blood.
5 I had been stealing from powerful people. When I was found out, I was punished and exiled.
6 The magic of a cursed item changed me.

If the source of your curse is an item, choose from the table below, or decide on an appropriate item yourself.

d6 Cursed Item
1 A golden armring
2 An inscribed golden coin
3 A book of indecipherable lore
4 A pendant carved from dragon scale
5 A gem shining with a radiant light only I see
6 A polished chunk of amber with a tiny dragon within

Suggested Characteristics

Though anyone can fall victim to greed, you are more familiar with it than most, having paid with your own humanity for your folly. However, what defines you isn't the price you paid, but your attitude going forwards.

d6 Personality Trait
1 I am easily distracted by shiny objects.
2 Sometimes, I dream of sleeping on a bed of gold.
3 I studiously avoid reacting to objects of wealth when others are near, even though I secretly want them.
4 I now want nothing at all to do with gold and wealth.
5 I am deeply annoyed that my curse is preventing me from fully living out my dreams of opulence.
6 I want to own only the finest and most prestigious of the many rare and exotic objects that come before me.
7 I think of myself as a connoisseur of the pleasures of life—fine food and drink especially.
8 I am generous. Once every month.
d6 Ideal
1 Selflessness. I've learned my lesson, and now want to give instead of receive. (Good)
2 Efficiency. I always drive those around me to be better—after all, that just might benefit me. (Lawful)
3 Acceptance. The mistakes of the past are better left forgotten. I lead a new life now. (Neutral)
Demi-Dragon Part 2 | Backgrounds
d6 Ideal
4 Results. I care nothing for the price, all that matters is that I get what I want. (Chaotic)
5 Greed. I regret nothing, and want more. (Evil)
6 Pride. I deserve my own success, and will fight fang and claw for every victory. (Any)
d6 Bond
1 I have a close friend, the only person I think I can really trust with the whole truth.
2 I still keep in loose contact with my family. They don't know about my curse.
3 I've found it difficult to relate to the people I used to, and instead prefer the company of a beloved pet.
4 My act of greed was actually done in the name of the love of my life, so that we could be together.
5 I will do anything to prove myself superior to my hated rival.
6 The only thing I really love is the luster of gold and the glint of metal.
d6 Flaw
1 I am beset by greedy impulses, collecting every bit of wealth that I can.
2 I get angry when reminded of my mistakes.
3 When people fail to live up to my expectations, I don't hesitate to let them know.
4 I can't help but let everyone know that I am wealthier than they.
5 I judge people based on what they own.
6 I can't trust those around me.

True-Born Dragon

Born a true dragon, you are legend embodied and heir to countless myths and stories. Though true dragons don't usually lead lives of adventure—often preferring to safely amass power by growing old—something has pushed you to seek out such a life. Still young, you must navigate both the trials of adventure and the prejudice of a world that fears you.


Skill Proficiencies: Perception, Stealth
Languages: Two of your choice
Equipment: A meager hoard, containing cheap gemstones and a mix of various coins totaling a value of 30 gp
Class Feature Variants: Use the rules for Resolution, replacing Devour Magic

Feature: Dragon's Lair

Your natural lifespan is counted in the thousands of years, and you never suffer any ill effects from old age.

Additionally, you have a knack for locating a suitable lair for your own use. This lair can be anything from an abandoned cave to an underwater cove, an old fort, a forest glade, a hollow glacier, or a forgotten house. Any lair that you make use of gains no special benefits, but readily provides you with a safe haven away from prying eyes.

Inherent Nature

Dragonkind is split into ten bloodlines, each of which is ruled by different traits. The traits shared by these bloodlines run strong in all dragons of that type, like a powerful natural-born inclination towards a certain way of acting, and although it is possible for an individual to defy their nature, they can never get rid of it. A chromatic dragon may be raised with great difficulty to act with good intentions, but the temptation to give in to their darker side will always remain—likewise, a metallic dragon may fall prey to evil influence, but will tend to retain a benevolent predisposition.

