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Demi-Dragon 4.7
Demi-Dragon 4.7
Demi-Dragon 4.7
Credits Contents
Created By: Aron Part 1: Demi-Dragon 2
Cover Illustrator: Tatii Lange: Rebirth in Blood Embodiment of the Sibilant .........................................................14
Interior Illustrators: Anastassia Grigorieva: Brown horns Embodiment of the Ascetic ..........................................................15
and blue tounges, Cornered, Thunder and lightning Embodiment of the Arbiter .......................................................... 16
Mike Azevedo: Dragon and fish Embodiment of the Fervent Hoarder .........................................17
Zephyryshka: Erembour
Part 3: Changelog 45
Foreword
Resources:
é
TheSunniestBro: F rend the Wanderer, Brass Juggernaut character, and to encourage characters to act as adventurers
DawnHellion: Puck, Genesis that can interact with the world rather than as monsters.
Hummie: Layla Ironforge, Green Metamorph | Irthiski, While this content won't fit into every game, I hope that it
amidst an orcish warband, waving their axes in anticipation comparisons. Many demi-dragons are ostracized by those
of an easy kill. With a roar, fire lights up the forest clearing as around them. Some relish their new form, while others
she charges fearlessly, driving the startled orcs back with a loathe what has been done to them, but all are linked by the
ferocity that belies her modest size. transformation they have undergone.
metamorphosis.
Spark of Magic
As part of their transformation, a spark of magic forms in the
accumulated.
of that power.
Your draconic nature manifests in a variety of shared traits. suggestions. First, make Strength your highest ability score,
Ability Score Increase. Your Strength score increases by followed by Constitution and Charisma. Second, choose the
2, and one other ability score of your choice increases by 1. Victim of Thaumaturgy background. Last, choose a cone of
it were bright light, and in darkness as if it were dim light. 6 Actually, you are a true dragon, searching for your very
You can’t discern color in darkness, only shades of gray. own adventure.
Dragon Scales. Your magical essence enhances your
determining your carrying capacity and the weight you can Hit Points
push, drag, or lift. Hit Dice: 1d10 per demi-dragon level
Your claws have enough manual agility to manipulate Hit Points at 1st Level: 10 + your Constitution modifier
objects as normal, but you have disadvantage on attack rolls Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
made with weapons that have the ammunition or two-handed modifier per demi-dragon level after 1st
melee weapons for you, and you are proficient with them. You Saving Throws: Strength, Constitution
can use them to make melee weapon attacks, and you add Skills: Choose two from Athletics, Insight, Intimidation,
your Strength modifier to the attack and damage rolls when Investigation, Perception, Persuasion, Stealth, and
you attack with them. Your fanged maw deals 1d12 piercing Survival
damage on a hit. Your lashing tail has the reach property and
1d6 slashing damage. When you take the Attack action and OUR TALE TOLD OF RUIN
attack with your claw, you can use your bonus action to make
1 A pair of adjusted spectacles racial traits when you take your first level as a demi-dragon.
Charisma whenever a feature gained through this class refers Devour Magic
to your Dragon Spark. In addition, you use Charisma when
1st, 5th, and 18th-level demi-dragon feature
setting the saving throw DC for such an effect and when
To sustain your new form, you have developed an innate
making an attack roll with one.
ability that lets you consume magic. As an action, choose one
Dragon Spark save DC = 8 + your proficiency creature, object, or magical effect within a range of 10 feet of
bonus + your Charisma modifier you. Any spell of a level lower than or equal to one third your
Dragon Spark attack modifier = your proficiency demi-dragon level (minimum 1) on the target ends. For each
bonus + your Charisma modifier spell of a level higher than that, make a Charisma check. The
Dragon's Breath Regardless of success, you then regain hit points equal to
Destructive energy simmers within you, ready to be this feature, such as wall of force.
released. When you gain this feature, choose between a 30-
You can use this feature once, and must finish a long rest
foot line that is 5 feet wide or a 15-foot cone. Additionally,
before you can use it again. Starting at 5th level, the range
choose a damage type from among the following: acid, cold, increases to 60 feet. At 18th level, you can use it twice before
fire, force, lightning, necrotic, poison, psychic, radiant, or a long rest.
thunder. Your breath always uses the chosen shape and
element.
Glide
As an action, you exhale destructive energy. Each creature
2nd-level and higher demi-dragon feature
in the area you chose must make a saving throw against your
Your wings can slow your fall. As a reaction you can take
Dragon Spark save DC. A creature takes 2d8 damage of the
when falling while you aren't prone, you can spread your
chosen type on a failed save, or half as much damage on a
wings and glide, slowing your rate of descent to 20 feet per
successful one. The type of saving throw depends on the
damage type you chose as shown in the table below. round. While gliding, you can as part of your movement move
short or long rest. Starting at 13th level, you can use it three The speed at which you can glide increases as you gain
times before a rest. demi-dragon levels, as shown in the Glide & Fly Speed
are available to you, you can decide which one to use each
requirements, such as by using the remove curse spell. Doing When you reach 4th level, and again at 8th, 12th, 16th, and
so temporarily allows you to return the cursed enchantment 19th level, you can increase one ability score of your choice
to its item as part of a short or long rest. by 2, or you can increase two ability scores of your choice by
Juggernaut, the Behemoth, the Shadestalker, the Skyterror, You're better used to your new body. Your walking speed
the Sibilant, the Scion, the Ascetic, the Arbiter, the Fervent increases by 10 feet while you aren't wearing heavy armor.
Hoarder, the Metamorph, the Voidmaw, the Protector, the Additionally, a creature that is the same size category as
Genesis, the Dragon Queen, the Platinum Dragon, and the you or smaller can ride on your back if you allow it. In such a
Dracolich, each of which is detailed at the end of the class's situation, you continue to act independently, not as a
description. Your choice grants you features at 3rd, 6th, 10th, controlled mount.
Extra Attack
Flight
7th-level and higher demi-dragon feature
You gain a flying speed of 50 feet. You can only use this
14th- and 20th-level demi-dragon feature as you normally would while accounting for the additional
The tenacity of dragons is legendary. You have two effect of the maneuver.
resistance dice, which are d6s. When you fail a saving throw, You learn two additional maneuvers of your choice at 6th,
you can choose to roll one or more of your resistance dice, 10th, and 17th level. Each time you learn new maneuvers,
adding the result to your saving throw total. You can roll each you can also replace one maneuver you know with a different
die one by one. Once a resistance die has turned a failure into one.
a success, the die is expended and cannot be used again until Fury. You have five fury points. You regain all of your
you have finished a long rest. expended fury points when you finish a short or long rest.
At 20th level, you gain another resistance die for a total of You can spend fury to perform a maneuver. Each maneuver
three, and they each turn into d10s. costs fury points to use, noted in parentheses. You must be
Force of Self You gain two more fury points at levels 6th, 10th, and 17th.
Tenacious Assault area. This effect lasts until the start of your next turn, until
Brutal Dive (2). As a bonus action that you can take while
10th-level Juggernaut feature
gliding or flying, you dive up to your Glide & Fly speed
You embrace challenge. You gain the following benefits:
directly downwards. If you move at least 30 feet during
Fearless. You have advantage on saving throws you make
your dive, choose one creature up to one size category
to avoid or end the frightened condition on yourself.
larger than you that is within melee range. The creature
Heat of Battle. Whenever you roll initiative, you gain
must make a Strength saving throw. On a failed save, the
temporary hit points equal to your demi-dragon level. These
target is knocked prone. As part of the same bonus action,
temporary hit points last for 1 minute.
you can then immediately make a bite attack against the
Embodiment of the Shadestalker Additionally, the speed reduction of your Rend and Ruin
Umbral Lunge
3rd-level Shadestalker feature
Keen Predator
3rd-level Shadestalker feature
increases to 20 feet.
An ancient martial technique amongst dragons has seen a You are swift and free as the wind. Your walking and flying
resurgence under a new flair, wielding steel weaponry to speeds each increase by 20 feet.
decimate unprepared foes. Normally impractical to a
Additionally, when you use Wing Surge, your speed can't
grounded dragon, such weapons take on a different
be reduced in any way until the start of your next turn.
characteristic when swung from the air, giving the
beating wings.
LEARN FROM OUR FOES
Wing Surge
3rd-level Skyterror feature
You are swift on the wing. As a bonus action, you can OF BLOODSEEKING STEEL
immediately move up to half your Glide & Fly speed in a
and you can can hover in place. You can use this feature a
number of times equal to your proficiency bonus, and must Embodiment of the Behemoth
finish a short or long rest until you can use it again.
Some dragons rely on brute strength and unyielding vitality
Draconic Armory to survive in a world that means them ill. Such dragons use
3rd-level Skyterror feature their size and tenacity to shrug off deadly attacks, cause
your proficiency bonus as extra damage) for every 5 feet you Some of your archetype features require your target to
move in a straight line before making the attack. make a saving throw to resist the feature's effects. The saving
Dragon Sight. Whenever you make a ranged weapon throw DC is calculated as follows:
without expending movement. If you are smaller than Large, you become Large, along
Soar. When you make a melee attack against one creature with anything you are wearing. If you lack the room to
of your choice, you don't provoke opportunity attacks from become Large, your size doesn't change.
that creature for the rest of the turn, whether you hit or not. You have advantage on Strength checks and Strength
saving throws.
Aerial Acrobatics You gain temporary hit points equal to your demi-dragon
10th-level Skyterror feature
level + your Constitution modifier.
You are both elegant and devious in your maneuvering.
When you use Wing Surge, you gain advantage on Dexterity While in overdrive, once per round on your turn you can
saving throws and your AC increases by 3 until the start of choose one of the following effects to activate (no action
10
Trampling Push. You can attempt to move into the space Frightful Display
of creatures smaller than yourself, treating that space as
10th-level Behemoth feature
difficult terrain. When you do, the creature must make a
A mere glance can terrify your foes. When you use your
Strength saving throw against your Behemoth save DC.
Feast feature, choose one creature within 60 feet of you that
On a failure, you push the creature 5 feet away from you.
can see you. That creature must succeed on a Wisdom saving
On a success, you cannot move into that creature's space
throw against your Dragon Spark save DC or be frightened of
for that turn. On your turn when you activate this ability,
you for 1 minute. The creature can repeat the saving throw at
you have a number of charges equal to your Strength
the end of each of its turn, ending the effect on a success.
modifier, and expend a charge for each creature you
attempt to push. You can continue to push a creature that Wounded Defiance
has failed its saving throw, expending a charge for every 5
10th-level Behemoth feature
feet you push the creature.
You only grow more steadfast in the face of danger. If you
Guarding Wings. Until the start of your next turn, you
have no more than half your hit points left, bludgeoning,
and creatures of your choice within 5 feet of you are
piercing, and slashing damage that you take from nonmagical
protected by half cover. Your cover protects from danger
attacks is reduced by an amount equal to your Constitution
from all sides, except from below. If a creature moves
modifier (minimum 1).
within 5 feet of you while this ability is active, you can
You readily use your size and natural might to your benefit. Additionally, when you use your Earth-Shaking Stomp
The following options are available to you. You can use each feature, each creature of your choice which fails their saving
other than yourself within 30 feet of you that is in contact EACH ASPECT DISTINCT
with the ground must make a Dexterity saving throw
knocked prone.
isn't against you for 1 minute, but only while you are in the
11
Bloodline Heritage Each Ardent Gift uses the numbers listed in the Dragon's
Choose a dragon type from the table below. The type chosen
Acid Barrage. As an action, you launch bursts of acid at up to
must match the damage type you chose for Dragon's Breath.
3 nearby targets that you can see and which are within a
You gain a climbing, swimming, or burrowing speed
number of feet equal to your Line Range. Make a ranged
depending on your choice. If you choose Silver, you instead
spell attack with your Dragon Spark against each target.
gain the Silver Mist morph, detailed under the Embodiment On a hit, the target takes acid damage equal to your
of the Metamorph.
Dragon's Breath Damage.
If you gain a climbing speed, it is equal to your walking Beguiling Miasma. As a bonus action, you breathe forth a
speed and you suffer no ill effects from high altitudes. If you vaporous poison, which billows around one creature you
gain a swimming speed, it is equal to your walking speed and can see that is within the range of your Line Range. The
you can breathe both air and water. If you gain a burrowing creature must succeed on a Wisdom saving throw against
speed, it is equal to half your walking speed and you can your Dragon Spark save DC or become charmed by you for
tunnel through loose dirt, gravel, and similar materials, but 1 minute. If the charmed target takes any damage, it can
not through solid materials. If you burrow at half speed, you repeat the saving throw, ending the effect on a success.
can reinforce your tunnel as you move, letting others safely While charmed in this way, the target is poisoned. At the
pass through—otherwise it slowly collapses behind you. end of the charmed creature's turn, every creature of your
Green Poison Swim Beguiling Miasma radius to your Cone Range. Each creature of your choice
that moves into the aura's area for the first time on a turn
Red Fire Climb Fiery Eruption
or starts its turn there is afflicted by your baleful presence
White Cold Burrow or Freezing Mist until the start of their next turn. Whenever an afflicted
Bronze Lightning Swim Lightning Lance Discordant Disruption. As a bonus action, you focus a mind-
Copper Acid Climb Acid Barrage disrupting sound upon one creature of your choice that you
Gold Fire Swim Fiery Eruption succeed on a Wisdom saving throw against your Dragon
Silver Cold Silver Mist Freezing Mist Spark save DC or take psychic damage equal to your
Amethyst Force Swim Spatial Echo its next turn. On a successful saving throw, a creature takes
Crystal Radiant Burrow or Scintillating half the damage and isn't stunned. At your option, you can
Sapphire Thunder Burrow or Trembling Thunder flames. Each creature in the eruption's area must make a
forth, which fills a cylinder equal in height and width to burst of sound that can be heard up to 300 feet away at up
your Cone Range, centered on a point within range of your to two creatures of your choice that you can see within
Line Range. The mist spreads around corners, and its area your Line Range. Each creature must succeed on a
is lightly obscured. Each creature other than you in the Constitution saving throw against your Dragon Spark save
mist when it appears or which ends its turn in the mist DC or take thunder damage equal to your Dragon's Breath
must make a Constitution saving throw against your Damage and be frightened of you for 1 minute. On a
Dragon Spark save DC or take cold damage on a failed successful save, a creature takes half damage and is not
save or half as much damage on a successful one. The frightened. A frightened creature can repeat the saving
damage follows the progression of your Dragon's Breath throw at the end of each of its turns, ending the effect on
Damage, but using d4s in place of d8s. The mist lasts until itself on a success.
see within your Line Range. The echo looks like a magical
for each 5 feet you move the echo. The echo shares your
ways:
your space or the echo's space. You make this choice for
each attack.
When a creature that you can see moves away from your
you were in the echo's space, and you can use your
creature.
Sweeping Lightning. As a reaction when Lightning Lance Beckoning Influence. When you spend your action to
misses its initial target or would end, you can redirect the take the Attack, Dodge, or Dragon's Breath actions, you
beam of lightning to another target. Make a Dragon Spark can nudge the mind of another creature that you can see
attack against a different target that is within range. On a within 60 feet of you as part of that action. The creature
hit, the target takes no damage, but becomes the new must succeed on a Wisdom saving throw against your
target of your Lightning Lance. Once you use your reaction Dragon Spark save DC or immediately move up to 10 feet
in this way, you can't do so again until you initiate Lightning in a direction of your choosing. This movement doesn't
Light Burst. When you activate your Scintillating Radiance, action. A creature can willingly fail this save. At 10th level,
each creature of your choice within its range must succeed you can influence up to two different targets.
on a Dexterity saving throw or be blinded until the end of Bolstering Backlash. As a reaction when a creature
their next turn. forces you to make a saving throw, you can choose to lash
Dimensional Reversal. At the end of your turn while your out at the offender with your mind. The creature takes 1d4
Spatial Echo lasts or immediately when it is destroyed or psychic damage. You gain a bonus to all your saving
expires, you can choose to instantaneously swap position throws equal to the damage dealt until the start of your
with the echo (no action required). next turn. At 10th level, the damage increases to 1d8.
Imposing Fear. As a reaction that you can take while a
to move away from you during its next turn. A creature that Your careful planning and disciplined thoughts leave no
is unable to do so on its turn instead drops prone. room for error. You cannot be charmed. Additionally,
Elemental Suffusion whenever you start your turn with no hostile creature within
finishing a long rest. You appear to the target as a completely different creature
Embodiment of the Sibilant If the charmed target takes any damage, the charm ends,
Sibilants are psionic manipulators who prefer to quietly and but the secondary effect persists for the remaining duration.
selectively influence those around them in their own favor, You can use this feature twice, and must then finish a short or
whispering unassuming suggestions that play into their long rest to use it again.
plans. A sibilant will compel their foes to step right into the
path of their elemental breath without them even realizing. Overwhelming Desolation
10th-level Sibilant feature
3rd-level Sibilant feature confusion. When you use your Dragon's Breath feature, you
You can speak telepathically to any creature you can see can use your bonus action to psionically overwhelm one
within 120 feet of you. Your telepathic utterances are in a target that took damage from your Dragon's Breath. That
language you know, and the creature understands you only if creature must make a Wisdom saving throw against your
it knows that language. You can speak in this way to one Dragon Spark save DC or be incapacitated until the end of
creature at a time, and the creature can respond to you. their next turn.
14
Imbue Breath
3rd- and 13th-level Ascetic feature
bonus action when you use Dragon's Breath, you can anoint
yourself or one creature in your breath's area with your Bestow Grace
elemental might. The target takes no damage from your 10th-level Ascetic feature
Dragon's Breath as your elemental energy harmlessly swirls
Your Dragon Spark can bond your breath to a creature.
around it. Once per turn when the creature deals damage, When you use Imbue Breath, you can additionally grant the
they can choose to deal an additional 2d4 damage. The extra target one of the following additional effects:
damage is of the same type as your Dragon's Breath, and
while imbued with your breath, the target has resistance to Gift of Flight. Your gifted breath forms a pair of wings
that damage type. These effects last for 1 minute. shaped by elemental power. While the benefit lasts, the
You can use this feature twice, after which you must finish target of your Imbue Breath gains a flying speed of 40
a short or long rest to use it again. At 13th level, you can use feet. If you target a creature that already has a flying
Disciple's Meditation set of horns shaped by elemental power upon the target's
3rd-level and higher Ascetic feature brow. While the benefit lasts, the target of your Imbue
You can focus your Dragon Spark to mend wounds. If you Breath gains a bonus to their saving throws equal to your
or one other creature of your choice regains hit points by Charisma modifier (minimum 1).
regains an extra 2d6 hit points. The extra hit points increase
Sage Wisdom
10th-level Ascetic feature
to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 17th level.
You become a conduit for the teachings of dragon sages. At
Anointed Blessings the end of a short rest, the target of your Disciple's Meditation
6th-level Ascetic feature can ask one question that can be answered with a yes or no.
The gift of your breath imbues greater boons. When you The sages speak through you, and give a correct answer for
use Imbue Breath, you can additionally grant the target one the question. The DM provides the answer.
of the following additional effects: The sages aren't omniscient, so you might receive
Bravery of the Venerated. Your gifted breath takes the that lies beyond their knowledge. In a case where a one-word
form of a symbol of protection. While the benefit lasts, the answer could be misleading or contrary to the sages'
target of your Imbue Breath is immune to being frightened teachings, the DM might offer a short phrase as an answer
and gains temporary hit points equal to your Charisma instead.
modifier (minimum 1) + your Proficiency bonus at the
with the gesture of its wielder. Once per turn while the Your selfless dedication has exalted your being. Choose
benefit lasts, when the target of your Imbue Breath deals one of the effects from Anointed Blessings or Bestow Grace.
damage to a creature, they can choose to deal additional You gain the chosen effect permanently. You can change your
elemental damage equal to your Charisma modifier choice each time you finish a short or long rest.
15
You begin to tap into your innate dragon magic and gain
5th 2 4 3 — — —
the ability to cast spells. See chapter 10 of the Player's 6th 2 4 3 — — —
Handbook for the general rules of spellcasting and chapter
the spell's level or higher. You regain all expended spell slots 12th 3 8 4 3 — —
—
when you finish a long rest.