Type Inherent Nature
Black You have a predisposition towards cruelty, and find great satisfaction in bringing ruination to everything around you. You are best at home when you are unseen, hidden by darkness or beneath fetid swamp waters.
Blue To your ordered mind, everything has its place in the world—it's just that most of it exists purely for your benefit. Other creatures are merely a means to an end, and those who don't understand their place deserve to be made an example of.
Brass You can't help but enjoy the sound of your own voice, and can talk ceaselessly for hours on end about practically anything. You find gossip and the motivations of lesser creatures to be fascinating.
Bronze You have an inquisitive mind, and can't help but want to right wrongs and bring evildoers to justice. You tend to prefer anonymity, and only open up to a few people that are close to you.
Copper You have an appreciation for wit, wordplay, and humor. Dazzling others with your cleverness—whether by pranking them, sharing an insightful story, or causing them to laugh—has a certain intrinsic appeal to it.
Gold Reserved and insightful, you tend to consider before speaking, and can't help but hold others to the same high standards of order, piety, and morality that you tend to gravitate towards.
Green You see other creatures as tools that can be manipulated with subtlety and cunning to get you what you want. Your long-lasting plots and schemes are often strongly motivated by short bursts of emotion—whether anger, fear, or greed.
Red You are better than everyone and everything, and all should learn to grovel before you or face your wrath. You can't help but revel in destruction, brutality, and conquest. You feel compelled to invent complex strategies to improve your odds of victory and squash out the possibility of defeat.
Silver You tend to be open, honest, and tolerant, and you can't help but sympathize with those in need—especially lesser creatures who are down on their luck. The history and actions of the mortal races is a subject of your endless fascination.
White You delight in your physicality, living in the moment and expressing yourself through movement and action, viewing all others as prey to be chased. You disdain speech, and have trouble grasping abstract concepts or promises.
Demi-Dragon Part 2 | Backgrounds

Suggested Characteristics

Dragons tend to view the world differently than the mortal races, and their worldview is shaped chiefly by their inherent nature, and secondarily by their surroundings and experiences. Most dragons are lonesome outsiders that never truly belong around others, and only a few ever find genuine companionship.

d6 Personality Trait
1 I want to be remembered as a mythical dragon of which tales are told and songs are made.
2 I consider myself a knowledgeable scholar of a particular subject, which holds my eternal fascination.
3 I love exploring the land and trying new experiences.
4 I want to change how mortals view dragonkind.
5 I want to defy my inherent nature through great effort, but it is a constant, daily struggle.
6 I am faithful to a god, whose decree I seek to carry out.
7 I idolize a particular ancient dragon, whose stories and legends I model myself after.
8 I try to rebel against the expectations that people often have of dragons, and go out of my way to be different.
d6 Ideal
1 Justice. I will use my strength to protect others from those that would cause harm. (Good)
2 Authority. The mortal races must be led by those who know better. (Lawful)
3 Freedom. I will not be beholden to anything or anyone. My path is mine alone. (Chaotic)
4 Might. The power to do as I please is all that matters. (Evil)
5 Treasure. Through wealth, I shall live beyond death. I must amass treasure to transcend mortality. (Any)
6 Arrogance. In fact, I am better than everyone else. (Any)
d6 Bond
1 My relationship with my siblings or parents drives me to continually seek to always meet expectations.
2 I was left abandoned when I hatched, and soon after learned not to trust strangers.
3 I was raised by a mortal, and though I love my foster parent, I never really fit in.
4 I haven't had many to speak with, and have filled the void with an imaginary friend that I talk to.
5 One day, I met and befriended an explorer. We still regularly speak or exchange letters.
6 My only companions are the weak mortals that I subjugate to do my bidding.
d6 Flaw
1 I am flawless. Those who say otherwise earn my ire.
2 I like to be worshiped or praised, and will aggressively encourage others to do so.
d6 Flaw
3 I am full of boasts and clever jests that drive home how much better than the mortal races I am.
4 I hate being questioned or second-guessed.
5 I am often unpleasantly surprised when others don't give me the attention that I clearly deserve.
6 As I view it, in this world, there are only predators and prey, and I will be a predator.

Victim of Thaumaturgy

You've met an unfortunate fate. Against your own will, you were plucked from your old life and forced to give up your humanity at the behest of your captor. Held against your will, you had plenty of time to observe your captor, and eventually formulated an escape plan or reached an agreement with your captor or another entity. Regardless of how you've won your freedom, your life can never be the same again.


Skill Proficiencies: Arcana, Insight
Tool Proficiencies: Choose between alchemist's supplies, tinker's tools, poisoner's kit, and thieves' tools
Languages: One of your choice
Equipment: A set of tools (one of your choice), a token belonging to your captor, a sack of stolen or gifted valuables totaling 15 gp

Feature: Thaumaturgic Rites

You've witnessed firsthand the application of blood magic or some other form of metamorphic power. With the right preparation, research, and access to materials, you believe that you could duplicate the same rites that were inflicted upon you, creating another demi-dragon.

Oppressive Captor

Your captor has been a brief but influental figure in your life. Depending on the nature of your captor, perhaps you've had time to watch them perform their thaumaturgic work, or perhaps even gotten to know them. While a captor may be a cruel and selfish lunatic from whom you must escape, they may just as easily be eccentric or misguided, and may have offered you your freedom of their own free will. Work with your DM to determine who your captor is, what your relationship to them is like, or use the table below.

d6 Captor
1 A crazed wizard abducted you and used you as a test subject in their mad pursuit for immortality.
2 An ancient dragon destroyed your home and offered you a choice: die, or serve and be transformed.
3 The Cult of the Dragon chose you to trial their blood magics, as the first of many more to come.
4 You were ritually sacrificed to a god. Though you died, the god offered you rebirth in exchange for servitude.
5 An abishai used you as part of an experiment to break free from Tiamat's control, and now roams the Material Plane, leaving you to escape on your own.
6 A powerful entity punished a wyrmling dragon with mortality, and swapped your form for the dragon's. Now the dragon roams the world with your old body.
Demi-Dragon Part 2 | Backgrounds

Lingering Quirk

Your unique experiences have left their mark on you, manifesting as a peculiar quirk. Choose what this means for you, or roll on the table below.

d6 Quirk
1 Your form is a mishmash of different dragon types.
2 You are haunted by the voice of your captor or another captive, and sometimes hear that voice speak to you.
3 Your body is artificial and is made of stone, wood, or metal, like a draconic version of a warforged.
4 When you look at your reflection, it's the old you staring back.
5 You bear the memories of a wyrmling dragon which you've learned was slain by your captor.
6 You are scaleless—flawed and incomplete.

Suggested Characteristics

You've gone through the trauma of having your body changed against your will. Your attitude towards this event is crucial—will you embrace this change, or rage against it?

d6 Personality Trait
1 I am cautious in my dealings with others.
2 I am always fiddling with tools, vials, and other components relevant to my studies.
3 The life I left behind was dull, and I don't regret trading it for one of adventure—though I could've done without the captivity.
d6 Personality Trait
4 I judge people by how they treat others, rather than by what they say or how they appear.
5 I joke about my condition as if it doesn't matter to me.
6 It's not all bad. I love flying and exploring new places!
7 I get angry easily, and afterwards, I can't help but be a little afraid of myself.
8 I must battle this monster I've become, lest I slip and hurt someone I care for.
d6 Ideal
1 Confrontation. I adventure to make the world a safer place, and to exorcise my own demons. (Good)
2 Progress. We must advance our knowledge for the good of the world, even of darker subjects. (Lawful)
3 Self-Determination. Everyone should be free to make their own choices, be they good or bad. (Chaotic)
4 Depravity. I've seen what one dark ritual can do, and I harbor an unshakable hunger to know more. (Evil)
5 Change. Life is constant change, and I will learn to adapt to any circumstance. (Neutral)
6 Destiny. I believe that my circumstances are a road to be traveled, and that my journey has just started. (Any)
d6 Bond
1 I seek to undo what's been done to me, and will pursue a way to do so by any means necessary.
2 I got to know one of my captor's other captives. They didn't survive, and I now seek to carry on their legacy.
3 Though I didn't have a choice, my captor wasn't so bad after all, and I now work for them.
4 I miss my family, but I can't face them like this.
5 The few people who are nice to me are like a beacon of hope. They matter more than anything else.
6 I stick up for anyone is treated poorly.
d6 Flaw
1 I don't trust people easily.
2 I feel like I didn't deserve to survive when there were others who didn't make it.
3 I will shout loudly at anyone who makes mean comments about my form until they shut up.
4 Others are afraid of me now. I like that.
5 I've never felt more distanced from others, and sometimes I will cry myself to sleep in loneliness.
6 I always expect the worst from others. I am genuinely surprised when they occasionally prove me wrong.

Demi-Dragon Part 2 | Backgrounds

Metamorphic Transformation Ritual

The following content is representative of how a demi-dragon transformation could proceed, but isn't 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, Inquiry of Teór Aradel


Required Materials:

  • A creature of humanoid origin within acceptable size parameters (the subject)
  • A minimum of 30 gallons 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)
  • An arcane focus, preferably crystal (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, don't 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 magics 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. Don't 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—don't 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.

Some subjects of unusual species have been observed to retain features of their former countenance. One avian subject maintained beak features, while another did not. Tests have proven inconclusive, and the matter is discarded as irrelevant.