13th 3 9 4 3 2
For example, if you know the 1st-level spell burning hands
and have a 1st-level and a 2nd-level spell slot available, you 14th 3 10 4 3 2 —
can cast burning hands using either slot.
15th 3 10 4 3 2 —
Spells Known of 1st Level and Higher. You know three
1st-level sorcerer spells of your choice, two of which you must 16th 3 11 4 3 3 —
choose from the abjuration, evocation, and transmutation
17th 3 11 4 3 3 —
spells on the sorcerer spell list.
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
of the sorcerer spells you know with another spell of your You gain the ability to mystically imbue yourself with
choice from the sorcerer spell list. The new spell must be of a magic. When you cast a spell, you can choose to bind the
level for which you have spell slots, and it must be an spell to one of your scales, extending the casting time of the
abjuration, transmutation, or evocation spell, unless you're spell to 1 minute but suspending the spell to unleash later.
replacing the spell you gained at 3rd, 8th, 14th, or 20th level While the spell remains bound, you can unleash the spell
from any school of magic. as a reaction at any time. If the spell requires concentration,
Spellcasting Ability. Charisma is your spellcasting ability it lasts for the full duration and doesn't take up your
for your sorcerer spells. You use your Charisma whenever a concentration. Once unleashed with a reaction, Scale Bind
your Charisma modifier when setting the saving throw DC As an action, you can rip loose the scale upon which the
for a sorcerer spell you cast and when making an attack roll spell is bound and throw it up to 30 feet. If you unleash the
with one. spell while the scale is separate from you, the spell is cast
Spellcasting Focus. You can use your own body as a from the scale's space. The binding remains intact unless the
spellcasting focus for your sorcerer spells. You still need a scale is destroyed. While separated, the scale is a tiny object
free hand to use your body as a spellcasting focus in this way. that shares your AC and has 1 hit point.
WITH EVERY HEARTBEAT remains bound for up to 8 hours if not unleashed, after which
the effect dissipates. You can only bind spells that normally
You can use this feature once, and you must finish a long
16
The pride and joy of your hoard takes the form of a special
Dragonweave some other perilous object. You can magically float the
6th-level Arbiter feature centerpiece item while it remains within 30 feet of you.
The melding of body and the Weave of magic lies in your Additionally, when you attack with your replica weapon on
heritage. As a bonus action, you can call on your innate magic your turn, its reach increases to 30 feet.
to grant yourself Dragonweave until the end of your turn. If Fortification of the Hoard. The centerpiece item takes the
you take the Attack action while you have Dragonweave, you form of a piece of armor, a series of gemstones embedded in
can cast one of your cantrips in place of one of your attacks. your hide, a lucky talisman, or some other protective object.
The cantrip must have a casting time of 1 action. The centerpiece item has a number of charges equal to your
Focal Point possession, when you are hit by an attack or fail a saving
6th-level Arbiter feature throw, you can choose to expend 1 charge and roll a d6. You
You now regain use of your Scale Bind feature when you add the result both to your AC and to each of your saving
finish a short rest. throws that you make until the start of your next turn. You
Additionally, while the scale is detached from you and the regain all charges when you finish a short or long rest.
spell remains bound, you can see and hear from the scale's Magic of the Hoard. The centerpiece item takes the form
location (no action required), using your own senses. of a piece of jewelry, a beloved plushie, a coin or other
Unmaker's Sight first select this option for Heart of the Hoard, you can choose
10th-level Arbiter feature one cantrip and a number of spells from the sorcerer spell
You've studied both the creation and destruction of magic, list. See the table below to determine how many spells you
and have developed an unerring sight for the mystical. You know and the highest spell level that is available to you.
gain the ability to cast detect magic and identify at will. When you gain a level in this class, you can choose new
Additionally, you add dispel magic and counterspell to your sorcerer spells and cantrips.
spells known, and you can cast them each once per long rest The centerpiece item acts as an arcane focus for you.
without expending a spell slot. While the centerpiece item is in your possession, you can
cast the spells at the highest spell level available to you, using
17th-level Arbiter feature Once you cast a spell in this way, you can't do so again until
You've learned how to fuel your spells with the sundered you finish a short or long rest. At 11th level, you can cast two
power of your enemies. Whenever you use Devour Magic or spells before a rest. Additionally, you can choose to expend a
cast dispel magic, you can immediately use your bonus action use of your Dragon's Breath feature to cast a spell without
to cast a spell of 2nd level or lower. The spell must have a expending a spell slot, but you must then complete a short or
casting time of 1 action or bonus action. long rest before doing so again.
17
creature's turn.
that you own at a target that you can see within 120 feet.
start of their next turn. The creature can choose to take the
Once you manifest your lair, you can't do so again until you
Claim Item
10th-level Fervent Hoarder feature
3rd 1 2nd remain in your possession for 1 hour, else the enchantment
7th 1 4th proficiency bonus, after which you must finish a long rest to
use it again.
9th 1 5th
11th 2 5th Homely Lair
10th-level Fervent Hoarder feature
True Treasure Given a little time to settle in, you can make improvements
to your new home. When you finish a long rest while resting
3rd-level Fervent Hoarder feature
in the area of your Manifest Lair, you can choose a spell from
Your fascination with a particular type of treasure
the following list which takes effect: druid grove, guards and
manifests as a keen knowledge in a related field of artisanry,
wards, programmed illusion, and project image. You
and a unique magical talent for handling your property. You
determine the effects of the spell as if you had cast it, but all
gain proficiency in one set of artisan's tools of your choice.
effects must be within the radius of your lair and cannot leave
Additionally, as an action you can magically float up to 50
it. Only one of these spells can be active at any one time, and
pounds of items which you own, which remain in place as
the spell immediately ends if Manifest Lair ends. The spell
you designate for 1 minute or until you are ever more than 20
does not require you to concentrate on it.
feet away from the items, after which the items gently
Manifest Lair you designate an item as your centerpiece item during a short
established lair, until you manifest a new lair, or until you die.
18
to assist you.
WE YEARN FOR FRIENDS
Unleash Pack
3rd-level Packlord feature
Your minions stand ready to assist you with tricks and Raucous Pack
sheer numbers. As a bonus action, you designate an object or 6th-level Packlord feature
a creature on the ground that you can see that is within 60 Your minions learn new tricks to hinder your foes. As part
feet of you. The target becomes the focus of your minions, of the bonus action you use for Unleash Pack, or as a bonus
who hinder the target and set up your attacks. The target's action that you can take on subsequent turns, you can choose
speed is halved, it has disadvantage on saving throws against one of the following options to activate.
Pack Conductor ability checks made with the chosen ability until the start
the following spells, but it does not count as a spell for you, Additionally, when the target of Unleash Pack is reduced to
and does not require material components. Each spell 0 hit points, you can choose a creature within 60 feet of the
additionally has the noted changes: target. At the start of your next turn, the chosen creature
do so again until you finish a short or long rest. At 6th level, Your minions always have your back. Once per round when
you can use this feature three times per rest. At 10th level, you fail a saving throw while Unleash Pack or Packbearer is
you can use this feature at will. active, you can choose to reroll the saving throw and must
19
yourself with their powers and ideals. While you do not have
precise control over the echoes you call upon to aid you, you
Seek Echo
3rd, 6th, and 10th-level Echo feature
Embodiment. Roll 2d12 and consult the chart below. You can
your echo, you gain all 3rd-level features associated with the
Seek Echo, you can select one skill to gain proficiency in. You
1 Change of Scales
keep the proficiency until you choose another skill to become 2 Community of Stone
proficient in. Additionally, whenever finish a long rest, you
Additionally, you can cast the detect thoughts spell once BELIEVE NOT THE LIES
per short rest, using your Dragon Spark as your
and once on your own turn when you high jump, you don't
Embodiment of the Metamorph
need to spend movement as part of the jump. When you
end your turn while gliding, you gain temporary hit points Metamorphs learn to master and manipulate the secrets that
equal to your proficiency bonus. drove their initial transformation. They can reshape their
Forgotten Champion. You remember a broken people, a own bodies, adapting themselves to overcome the challenges
reversal of fortunes, and a systematic extermination of a that are brought on by their surroundings, solve practical
dire threat. For up to 1 minute after you roll for initiative, problems, enhance their draconic nature, or to express
you gain one use of Dragon's Breath that does not expend a themselves freely by taking on fantastical traits of their
Rising Struggle. You remember endless tunnels, struggle, wings of the coatl, or the flowing mane of a ki-rin.
ability check or a saving throw, the target can roll a d4 and Your form is an ever-shifting canvas, constantly changing to
add the number rolled to the ability check or saving throw. reflect your circumstances.
The benefit is lost if you choose new targets or after 8 Morphs. You learn three morph categories of your choice,
War of Tongues. You remember troop movements, fire, and You learn two additional morph categories of your choice at
a close companion. As an action, you can designate a 6th level, and one additional category at 10th and 17th level.
friendly creature as your bond. When you or your bonded Each time you complete a long rest, you can choose to
target start your turn within 10 feet of the other, you or the replace one morph category you know with a different one.
target gain advantage on the first attack roll made that Active Category. As part of a short or long rest, you
turn. Additionally, you and the bonded creature can speak undergo a metamorphosis which grants you new benefits.
telepathically with each other while the two of you are Choose one morph category that you know. The morph
within 300 feet of each other. The bond lasts for 8 hours or category you choose becomes your Active category, granting
until you designate another target as your bond. you one of its two listed features (your choice). This morph
21
choose an Active Category, you gain both the benefits listed in Morphs
that category. When you choose a new Active Category, you
Aid
choose one morph from the previously Active Category to
keep as a Waning morph and one to discard. Gold Luck. You harness the mystic fortuity of the gold
Fueling the Transformation an attack roll, an ability check, or a saving throw, you can
6th-level Metamorph feature choose to roll an additional d20. You can take this action
Your form needs only a spark of energy to change entirely. after you roll the die, but before the outcome is
When you use Devour Magic, or upon completing the goal of determined. You choose which of the d20s is used for the
your Resolution (see Optional Class Features), you can attack roll, ability check, or saving throw. You can use this
additionally choose to immediately change your form. If you feature once, and regain the ability to do so after finishing
do, choose a new Active Category that you know and one of a short or long rest.
its morphs, and discard old morphs as if you had changed Sheltering Wings. Flexible armor plating grows across
morphs during a rest. your wings, allowing you to use them as shelter for your
Remake Self than you that is within 5 feet of you, you can use your
Eye of the Dragon Proficiency: perception or first attack you make with your antlers.