Demi-Dragon Part 2 | Ritual

Stat Blocks


Demi-Dragon Clockwork Watcher

Medium construct, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 147 (14d8 + 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 +10, Investigation +2, Perception +8, Stealth +3
  • 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.

Magic Weapons. The demi-dragon's weapon attacks are magical.

Will-Bound Gearshift. After the demi-dragon fails a saving throw, it gains 15 temporary hit points.

Actions

Multiattack. The demi-dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 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 16 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 60 feet of it. Any spell of 4th level or lower on the target is dispelled. For each spell of a level higher than that, the demi-dragon makes a Wisdom check. 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 68 (8d8 + 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, Stealth +7, Perception +5
  • Damage Resistances fire
  • Senses blindsight 20 ft, darkvision 60 ft, passive Perception 15
  • Languages Common, Draconic
  • Challenge 5 (1,800 XP)

Quill Regrowth. The demi-dragon has six 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 and 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, range 60/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage. A 5-foot square of ground closest to where the target was hit becomes filled with sharp quills. Any creature that enters the area must succeed on a DC 14 Dexterity saving throw or stop moving this turn and take 4 (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 feet 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.

Demi-Dragon Part 2 | Statblocks

Part III

Documentation, Credits,
& Changelog

Updated October 30th 2020

  • Latest Version Available Here
  • Added Inheritance to racial traits, reduced class skill proficiencies to 2, and reduced class skill options. Multiclassing no longer gains an extra skill proficiency. Absorb Magic can no longer be used on shields. Removed Arc Lightning and System Shock. Added Lightning Lance and Sweeping Lightning. Moved Elemental Suffusion to 10th level, and Ardent Mastery to 6th level. Renamed Ardent Mastery to Ardent Focus. Freezing Mist can no longer deal damage to the casting Scion. Changed the healing of Disciple's Meditation to 2d6 +1d6 at 6th, 10th, and 17th. Reduced the Arbiter's spell list from the whole sorcerer spell list to only evocation, transmutation, and abjuration from the sorcerer's spell list, to better match 1/3rd caster precedent. Removed Mythical Adaptation and Breath of Life. Added Essence of Change and Silver Mist. Made countless formatting adjustments. Merged Incompatible Build and Powerful Build into Mythic Build. Changed Languages to be Common, Draconic, and one other language of your choice, and changed Chosen of the Community and True-Born Dragon to provide one language of your choice instead of Draconic. Removed Product of Design to reduce design bloat. Removed Devoted Purpose, and replaced it with Sage Wisdom. Increased racial lifespan to 400. Removed Coin of Good Luck. Changed Coin of Avarice to Stone of Avarice and added a DC to it. Renamed Metamorphic Drain to Transformed Power.

  • Draining Scales now specifies that it only affects spells, rather than any magical effect, to avoid undue confusion. Harrying Predator's slow effect is now limited to once per turn, and lasts until the end of the target's turn. Driving Strikes' shove can now activate with any natural weapon. Thorny Spines now additionally deals its damage if you end your turn while grappling or grappled. Skittering Crawl has been changed to now enable the Dodge functionality after moving 20 feet on the ground or as part of a climb. Dragon's Hoard now has a 7-day cooldown, Auric Slumber lasts for 7 days, and Unbound Attunement now also lifts all requirements on magical items at third threshold.

  • August 24th, 2020 - Published version 3.8 here and here

  • Weave and Unweave now also permits casting a spell with a casting time of 1 bonus action. Eye of the Dragon now additionally grants minor magical detection. CFV Size Category now states that the DM can opt to change the level at which the effect is granted. Capable Claws now additionally grants simple weapon proficiency, and Medallion of Change Shape and Potion of Change Shape now grants simple weapon proficiency as well as light and medium proficiency if the statblock would have those armor proficiencies. Reduced the AC reduction of Rending Jaws to 1, from 2, but increased the duration of the effect to 1 minute. Added Breath Recharge to Class Feature Variants. Assimilate now has a 1-minute cooldown. Worked with Moghue44 on his idea for the Embodiment of the Protector, which can be accessed under the credits list.

  • July 7th, 2020 - Published version 3.7 here and here

  • Veil of Smoke can now be moved when the Shadestalker moves while inside it, rather than as a bonus action. Added two additional pieces of artwork. Moved Assimilate to 14th level, Force of Self to 15th level, and Devour Magic (two uses) to 18th level, to better fall in line with official class anatomy. Added Spell Slinger's Chains to items. Added True-Born Dragon and Victim of Thaumaturgy to backgrounds. Removed Fend Spell from spells for being unfun. Removed Bestow Breath, Blinding Spark, and Ascension from the Ascetic, and replaced them with Imbue Breath, Devoted Purpose, and Bond of Sacrifice. Changed Dragon Scales to 10 + Con + Cha, from 9 + Con + Cha + Dex (max 2), and Demi-Dragon racial trait stat boost to +2 Str +1 Con, from +1 Str +1 Con +1 Cha, to simplify ability score interactions and reduce MADness. For advanced players, either AC calculation can be used.

  • May 19, 2020 - Published version 3.6 here and here

  • Disciple's Meditation moved to 3rd level, and now functions as a single-target healing effect that can be used during a short rest. Removed Interposing Sanctuary, and replaced it with Radiant Spark. Reverted Bestow Conviction to Bestow Flight, and added Blinding Spark. Ascension now interacts with Radiant Spark and Blinding Spark instead of Disciple's Meditation and Interposing Sanctuary. Glide now specifies that you can't glide while prone. Medallion of Change Shape no longer requires attunement.

Demi-Dragon Part 3 | Changelog
  • Weave and Unweave now specifies that the spell must normally require 1 action. The Shaper can now also activate Force Thrust via the Dodge action. Green Dragon Gizzard Stone now also provides immunity to the poisoned condition. Spellsnap now scales like Devour Magic, and can sacrifice a charge of Devour Magic for more uses. Added Potion of Change Shape and Inkbound Jewel to items. Added Chosen of the Community to backgrounds. Removed Shape Breath from feats, and Survivor's Heart from morphs. Reimplemented Shape Breath as a morph, and renamed Endurance to Sanctuary. Added one additional piece of artwork.

  • March 27, 2020 - Published version 3.5 here and here

  • Added a clear ruling about cursed items to Absorb Magic. Added Drowning Terror, Darting Predator, Skittering Crawl, and Tunnel Wyrm to Morphs. Snatching Tail is now paired with Skittering Crawl, and Draining Scales with Tunnel Wyrm. Removed Climb, Swim, and Burrow speeds from Remake Self, and moved Mythical Adaptation to 10th level. Added Skyterror to Feats. Added Warding Rune and Wyrm-Mantle to Spells. Added Skybreaker's Wing Spurs to Items. The Warmask of the Silver Dragon's Paralyzing Breath now allows a saving throw every time the afflicted creature(s) take damage. Added headers that divide the document into three parts, and footers to match. Added Backgrounds section, with the Curse of Greed background. Interposing Sanctuary now specifies that it pushes targets 10 feet.

  • March 9th, 2020 - Published version 3.4 here and here

  • Added PHB information boxes for High Jump and Using Different Speeds. Added an item of personal significance and related table to starting equipment. Removed Natural Heritage from Class Feature Variants, and reimplemented its information into the descriptions for the relevant Scion and Metamorph features. Added Green Dragon Gizzard Stone and Warmasks of the Brass, Bronze, Copper, Gold, and Silver Dragons to items. Added a Spells section, with the following spells: Fend Spell, Helpful Hand, and Faded Imprint.

  • Renamed Genuine Sacrifice to Metamorphic Drain, courtesy of Xithara. Increased the rarity of Formshifter's Armring from Uncommon to Very Rare. Changed the stat bonus of War Plating to Con, from Str. Changed Defiance to take up a bonus action instead of a reaction. Changed Medallion of Shape Change to only cost a bonus action to revert to true form. Reduced the damage of Branching Ivory to 2d4, from 3d4. Changed Veiled Wings to require a bonus action to activate, but caused it to also increase Glide & Fly speeds by 10 feet. Removed force and thunder types from Remake Self, as they were causing less interesting decision-making. Removed Rend & Ruin from 11th. It now starts off at 2d6 at 17th.

  • February 24th, 2020 - Published version 3.3 here and here

  • Added Items and Equipment section, with the following items: Clawguards, Coin of Good Luck, Coin of Avarice, Dragongilded Armring, Formshifter's Armring, Dragonrider's Saddle, Medallion of Change Shape, and Obsidian Blast-Sphere. Added Mythical Adaptation to the Metamorph 17th as a tentative feature that should better round out the Metamorph's progression. Reduced Thorny Spines damage to 1d4, from 1d6. Added Flight rules box. Rend and Ruin now scales up to 2d6 at 17th level, in order to maintain martial damage scaling.