Upon completing the ritual, any ability score damage, scars bravery and prepare yourself to face opposition. You gain
suffered, or limbs lost are restored. Once initiated, the ritual advantage on Wisdom saving throws.
Essence of Change Draining Scales. You alter your scales to siphon magical
armor proficiency.
Disruption
Tunnel Wyrm. You gain a burrowing speed equal to half
your Dragon Spark save DC. A target is unaffected if it Esoteric Ward. Runic glyphs carved across your body
can't hear or see you. On a failed save, a target can't take guard you against a variety of magics. You gain advantage
reactions until the start of your next turn. A creature that on all Intelligence, Charisma, and Strength saving throws
succeeds on this saving throw is immune to your roar against magical effects.
until the end of your next turn. Veiled Wings. Your wings take on a new aspect. Your
Glide & Fly speed increases by 10 feet, and you can take
understands you only if the two of you share a language. Blasting Breath. Your elemental spark is always at the
You can speak telepathically in this way to one creature at ready. You can use your action to exhale a bolt of
a time. Additionally, as an action, you can choose one elemental energy and spit it at a creature you can see
creature which you are aware of within 60 feet of you. The within a range of 120. Make a ranged spell attack using
creature must succeed on an Intelligence saving throw your Dragon Spark. On a hit, the target takes 1d10 + your
against your Dragon Spark save DC or be stunned until Charisma modifier damage. The damage is the same
the end of your next turn. You can attempt to stun a target damage type as your Dragon's Breath. The number of
with this feature once, and must then complete a short or damage dice increases by one at levels 5, 11, and 17.
23
can change your choices every time you finish a short or Skewering Quills. You develop clusters of sharp quills
long rest. along your limbs which you can fire in an arc at your foes.
White Cunning. You instill yourself with the primal proficient with. You can use them to make ranged weapon
awareness of the white dragon. You have advantage on attacks with a range of 60/120, and you add your Strength
fangs become serrated and cruel, capable of puncturing filled with quills, and you can additionally choose two
Save DC = 8 + your proficiency you exhale revitalizing power unto a creature of your
bonus + your Strength modifier choice within 10 feet of you, restoring a number of hit
target. Once you use this feature, you cannot use it again
Navigation
until you finish a short or long rest.
Darting Predator. You adapt to better surprise your foes Enthralling Dragonsong. You can sing a wordless aria
with short bursts of speed. You can take the Dash action that pacifies your audience. As a bonus action and at the
as a bonus action. end of each of your subsequent turns while your song
Drowning Terror. You gain a swimming speed equal to lasts, every creature of your choice within 20 feet of you
your walking speed, and you can breathe both air and must succeed on a Wisdom saving throw against your
water. Whenever you grapple a target that is unable to Dragon Spark or become charmed by you until your song
breathe freely—such as an aquatic creature on land or vice ends. A creature which starts its turn more than 20 feet
versa—at the start of each of its turns, the target of your away from you, which cannot hear you, or which has
grapple must succeed on a Wisdom save against your successfully saved against your song is immune to this
Dragon Spark DC or become frightened of drowning until use of your song. The song ends after 1 minute, if you are
it can again breathe freely. Additionally, when you are incapacitated, or if you do not maintain it with a bonus
dragging or carrying a grappled creature with you, your action each turn. Once you use this feature, you cannot
speed is no longer halved. use it again until you finish a short or long rest.
Pain Sanctuary
Thorny Spines. You grow a series of sharp, slender Numinous Dragonsong. As a bonus action, you can sing
spikes across your body. Whenever a creature within 5 a wordless hymn that bolsters your allies. Your song
feet of you hits you with a melee attack, they take 1d4 lingers until the start of your next turn, and while it lasts
piercing damage. At the start of each of your turns you you and creatures of your choice within 20 feet of you gain
deal 1d4 piercing damage to any creature grappling you or a bonus to death saving throws and Constitution saving
any creature grappled by you. throws equal to your Charisma modifier (with a minimum
24
NINEFOLD IO can shape pockets of relative safety within the area of your
CAME FROM THE VOID your Charisma modifier (minimum 1). The chosen
SPUN THE WORLD color, letting you blend in with your surroundings. You can
UPON THE WORLD HE SET light and in natural terrain, such as rocks, plants, or sand.
FOR ONE WAS MADE additional 2d6 poison damage and is poisoned until the
Vantage
TO SATISFY THE OTHER Skittering Crawl. You gain a climbing speed equal to your
BUT THE WAR CAME Snatching Tail. Your tail becomes flexible, letting you
AND IO DIED PROTECTING larger than you with your tail, you can choose to force
WHAT HE HAD SPUN The space must be on the ground and unoccupied.
OTHERS REMAINED
bonus + your Strength modifier
REVILED BY CIVILIZATION
BUT WE WERE THE FIRST
THIS IS OUR WORLD
TAKE IT BACK
25
maximum of 20.
30,000 +1 Unbound
Attunement
When you use your Dragon's Breath or Breath Weapon,
cone breath. If you choose a line, you can increase the Loyal Minion
width of your breath from 5 feet to 10 feet.
Prerequisite: Demi-dragon
Dragon's Hoard You gain the services of a loyal minion, which takes the
Prerequisite: Demi-dragon, 8th level minion has the statistics detailed below.
A deep-seated greed takes hold of you. During a long rest, Your minion acts independently of you, but it always obeys
you can magically link yourself to a location, claiming an area your commands. In combat, it rolls its own initiative and acts
with a 60-foot radius as the location of your hoard. Coins, on its own turn. A minion can't attack, but it can take other
gems, art, and other nonmagical wealth located inside the actions as normal.
area contributes to your hoard, calculated in gold pieces. You Additionally, you learn one new language or gain a skill or
can only be linked to one hoard area at a time, and can only tool proficiency of your choice.
link yourself to a new hoard once every 7 days. If any treasure
If you lose your minion, you can revive the minion or
is removed from the hoard, you immediately know what is recruit a new minion at the end of a long rest.
being taken. You gain the following benefits based on how
If you select this feat multiple times, the number of loyal
much wealth is stored in the hoard area. If enough wealth is
minions you have increases by 1 for each, and you can select
lost to put you below a wealth threshold, you lose all benefits
an additional language, skill proficiency, or tool proficiency.
associated with that threshold until you again have enough
wealth to qualify.
Misfit's Adaptation
Absorb Magic Enchantments. The maximum limit of
Prerequisite: Demi-dragon
magic items that you can have absorbed with Absorb Magic
increases by the listed amount for that threshold. Your body continues to change in unexpected ways. You
Siphon Treasure. Your magical hunger extends across any gain the following benefits:
distance to the items stored in your hoard. You can use any
Increase your Strength, Constitution, or Charisma score
piece of non-equipment treasure, such as a potion or
by 1, to a maximum of 20.
wondrous item, that is stored within your hoard as if you
Choose one individual feature from a morph category
were holding it. The item functions as normal, and is
available to the Embodiment of the Metamorph. You gain
consumed on use or expends charges if it normally would. If
the chosen effect, which is permanent. If you already had
the item requires itself to function, such as an immovable rod
access to morphs and have learned the associated morph
or a figurine of wondrous power, you conjure a spectral
category, you can choose whether to change this or your
projection of it. Any damage taken by such a spectral
other Waning morph whenever you change morphs.
projection carries over to the real item. An unattended
projection fades after 1d4 hours, after which you can call it You can take this feat multiple times. Each time you do,
forth again provided that all other rules are met. choose a different morph.
are not lost at the end of a long rest, and last up to 7 days. In
Hit Points 5 + twice your level (the minion has a any Juggernaut maneuver you know and which you can
number of Hit Dice [d4s] equal to your level) pay the fury cost for. If you already had fury, your total
Speed 30 ft. increases by 3. You regain your expended fury when you
9 (-1) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 11 (+0) maneuver you use requires your target to make a saving
Saving Throws determined by the minion's Gifted DC equals 8 + your proficiency bonus + your Strength
Skills Shares your proficiencies natural weapon, you add it to your list of natural weapons.
bonus, knows all of your languages, and shares your Wearing heavy armor no longer restricts the Flight or
Actions
Deploy Trap (2/Day). The minion sets up a trap in a SHAPE YOURSELF
square adjacent to itself. Any creature that
subsequently moves into that square must make a
Dexterity saving throw against your Dragon Spark
save DC or become restrained. A restrained creature
can as an action make a Strength saving throw
FREELY
against the same DC to end the effect.
Grappling Hook. The minion can latch on to any
surface or to a willing creature that it can see within
30 feet of itself and immediately pull itself to an
adjacent space. If the minion latches on to you, you
can choose to allow the minion to immediately
mount you as part of the grappling hook action,
provided that all other rules for mounting are met.
MAGIC IS A BIRTHRIGHT
WE CHANGE OURSELVES
BY INTENT AND WILL
27
Transformed Power
1st-level demi-dragon feature
Indefinite Mind
1st-level demi-dragon feature
Breath Recharge
1st-level demi-dragon feature, which changes the Dragon's
Breath feature
roll a 5 or 6.
Resolution
1st- and 18th-level demi-dragon feature, which replaces the
Once you use this feature, you must finish a short or long
rest before you can use it again. Starting at 18th level, you
accomplished.
Size Increase
10th- and 20th-level demi-dragon feature
increases to Huge.
28
Mundane, 20 gp, 10 lbs unconscious for 2d4 hours, during which you are
These sturdy kite-shaped steel spades are made to fit over transformed into a demi-dragon using Transformed Power
a creature's claws, serving as gauntlets. They are intended to and Indefinite Mind. The DM determines the shape and
reduce the strain of manual labor, and you can use them to damage type of your Dragon's Breath, but you otherwise
perform the functions of a shovel, crowbar, or hammer. While make your own class choices. The armring can be removed
wearing them, your claw attacks deal piercing damage. with the remove curse spell or similar magic, but doing so
doesn't return you to your old form. Only a remove curse spell
Crown of the Platinum Savior cast at 6th level or higher, the wish spell, or obtaining the
Radiant Blessing. When you use a breath weapon while Each of these heavily-cushioned saddles are constructed to
wearing the crown, you can choose to change your elemental individual specifications. A dragonrider's saddle braces the
exhalation into a burst of radiant energy. If you do, your rider and comes with straps and handholds to hold the rider
breath deals radiant damage. in place during flight or battle, providing advantage on any
Breath of Life. When you use a breath weapon while check to remain mounted.
wearing the crown, you can choose to change your The saddle also has space for pouches and saddlebags,
destructive breath into a burst of healing energy. If you do, positioned within the reach of the dragon wearing it.
instead regain a number of hit points equal to the damage Essence of Fury
normally dealt by your breath. Once you use this property of
Wondrous item, legendary (requires attunement by a demi-
the crown, you can't use it again until the next dawn.
dragon)
Crystallized Blood of Io This crimson orb of intangible power roils with passionate
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) Absorb Magic, infusing you with its fervor.
(requires attunement by a demi-dragon) While you are attuned to the essence, you gain 4 Fury
While you are wearing this ornate ruby-red jewelry, you can points, and learn the Lockjaw, Reprisal, Rising Wing, and
use it as a spellcasting focus for any spells you have, and you Wrath maneuvers, and can use the horns and wings natural
gain a bonus to Dragon Spark attack rolls and to the saving weapons as described under the Embodiment of the
The bonus is determined by the rarity. Additionally, you can choose to go berserk (no action
When you roll a 1 on a damage die for your Dragon's required). When you do, and again at the start of each of your
Breath feature, you can reroll the die and must use the new turns, you regain all your Fury points. Your berserk lasts for 1
roll. minute, and you can't activate it again until you have finished
a long rest.
Dragongilded Armring
Wondrous item, uncommon (requires attunement)
Essence of Transformation
This ornate armring was forged from gold mixed with Wondrous item, very rare (requires attunement by a demi-
adjusted to fit onto practically any limb, and bears a subtle This viridian orb of intangible power stirs with subtle
magical enchantment that protects its wearer. While wearing restlessness. As part of attuning to it, you must absorb it with
the armring, you can choose to calculate your Armor Class as Absorb Magic, infusing you with its flexibility.
13 + your Constitution modifier. While you are attuned to the essence, during a short or
AN ANCHOR FOR OUR LAIR changed morphs during a rest. Once you do so, you can't do
29
Wondrous item, uncommon (requires attunement by a Intelligence, Wisdom, and Charisma scores. Your statistics
creature with a poison breath weapon) and capabilities are otherwise replaced by those of the new
This noxious green jewel writhes with vile smoke. Exposed form, except any class features (including spell casting) or
to centuries of magical corruption, the hazardous vapor it legendary actions of that form, and you additionally gain
emits would kill a lesser creature. As part of attuning to it, proficiency with simple weapons,
you must swallow it in order to gain its benefits. light armor, and medium armor if you don't already have
those proficiencies.
While attuned to the gizzard stone, you are immune to the
saving throw against your breath weapon is poisoned for 1 Myrielle's Razors
minute. A creature can repeat the same saving throw they
Wondrous item, uncommon (requires attunement by a
made against your breath weapon at the end of each of their
winged creature)
turns, ending the effect on themselves on a success.
These elegant fan-shaped razors come as a pair, and are
Inkbound Jewel
decorated with artistic patterns of seafoam. They are
Wondrous item, common weapon. While wearing the razors, you gain a wing attack,
simple picture or write a short message in a language you use it to make melee weapon attacks, and you add your
know as an action. The image or message appears on a Strength modifier to the attack and damage rolls when you
suitable surface that is within 5 feet of you, and is written in attack with it. Your wing attack deals 1d6 slashing damage.
ink. While you wear the razors and are attuned to them, you
Medallion of Change Shape Gale and Thieving Talons maneuvers, as described under the
magically polymorph into a humanoid that has a challenge This spherical chunk of shaped obsidian is hollow on the
rating no higher than 1. You revert to your true form if you inside, and its dark surface is inscribed with runes of
die, if you lose the medallion, or if you use a bonus action to protection. A gilded lid on one side gives access to the
do so. Any equipment you are wearing or carrying is interior. If you have a breath weapon, you can breathe into the
absorbed or borne by the new form (your choice). Once you inert Blast-Sphere, sealing one use of your breath weapon
have used the medallion to polymorph into a new form, you within the sphere for up to 1 hour.
cannot use the medallion to assume the form of a different As an action, you can unseal a charged Blast-Sphere,
humanoid until you next finish a short rest, but can still use causing the stored breath to burst forth in a direction of your
the medallion to change between the chosen humanoid form choosing. Alternatively, the Blast-Sphere can be thrown up to
and your true form. 30 feet as an action. When thrown, roll a d8 to determine
In a new form, you retain your personality, alignment, hit which direction the breath bursts forth in. After being used, a
points, Hit Dice, ability to speak, proficiencies, and charged Blast-Sphere becomes inert.
and capabilities are otherwise replaced by those of the new Ring of Draconic Deception
form, except any class features (including spell casting) or
Wondrous item, rare (requires attunement by a creature with
legendary actions of that form, and you additionally gain
the dragon type)
proficiency with simple weapons, light armor, and medium
This ornate silver jewelry is inlaid with jade and takes the
armor if you don't already have those proficiencies.
form of a bracelet, hornring, tailring, or other suitable
Potion of Change Shape ornament. It was once the prized possession of the green
Wondrous item, uncommon action you can alter your appearance to mimic the form of
This grayish, murky potion swirls and shifts when shaken. any creature with the dragon type which has the same basic
When you drink it, you magically polymorph into a humanoid arrangement of limbs as yourself. This change holds up to
that has a challenge rating no higher than 1 for 2d4 hours. physical and sensory inspection, but magic may reveal your
This form is determined when the potion is initially created. true nature.
You revert to your true form if you die or at the end of the The ring has 3 charges. Whenever you use a breath
duration. Any equipment you are wearing or carrying is weapon, you can expend 1 charge to change the damage type
absorbed or borne by the new form (your choice). of your breath to one of the following of your choice: acid,
30
This net of white-gold filigree jewelry is made to wrap This set of elaborate mithral plates are of a distinctly elven
around the neck, and is shaped in arcane patterns that design, and end in talon-like spurs inset with sapphires. They
resonate with draining energy when in use. Your breath save are worn on a creature's wings, protecting the main limb.
DC or your Dragon Spark save DC and attack bonus While wearing them during flight, you have advantage on
increases by 1. When a creature fails their saving throw checks made to resist being knocked prone.
against your breath weapon, its speed is reduced by 15 feet The spurs have 5 charges, which are used to fuel the spells
until the start of your next turn. within them. While wearing the spurs, you can use your
Skybound Bolt (save DC 15) from the spurs: gust of wind, thunderwave (2nd
following benefits. This set of thick iron chains connects to a ruby pendant,
Spells. The javelin has 10 charges. While holding it, you intended to be worn on the limbs and chest, respectively. The
can expend one or more of its charges to cast one of the set was created by a gallant spell duelist who preferred to
following spells from it, using your highest mental ability defeat his adversaries by turning the power of their own
score as your spellcasting ability for the spells: feather fall (1 magic against them.
charge), elemental javelin (2 charges), spurious glide (2 As a reaction when you see a creature within 60 feet of you
charges), or elemental stake (3 charges). The javelin regains casting a spell, you can attempt to interrupt the creature's
1d6 + 4 expended charges daily at dawn. spellcasting. Make an ability check using your highest mental
Standard of Unity. As a bonus action, a spectral banner ability score. The DC equals 10 + the spell’s level. On a
unfurls from the javelin, infusing you with an aura of unity for success, the creature’s spell fails and has no effect, and you
10 minutes while you are holding the javelin. Creatures of store the spell that was being cast for up to 8 hours. You can
your choice within 10 feet of you have advantage on cast the spell stored in the chains, even if you can't usually
Charisma (Intimidation) and Charisma (Persuasion), checks, cast spells. The spell uses the slot level, spell save DC, spell
and on saving throws against being frightened. Once you use attack bonus, and spellcasting ability of the original caster,
this property, you can't use it again for 1 hour. but is otherwise treated as if you cast the spell. Once the spell
Skybound Grip. As a bonus action, the javelin becomes a has been cast from the chains, it is no longer stored in them.
lance, or vice versa. While in lance form, if you take the Once you attempt to disrupt a creature's spell, it can't be
Ready action to make an attack with the lance, your attack used to do so again until the next dawn.
prone.
PLEDGE YOURSELVES
TO REVENGE AND
TRUE JUSTICE
THEY SHALL
NAME YOU AS
HATEFUL MONSTER
31
with a clear chance to add to your fortune, you must make a Repulsion Breath. As an action, you can use a charge of
DC 10 Wisdom saving throw. On a failure, you must act on your breath weapon to exhale repulsion energy in an area.
your desire, even if doing so would put you in danger. You are The affected area is determined by your breath weapon. Each
unwilling to part with the stone until the curse is broken with creature in that area must succeed on a Strength saving
remove curse or similar magic. throw with a DC equal to your breath weapon or be pushed
60 feet away from you. You can use this property without
Talrion's Gatecrasher expending a charge of your breath, but must then wait until
wood and puncture armor. While wearing the helm, you gain dragon, dragonborn, or half-dragon)
a ram attack, which is a natural weapon and which counts as This ornamental mask of ruddy copper is stylized with the
a martial melee weapon for you, and you are proficient with prominent brow plates of a copper dragon. While you are
it. You can use it to make melee weapon attacks, and you add wearing the mask you gain the following properties.
your Strength modifier to the attack and damage rolls when Damage Protection. You have resistance against acid
you attack with it. Your ram attack deals 2d4 piercing damage. If you already have resistance to acid damage from
damage, and whenever you hit an object with it, the hit is a another source, you instead have immunity to acid damage.