  • Renamed the Dragon Adept to the Ascetic, improved the Ascetic's flavor, added Interposing Sanctuary to the Ascetic, added temporary hit points to Bestow Flight, renamed Bestow Flight to Bestow Conviction, changed Bestow Breath to now gain a second charge at 10th level from 6th, removed condition immunities from Ascension, and added Interposing Sanctuary functionality to Ascension. Added Resolution to Class Feature Variants. Added Defiance and Bolstering Roar to Juggernaut maneuvers. Renamed Ascetic Sacrifice to Genuine Sacrifice. Removed all references to spells from Dragon Spark and the many features that refer to it, as they aren't effectively spells. Made numerous wording improvements, courtesy of Qorinthian.

  • War Plating now also allows the character to ignore the heavy armor restrictions placed on Flight and Stride. Clarified that Rending Jaws don't stack and changed it to decay at the start of the turn, rather than the end of the turn.

  • February 17th, 2020 - Published version 3.2 here and here

  • 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. Streamlined the 2-6th level scaling of Glide speed and slightly tweaked higher level flight scaling, and added a clause to Glide addressing that at least 10 feet can be jumped in order to activate glide, which should make the application of low-level Aided Jump into glide more understandable as a tool to move over obstacles or foes.

  • Worked with Dracovitch on his idea for the Embodiment of the Voidmaw, which can be accessed under the credits list. Renamed Leeching Claw to Leeching Strikes. Changed Induce Torpor to a bonus action. Added Design Goals and Feedback Wanted sections.

  • February 3rd, 2020 - Published version 3.1 here and here

  • 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.

Demi-Dragon Part 3 | Changelog
  • 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 feet range trigger requirement on Harrying Predator. Added Identify to Unmaker's Sight.

  • January 23th, 2020 - Published version 3.0 here and here

  • 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 feet 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 feet. 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 and here

  • Decreased the range of Devour Magic to 10 feet (from 30 feet), but caused the range to now increase to 60 feet 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.

  • January 1st, 2020 - Published version 2.7 here

  • The Scion's Induce Torpor now lasts for 1d4 hours, up from 1 hour. 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

Demi-Dragon Part 3 | Changelog
  • 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

  • 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 feet from 15 feet, to match existing charge mechanics.

  • October 19th, 2019 - Published version 2.4 here

  • Moved to GM Binder. 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 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

  • 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.

  • 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 feet wide 20 feet high box, from a 10 feet 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 better respects whether or not you have Extra Attack. Removed 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.

  • 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.

Demi-Dragon Part 3 | Changelog
  • 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. 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.

Demi-Dragon Part 3 | Changelog

Design Goals

Thank you for reading—I hope you have enjoyed this content, and that those who are genuinely interested may go on to play some phenomenal games. The goal of this homebrew has always been to provide content of a high and consistent quality while delivering on the fantasy of actually playing as a dragon. As a martial class with limited access to area damage and with many options for exploring the game world, the demi-dragon fills a niche that is otherwise not present in official material—hopefully without actually being any more powerful than a classic character. The lore and flavor written for it are created based upon features that are necessary for the design to work, and to encourage characters to act as adventurers. While this content won't fit into every game, I hope it may inspire you to try something different and to find new and creative solutions to old problems.

Feedback Wanted

This project is continually being improved upon. If you have ideas, feedback, or stories of games you've played that you wish to share, please send me a message, or reply in the latest thread! I am always open to discuss the design of this content, and only wish to further improve upon it.

Credits

Created By: Aron
Made With: GM Binder
Additional Content By:

Dracovitch: Embodiment of the Voidmaw

Moghue44: Embodiment of the Protector
Special Thanks:

Izzy: Targeted class feedback

aughts: Wording feedback

Leuku: Guide to Balancing Homebrew Classes

CobaltZephyr: Alternative PHB Styles

Almighty_Nosh: Feedback and suggestions

SenorSnout: Playtesting

Qorinthian: Design and wording feedback

TheSunniestBro: Feedback and playtesting

Jevex-of-Light: Ascetic feedback

Hummie: Feedback and playtesting
Artwork By:

Anastassia Grigorieva: Brown horns and blue tounges, Cornered, Thunder and lightning, Greens n' blues

Mike Azevedo: Dragon and fish

Kerem Beyit: Valamadarace, Mithral Dragon

Will O'Brien: Pathfinder: Kazavon

Elizabeth Sirin Khodyakova: tapestry Dragon, dragon's lair

Chromamancer: Bookwyrm

Bleeding Sun: A Matter of Perspective

Allie Briggs: Bronze Dragon Promenade, In Flight

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.