While you wear the helm and are attuned to it, you your breath weapon to exhale slowing gas in an area. The
additionally gain 3 Fury points, and learn the Hammering affected area is determined by your breath weapon. Each
Lunge, Reprisal, and Battering Ram maneuvers, as described creature in that area must succeed on a Constitution saving
under the Embodiment of the Juggernaut. throw with a DC equal to your breath weapon. On a failed
save, the creature can't use reactions, its speed is halved, and
Warmask of the Brass Dragon it can't make more than one attack on its turn. In addition, the
breath weapon to exhale sleep gas in an area. The affected dragon, dragonborn, or half-dragon)
area is determined by your breath weapon. Each creature in This ornamental mask of gleaming gold is stylized with the
that area must succeed on a Constitution saving throw with a sagely whiskers of a gold dragon. While you are wearing the
DC equal to your breath weapon or fall unconscious for 10 mask you gain the following properties.
minutes. This effect ends for a creature if the creature takes Damage Protection. You have resistance against fire
damage or someone uses an action to wake it. You can use damage. If you already have resistance to fire damage from
this property without expending a charge of your breath, but another source, you instead have immunity to fire damage.
must then wait until the next dawn to do so again. Weakening Breath. As an action, you can use a charge of
Warmask of the Bronze Dragon affected area is determined by your breath weapon. Each
damage.
32
the spiny frill of a silver dragon. While you are wearing the
until the end of their next turn. You can use this property
Zephyr of a Starstorm
Wondrous item, legendary (requires attunement by a demi-
dragon)
when the stars were put in the night sky. As part of attuning
to it, you must absorb it with Absorb Magic, infusing you with
moving at least 100 feet on your turn, you can make a ranged
you can see within 300 feet of you. On a hit, the target takes
10d6 force damage and is blinded until the end of their next
turn. You can use this property three times, and must then
Duration: Instantaneous
Casting Time: 1 action
Range: Self (10-foot radius) You coat a tail natural weapon that you have with seeping
Components: S, M (a tail natural weapon) acid. Make a melee weapon attack with your tail natural
Duration: Instantaneous weapon against one creature within 10 feet of you. On a hit,
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Range: Self
Components: S, M (a tail natural weapon) You form a mote of elemental power in your palm. Choose
Duration: Concentration, up to 1 hour acid, cold, fire, lightning, or poison. When you cast the spell—
Range: Self
Spurious Glide
Components: S, V
2nd-level conjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 reaction, which you take when you or a
You imbue your wings or another set of limbs with the
creature within 120 feet of you falls
force of a storm. For the duration, your speed increases by 15
Range: 120 feet
feet and moving doesn't provoke opportunity attacks.
Components: V, S
Once on each of your turns at your choice when you move Duration: 1 minute
Pattern Draconic Essence falling damage and can land on its feet, and the spell ends.
Each time during the duration that you deal damage, you can Duration: Instantaneous
You touch a point on the ground from which you call forth
WE LEARN IN THE SHELL within a breadth of 4d4 hours before the spell was cast.
While the spell lasts, you can take an action to focus upon a
DREAMING OF MAGIC
took place at that time replay as an illusory imprint that acts
AND OUR GODGIVEN GIFTS At Higher Levels. When you cast this spell using a spell
35
Magic table at the indicated level, and can cast each of them without requiring material components once per long rest. Charisma
is your ability for Draconic Magic spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you
use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Atypical Dragons dragon with a poor ability to generate their own power, and
limiting them from being able to wield the kind of power that
You do not have to take the lore that defines dragons for true dragons have. As the Absorb Magic feature is a strict
granted. Even if you wish to keep true dragons in their necessity for a player character to be able to participate in the
classical role, you may wish to give the playable demi-dragons loot system already present in the game, the demi-dragon
a very different context for how they belong in the world, to takes on a thematic focus to empower themselves with one of
make them better fit into a society or as a member of an the basic necessities of dragonkind—they must steal magic to
adventuring party. Perhaps a powerful faction of true dragons gain some of those same gifts. It is not a classic ability
wanted closer ties with humanoid societies, and sent demi- attributed to dragons, and some may therefore prefer to
dragons as an experiment to explore the merits of ignore it—but thereby distances demi-dragons from true
cooperation. In such a humanoid society, the appearance of dragons, and presents a different angle for storytelling.
these dragon envoys is a sign of times changing, but only the Perhaps some societies praise demi-dragons for their ability
most paranoid individuals would view it with hostility. In to detect and eliminate magic, employing them as inquisitors,
—something that is bound to be grating when acting as a 7 People fear dragons, and a disguise is necessary to
member of an adventuring party. A transformed character is avoid trouble. Fortunately, magical solutions are
better positioned as an underdog who must rediscover who plentiful and effective.
and what they are and earn their place in a world that may
8 There is a crisis going on, and as long as you are
not understand them.
willing to help, the locals are too grateful to turn away
even a dragon. But that won't stop them from
WE ARE MISTRUSTED gawking.
9 Demi-dragons are envoys sent by true dragons to
integrate into society. A good way to integrate may
AND ILL UNDERSTOOD be to win fame and fortune by becoming an
adventurer.
10 Demi-dragons are true dragons who lost their power
TOIL TO BRING CHANGE and regressed to a weaker state, and must now re-
examine their place in a world they once dominated.
37
Transformation Ritual
imbued heart while remaining submerged. An unwilling or
A creature of humanoid origin within acceptable size to, additional measures can be taken to cement the subject as
parameters (the subject) matching that type. This includes ensuring that both the
A minimum of 30 gallons of dragon's blood (to bathe in) blood and heart used belongs to the same type of dragon, and
A fresh dragon's heart (to be consumed) making additions to the ritual based on the habits and
Wing bones of an appropriate size (need not be draconic) personality of the dragon in question—such as mixing in
An arcane focus, preferably crystal (as a lens) brackish water corrupted by a black dragon—or casting spells
Ash of oak (to bind and stabilize) matching the characteristics of the dragon type during the
paraphernalia—such as any metals that pierce flesh or other The subject will gradually absorb a portion of the dragon's
jewelry—and is anointed with a balm made of ash of blackest
blood. Allow the subject to lie or float freely during this time.
oak. From this point on, don't let the subject come into
In most cases, the subject will be left unconscious for several
contact with materials other than those used by the
hours. Don't disturb the subject, but ensure that they can
procedure. breathe freely at this stage.
The subject is submerged in a pool of dragon's blood. The Most subjects will be left scaleless, and with clearly
pool must be large enough to fully submerge the subject, and
underdeveloped limbs. This is normal, and will correct itself
should be constructed with ideal measurements to the
over time. Some subjects have been observed to form
specifications of both humanoid and draconic shapes. A lid or
'dewdrops of blood', which resolve into fully-formed scales
grille can be employed, to prevent the subject from bursting within a matter of hours. These subjects tend to be healthier
to the surface prematurely. Avoid using shackles to ground and more active following the procedure. While a fascinating
the subject, as they will interfere with metamorphosis.
occurrence, it is unclear what causes the phenomenon.
The submerged subject will be unable to breathe, and may
Allow the subject to sleep. Any blood remaining in the pool
flail during the procedure. Transmutation or enchantment
is tainted and useless, and should be disposed of. In the
magics can relieve the need to breathe or keep the subject
following days, the subject will experience a craving for
calm, but are not necessary to complete the procedure. magical energy and an inexplicable ability to extract it from
Before immersion, the subject should be supplied with a any valid source. While it can be useful to make use of this
dragon's heart, or one should be placed within the pool where craving to establish your relationship as a superior with the
the subject can reach it. As soon as the subject is fully subject, it is recommended to indulge it at first, as it seems to
submerged, establish an arcane feedback loop by channeling have a positive effect on the subject's condition. Sustenance
as much magical power through the dragon's heart and into both physical and magical should be presented once the
the subject as possible. The type of magic employed is subject regains consciousness.
irrelevant, only the magnitude matters.
Some subjects of unusual species have been observed to
If the subject establishes a viable connection with the retain features of their former countenance. One avian
magical energies channeled through the heart, the subject subject maintained beak features, while another did not.
will proceed with metamorphosis. If not, the subject will Tests have proven inconclusive, and the matter is discarded
38
Though any demi-dragon character could make use of accepted as part of the community, and have shared in local
existing official backgrounds, these don't always fit the values, customs, and daily practices.
in this section provide demi-dragon characters with 1 I always put others ahead of myself.
additional story cues and options for character identity.
2 I prefer to listen to the opinions of those around me
before speaking my mind.
Chosen of the Community
3 I like to hear myself talk.
You were chosen by a small community of individuals to
undergo transformation. Perhaps you were a promising 4 I am loyal and dependable to the end.
young warrior who was deemed ready to take part in an
5 My life is built on secrets, as is my community.
ancient ritual, or maybe you were part of a group of zealous
dragon worshippers, honored to be selected as a vessel for 6 I always act with great solemnity and ceremony.
their devotion. Regardless of how the rest of the world may
7 I have adopted the persona that my community
view you now, you can always count on the small group of
believes me to be, but that's not the real me.
people that support you, perceiving you as an exalted idol.
and provide you with shelter, food, and any information that
they can. Your community will shield you from the law or
WE DO NOT BELONG
anyone else searching for you, though they will not risk their
d8 Personality Trait
OUR PLIGHT UNHEARD 1 My curiosity comes with a price, and that's okay.
2 I've grown more comfortable in my new form.
Curse of Transformation 3 I've become obsessed with experimenting with and
You've been changed by mystical means. Some creature or resolving the terms of my curse.
event has cursed you with a magical transformation, giving
4 I try to go on living as always, but things are different.
you your current form. Perhaps you gave offense to a
vengeful god, wore a cursed item, signed an arcane contract, 5 My life has been turned around and I deeply resent it.
or were tricked by an entity such as a fey or elder dragon.
6 Being cursed has kindled an occult interest in me.
Whatever the reason, you are stuck with your curse until
some condition is fulfilled, and must learn to see the world 7 I'm not cursed, I'm blessed! I wish I could share this.
from a new perspective.
8 I deserved this curse for all the sins I've wrought.
Skill Proficiencies: Arcana, Insight
story and offer support. Your allies will help you as they can, 5 Greed. I was cursed for my tainted greed, yet still I want
but they will not risk their lives for you. more. (Evil)
d6 Nature of Curse 6 Pride. I deserve my own success, and will fight fiercely
for every victory. (Any)
1 I earned the ire of a god and have been given a set of
tasks to complete that will lift my curse. d6 Bond
2 I was tricked by a fey or other creature and lost my 1 I have a close friend who readily accepts my change.
humanity until the day I forget my past life.
2 I still keep in loose contact with my family. They don't
3 I awoke in a wizard's workshop, having been gifted life know about my curse.
from nothing. Now I must earn my further existence.
3 I've found it difficult to relate to the people I used to,
4 I signed a contract that would change me into and instead prefer the company of a beloved pet.
something I was not. In return, I owe a debt.
4 My curse was inflicted in service to the love of my life.
5 A dragon or other creature cursed me to walk ten
thousand miles in a form of their likeness. 5 It was my hated rival who cursed me.
6 The magic of a cursed item changed me. 6 Since being cursed, I increasingly prefer the company
of others that are like myself.
If the source of your curse is an item, choose from the table
40
WHETHER YOU ARE OUR Green You see others as tools that can be manipulated
with subtlety and cunning to get you what you
want. Your long-lasting plots and schemes are
FLESH AND BLOOD often strongly motivated by short bursts of
emotion such as anger, fear, or envy.
Red You are better than everyone and everything,
OR MERELY IMITATION and all should learn to grovel before you or face
your wrath. You revel in destruction, brutality,
and conquest, and often invent complex
IT MATTERS NOT strategies to improve your odds of victory.
White You delight in your physicality, living in the
moment and expressing yourself through
YOU ARE DRAGON KIN movement and action, viewing all others as prey
to be chased. You disdain speech, and have
trouble grasping abstract concepts or promises.
True-Born Dragon Brass You can't help but enjoy the sound of your own
voice, and can talk ceaselessly for hours on end
Born a true dragon, you are legend embodied and heir to about practically anything. You find gossip and
countless myths and stories. Though true dragons don't the motivations of lesser creatures to be
usually lead lives of adventure—often preferring to safely fascinating.
amass power by growing older—something has pushed you
readily provides you with a safe haven away from prying eyes. Silver You are open, honest, and tolerant, and you
can't help but sympathize with those in need—
Inherent Nature especially lesser creatures who are down on
Each of the fifteen draconic bloodlines share certain traits their luck. The history and actions of the mortal
common to their kind. Although it is possible for an individual races is a subject of your endless fascination.
to defy their nature, they can never get rid of it. A chromatic
Amethyst You are detached and aloof. You believe yourself
dragon may be raised with difficulty to act out of sincere
the wisest of dragonkind, seeking neutrality and
kindness, but the temptation to give in to their darker side knowledge—the prattling and conflicts of your
will always remain—likewise, a metallic dragon may fall prey lessers will not distract you from unraveling the
to evil influence, but must actively reject their own tendency true secrets of the world.
towards virtue in order to be swayed to an evil worldview.
41
around others—and prefer it that way—and only a few ever 6 My only companions are the weak minions that I
find genuine companionship. subjugate to do my bidding.
42
your freedom, your life can never be the same again. 4 When you look at your reflection, it's the old you
staring back.
Skill Proficiencies: Arcana, Insight
totaling 15 gp
Suggested Characteristics
You've had your body changed against your will. You might
preparation, research, and access to materials, you believe 1 I am cautious in my dealings with others.
that you could duplicate the same rites that were inflicted
2 I am always fiddling with tools, vials, and other
upon you, creating another demi-dragon.
components relevant to my new studies and research.
Oppressive Captor 3 The life I left behind was dull, and I don't regret trading
Your captor has been a brief but influential figure in your life. it for one of adventure.
You may have had time to watch them perform their
4 I judge people by how they treat others, rather than by
thaumaturgic work, or perhaps even gotten to know them. what they say or how they appear.
While a captor may be a cruel and selfish lunatic from whom
43
d6 Flaw
1 I don't trust people easily.
2 I feel like I don't deserve to go on when there are so
many 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.
WE ARE HUNTED IN
OUR OWN WORLD HOME
LEFT WITHOUT GUIDANCE
ADAPT ANEW
44
Rend and Ruin can now trigger on any attack (from any
Obfuscate Consciousness now requires you to
natural weapon attack), and moved Rend and Ruin up to
concentrate on the effect. Dominion of Perception now
start at level 13 with 1d6. Added a sidebar segment about
works off the initial concentration. Enthralling
falling. Changed the Juggernaut's wings and horns to
Dragonsong now applies saving throws at the end of your
count as simple weapons, to communicate they're meant
subsequent turns, and automatically ends on any creature
to be worse. Increased Elemental Javelin's damage to d8s,
starting its turn further than 20 feet away. Changed the
from d6s. Increased Elemental Stake's damage to d10s,
spell selection of Boon of Draconic Magic to be more lore-
from d8s. Frightful Roar is now a bonus action. Demi-
accurate. Increased the range of Telepathic to 120, from
Dragons can now choose to be Small.
60, and it now permits a response. Overwhelming
the start of your turn, rather than as a bonus action, and Reworded Scale Bind, and gave the detached scale further
Bolstering Backlash's bonus to saving throws lasts until clarification. Warmask items no longer have the Dragon
the start of your next turn. Tongue trait, but now provide one free use of the alternate
20). Snatching Tail now only lets you drop targets on solid
45
very rare, and Green Dragon Gizzard Stone to round long (from 24 hours). Venomous Sting no longer
uncommon, from rare. Focal Point no longer requires you requires a reaction to activate. Silver Mist now
to spend an action to perceive from its position. Manifest additionally lets you move the cloud up or down as part of
Lair now recharges on a short rest. Replaced Overbearing creating it. Increased the damage of Skewering Quills to
Sweep with Rising Wing, a new maneuver. Added 1d10. Snatching Tail no longer requires a bonus action to
Dragonweave as a 6th-level Arbiter feature. Added activate. Increased the volume of Tunnel Wyrm's sinkhole
é
F rend's Tempestuous Tail-Lash, Malygris' Cadaverous to 15 feet, from 10. Re-paired Draining Scales with Silver
Tail-Sting, Rogoth's Caustic Tail-Swipe, Talon's Freezing Mist and Reverberating Roar with Tunnel Wyrm, to better
Tail-Strike, Elemental Javelin, Spurious Glide, and fall into clearer categories. The Metamorph can now swap
Elemental Stake as new Arbiter spells, and removed out a morph category every time they finish a long rest, up
Helpful Hand, Warding Rune, Wyrm-Mantle, and Illusory from every level, but reduced the additional morph
Self for not meeting quality expectations. Increased the categories they learn at subclass levels 10 and 17 to 1,
breadth of time of Faded Imprint to 4d4, from 2d4, from 2. Capable Form no longer has a permanent lock-out
increased the duration to 1 hour, and added upcasting. on tool proficiencies. Imbue Breath now adds 2d4 damage
Added five more entries to the Draconic Magic boon, and (from 1d4) and can be applied to any damage roll, but only
five entries to True-Born Dragon's Inherent Nature. once per turn. Crown of the Irrepressible now grants a
Replaced the Curse of Greed background with Curse of bonus to saving throws instead of making you immune to
from 2.
Racial languages now grant just Common + Draconic,
Frightful Roar no longer autofails if the target can't both from Common + Draconic + one of your choice. Reworded
hear and see you, but requires the target to be aware of True Treasure to not be abusable. Drowning Terror now
you. Overhauled the document layout. Added three new makes the target frightened of drowning rather than of
pieces of artwork by Sandara Tang, Lisa Lenz, and you, to prevent choking a creature to death due to not
Howard Lyon, removed two old images, and added a new being allowed to move closer. Enthralling Dragonsong
footer by Lichen Fischer. Heat of Battle now grants you now continues to charm targets on subsequent turns.
THP on rolling initiative, rather than every time you spend Mythic Build now only doubles the cost of custom armors
Fury. Scintillating Radiance now adds Con mod to THP. (from triples), and only imposes disadvantage when using
Crown of the Platinum Savior now also increases AC by 1. a weapon with the ammunition or two-handed properties.
Added Ring of Draconic Deception, Sapping Lattice, Capable Form now allows you to wield ranged weapons.
Myrielle's Razors and Crystallized Blood of Io to items. War Plating now also lets you choose to gain damage
Umbral Lunge can now be halted by reducing the reduction instead of AC, and now grants Strength instead
Shadestalker's speed to 0. Force of Self now lets you of Constitution. You can now choose to not activate
choose Intelligence or Strength saving throws if you are Broadened Breath's benefit.
Dragon's Breath now offers five additional choices of longer has to spend a bonus action to gain the flying
damage type. Freezing Mist is now a cylinder instead of a speed, and added an alternative option, Crown of the
sphere, and uses radius instead of diameter. Induce Irrepressible. Removed Assimilate and Legendary
Torpor can now be used on any target poisoned as a result Resistance. Added Fabled Resistance at levels 14 and 20.
of Beguiling Miasma, and not just the initial charmed Maneuver Versatility now applies at every level, rather
target. Renamed Ardent Breath as Ardent Gift. Added five than only ASI levels. Added Talrion's Gatecrasher to
new gem dragon bloodlines, five Ardent Gift abilities, and items. Added the Draconic Magic boon. Added one new
five Ardent Focus upgrades. White Scions now get to artwork by Agnieszka Firla. Added Embodiment of the
choose whether they want a burrow or swim speed. Dragon Queen to Additional Content, written by
Shade Veil.
46
Hoarder, with the features Heart of the Hoard, True weapons in order to avoid any confusion. Brass Tongue
Treasure, Manifest Lair, Claim Item, Homely Lair, and now lets you pick between Persuasion and Deception, and
Splendor. Beguiling Miasma now continually poisons has been renamed Wyrm Tongue. Eye of the Dragon now
nearby targets. Silver Scions now gain Silver Mist instead also informs you if spell effects can be dispelled. Absorb
of a climb speed. Increased Silver Mist range to 60 feet, Magic now lets you return an effect during a short rest,
from 30. Frightful Roar no longer allows another save and when doing so does not require the original item to be
upon taking damage. Obfuscate Consciousness no longer in your possession. Skewering Quills now fills an
lets the target make a new save upon taking damage, additional two squares with quills per shot. Bolstering
rather the charm breaks but the secondary effect remains. Roar has been redesigned to add a one-use 1d4 to any
Obfuscate Consciousness has an additional secondary saving throw for all affected, but its range has been
effect to choose from, for a total of 3. Added Clarity of reduced to 20 feet. Reprisal no longer pushes a target, it
Thought to the Sibilant at level 6. Sibilant Mind now instead renders it unable to take reactions on a failed Con
Lightning Lance and Freezing Mist now follow full breath Redesigned the Shadestalker to be less of a one-trick
weapon progression but use d4s instead of d8s for pony. Spring Attack moved to level 3 and now grants
damage, instead of halving and rounding up damage dice, advantage on one attack roll, now acts fully as a
resulting in a minor damage loss. Lockjaw now replaces disengage, but no longer grants extra movement. Harrying
one attack that is part of the Attack action rather than Predator no longer has a slow effect, and has been
being a bonus action, but reduced its cost to 1. Reworded renamed Keen Predator. Veil of Smoke moved to level 6,
Brutal Dive, increased the range you can dive at, and the no longer gains additional ability uses, but it can now
dive no longer consumes regular movement. Doubled the move up to 20 feet on a reaction, from 15. Mist Lurker
range of Launch Ally. Tail Sweep no longer requires now instead allows the Shadestalker to Hide as a reaction
targets to be close to each other. Dragon's Hoard now while invisible or heavily obscured, and has been renamed
specifies that the hoard counts wealth in a 60-foot radius. Fade and Ambush. Blood and Smoke now turns the
Renamed Capable Claws as Capable Form. Shadestalker invisible if they start their turn hidden or
Arbiter's spells known and lets them cast each of them Increased the damage dice of Dragon's Breath to d8s; this
once per long rest, rather than granting advantage on is a major buff to a core class feature. Redesigned Breath
dispels after studying the target. Added Swift Adaptation of Bolstering Essence to have a baseline heal and give you
and Flawless Metamorphosis, but removed Ceaseless the option of expending a number of Hit Dice to increase
Metamorphosis. Added a new front cover by Tatii Lange. the heal, instead of inflicting Exhaustion. Redesigned
Removed two artworks, and added one new artwork by Enthralling Dragonsong to instead be a per shortrest
levels.
47
turn during which you are in a grapple, rather than at the Removed Devoted Purpose, and replaced it with Sage
end of it. Removed Branching Ivory for being too powerful Wisdom. Increased racial lifespan to 400. Removed Coin
of an effect for what a morph should allow. Added of Good Luck. Changed Coin of Avarice to Stone of
Numinous Dragonsong to the Sanctuary morph category. Avarice and added a DC to it. Renamed Metamorphic
Added the morphs Breath of Bolstering Essence and Drain to Transformed Power. Helpful Hand is now a 1st-
Enthralling Dragonsong to the new Salvation category. level spell. Removed the statblocks for being unnecessary.
Capable Claws now also grant proficiency with martial Wrath now costs 3 Fury and no longer deals damage to
weapons. Driving Strikes now pushes its target 10 feet, up friendly targets. Battering Ram now allows you to move
from 5 feet. The lingering property of Skewering Quills through enemy spaces. Launch Ally now scales based on
now only deals 1 damage, from 1d8. Renamed Goring your Strength score rather than on the target's speed.
Charge to Ivory Charge. Devour Magic no longer requires Skylaunch and Suppressing Gale are now canceled if you
you to successfully dispel an effect in order to heal. are incapacitated. Suppressing Gale can additionally be
Increased the range of Bolstering Roar to 60 feet, from 30. canceled at any time. The slow from Rend and Ruin and
Reworded several features that refer to size categories to Harrying Predator now once again lasts until the start of
be directly tied to your size, such that they respect if you your turn. Rend and Ruin is now limited to once per turn.
have a size category other than Medium. Beguiling Unfettered Mindscape can now move cubes up to 60 feet,
Miasma is now a bonus action. Induce Torpor is now an cubes no longer fall to the ground, and no longer require
action. Removed one piece of artwork. Increased the 20 feet of movement to knock targets prone. Added a
damage of Rend and Ruin to 3d6, from 2d6, to better fall Table of Contents, and moved the Credits and Design
in line with other martial damage progression at this level. Goals sections to the front of the document. Worked with
Veil of Smoke now requires a reaction to be moved. DawnHellion on his idea for the Embodiment of the
Harrying Predator now only reduces speed by 10 feet, Genesis, which can be accessed under the credits list.
rather than halving the target's speed. Added Crown of the Updated Maneuver Versatility to reflect the new standard
Platinum Savior to items. set by Tasha's. Added one additional piece of artwork.
November 16th, 2020 - Published version 4.0 here and Draining Scales now specifies that it only affects spells,
sorcerer spell list to only evocation, transmutation, and August 24th, 2020 - Published version 3.8 here and here
48
moves while inside it, rather than as a bonus action. Different Speeds. Added an item of personal significance
Added two additional pieces of artwork. Moved Assimilate and related table to starting equipment. Removed Natural
to 14th level, Force of Self to 15th level, and Devour Magic Heritage from Class Feature Variants, and reimplemented
(two uses) to 18th level, to better fall in line with official its information into the descriptions for the relevant Scion
class anatomy. Added Spell Slinger's Chains to items. and Metamorph features. Added Green Dragon Gizzard
Added True-Born Dragon and Victim of Thaumaturgy to Stone and Warmasks of the Brass, Bronze, Copper, Gold,
backgrounds. Removed Fend Spell from spells for being and Silver Dragons to items. Added a Spells section, with
unfun. Removed Bestow Breath, Blinding Spark, and the following spells: Fend Spell, Helpful Hand, and Faded
May 19, 2020 - Published version 3.6 here and here revert to true form. Reduced the damage of Branching
Spark instead of Disciple's Meditation and Interposing February 24th, 2020 - Published version 3.3 here and here
Weave and Unweave now specifies that the spell must Dragonrider's Saddle, Medallion of Change Shape, and
normally require 1 action. The Shaper can now also Obsidian Blast-Sphere. Added Mythical Adaptation to the
activate Force Thrust via the Dodge action. Green Dragon Metamorph 17th as a tentative feature that should better
Gizzard Stone now also provides immunity to the round out the Metamorph's progression. Reduced Thorny
poisoned condition. Spellsnap now scales like Devour Spines damage to 1d4, from 1d6. Added Flight rules box.
Magic, and can sacrifice a charge of Devour Magic for Rend and Ruin now scales up to 2d6 at 17th level, in order
more uses. Added Potion of Change Shape and Inkbound to maintain martial damage scaling.
March 27, 2020 - Published version 3.5 here and here from 6th, removed condition immunities from Ascension,
Spurs to Items. The Warmask of the Silver Dragon's War Plating now also allows the character to ignore the
Paralyzing Breath now allows a saving throw every time heavy armor restrictions placed on Flight and Stride.
the afflicted creature(s) take damage. Added headers that Clarified that Rending Jaws don't stack and changed it to
divide the document into three parts, and footers to decay at the start of the turn, rather than the end of the
49
frontpage and one additional piece of artwork. Replaced Elemental Maw and Driving Strikes to the Metamorph.
Unfettered Form with Unfettered Mindscape, which Removed the introduction description of the camouflaged
allows the Shaper to move their blocks. Mental Fortress Metamorph at the start of the document, and replaced it
now creates up to 3 blocks upon reaching 17th level. with one of a meditating Dragon Adept. Removed
Disintegrate can now destroy Enforced Reality blocks, as advantage on Insight checks from Brass Tongue. Reduced
per Wall of Force. Streamlined the 2-6th level scaling of the AC of Stone Scales to 16 + Con, from 17 + Con.
Glide speed and slightly tweaked higher level flight Reduced the activation requirement of Goring Charge
scaling, and added a clause to Glide addressing that at from 20 to 10 feet. Changed Sheltering Wings to impose
least 10 feet can be jumped in order to activate glide, disadvantage, rather than grant 3/4 cover. Removed the
which should make the application of low-level Aided healing property of Assimilate. Redesigned Misfit's
Jump into glide more understandable as a tool to move Adaptation as a half feat, opening up a whole new world of
over obstacles or foes. Worked with Dracovitch on his unique build potential. Added an exhaustion benefit to
idea for the Embodiment of the Voidmaw. Renamed Dragon's Hoard's Auric Slumber. Added 'Metamorphic
February 3rd, 2020 - Published version 3.1 here and here Magic (two uses) back to 15th, to better fall in line with
now gains immunity to grappled, restrained, and prone January 14th, 2020 - Published version 2.9 here and here
Moved Flight back to 7th level, and Eye of the Dragon level, from 4th. Removed Strength of Body, and replaced it
back to 9th. Reverted the Juggernaut Fury leveling with Dragon's Might & Rend and Ruin, in order to more
progression change. Increased Dragon Scales from 8 to 9. elegantly scale weapon damage and to address the
Moved the fear benefit of Blood and Smoke into Mist dragon's stat-hungry issues. Removed the AC cap on
Lurker and changed the trigger requirement to be hidden Dragon Scales, because it was potentially confusing and
or obscured, and changed Blood and Smoke to instead largely irrelevant even in niche cases. Renamed Strength
permanently increase the duration of Rend and Ruin. of Self to Force of Self. Moved Dragon's Breath (three
Removed the 5 feet range trigger requirement on uses) to 13th level, moved Devour Magic (two uses) to
Harrying Predator. Added Identify to Unmaker's Sight. 17th level, and moved the 17th-level Embodiment feature
50
Added Class Feature Variants as a section. Baked Predator, Spring Attack, Mist Lurker, and Veiled Predator
Expanded Breath and Insatiable into the descriptions of as experimental features for a new subclass, the
Dragon's Breath and Devour Magic, and changed the Shadestalker. Added Dragon Scales segment to Design
effect of Insatiable to instead provide two uses per long Notes section.
51
52