Demi-Dragon 4.7

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The Demi - Dragon

Credits Contents
Created By: Aron Part 1: Demi-Dragon 2

Made With: GM Binder


Introduction .......................................................................................2

Racial Traits .......................................................................................3


Additional Content By:
Class Features ...................................................................................4
Dracovitch: Embodiment of the Voidmaw

Moghue44: Embodiment of the Protector


Subclasses 7

DawnHellion: Embodiment of the Genesis Embodiment of the Juggernaut ..................................................... 7

Atrox_Primus: Embodiment of the Dragon Queen, Embodiment of the Shadestalker ................................................. 9

Embodiment of the Platinum Dragon, Embodiment of the Skyterror ..................................................... 10

Embodiment of the Dracolich Embodiment of the Behemoth ....................................................10

Embodiment of the Scion ............................................................ 12

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

Kerem Beyit: Valamadarace, Mithral Dragon Embodiment of the Packlord .......................................................19

Will O'Brien: Pathfinder: Kazavon Embodiment of the Echo ..............................................................20

Embodiment of the Metamorph ..................................................21


Elizabeth Sirin: tapestry Dragon, dragon's lair

Chromamancer: Bookwyrm Part 2: Character Supplements 26

Jack Kozitza: Markam Relisan


Feats ..................................................................................................26
Agnieszka Firla: Billie Eltanin
Optional Class Features ............................................................... 28
Lisa Lenz: Dragon and his treasure
Items and Equipment ....................................................................29
Sandara Tang: Faerie Dragon
Arbiter Spells ..................................................................................34
Howard Lyon: The Great Forest
Boon of Draconic Magic ...............................................................36
Lichen Fischer: Dragon footer Societal Integration .......................................................................37

Svetlin Velinov: Noxious Dragon Metamorphic Transformation Ritual ......................................... 38

Filip Burburan: The Elder Dragon War Backgrounds ................................................................................... 39

Zephyryshka: Erembour
Part 3: Changelog 45

Foreword
Resources:

Leuku: Guide to Balancing Homebrew Classes

Miri: 5e Class Damage Output (DPR Calculator)


The goal of this homebrew is to provide content of a high and

consistent quality which can be used at any table without


Feedback:
being disruptive to the DM or other players, while delivering
Izzy: Targeted class feedback
on the fantasy of playing as a dragon. As a martial class with
flashpointbrews: Review and design
access to area damage and with many options for exploring
Phylea: Review and formatting
the game world, the demi-dragon fills a niche that is

otherwise not present in official material. The lore and flavor


Playtesters:
written for it are created based upon features that are
SenorSnout: Caesar, Gold Arbiter mechanically necessary for the design to function as a player

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

Bronze Metamorph may inspire you to try something different.

Zarono: DM for Hummie

Moghue44: Velrig, Steel Protector

Nanners: Tubera, Red Juggernaut


Support
If you want to help, thoughtful feedback is a great boon when
Fennrys: Markam Relisan, Metamorph
writing future content, and any donation better enables me to
Skynet: DM for Fennrys and Hummie
keep this content free for everyone.
Miri: Miriketh, Bronze Scion | Brightwing, Planar Genesis

Zorya, Emerald Sibilant


Submit Feedback
Atrox_Primus: Zulidar, Black Juggernaut

R æ in: Talon, Blue Arbiter Donate


winchbeef: Korialsza, Metamorph
The Demi-Dragon is unofficial Fan Content permitted under
EdlerN: Gelzres, Blue Arbiter
the Fan Content Policy. Not approved/endorsed by Wizards.
Thay: Pyrite, Metamorph
Portions of the materials used are property of Wizards of the
Knowledge: Strohm V, Blue Platinum Dragon | Malygris,
Coast. ©Wizards of the Coast LLC.
Black Arbiter
Demi-Dragon
A single crimson-scaled runt of a dragon stands defiant upon the essence of true dragons, while others defy such

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.

The azure dragon studies the wizard's arcane runes, his

companions waiting close by. Jotting a note down in his


Imitation of Form
beloved journal, he inhales deeply, leeching the magical
To most, dragons are monsters to be feared and hated. But to
energy right out of the protective ward. With a satisfied smirk,
a few, they are symbols of power and potential—and those
he leads his companions deeper into the wizard's sanctum.
few would sacrifice anything if it would let them have the
Within a stone temple upon an icy mountaintop, a dragon
strength of dragons to use for their own ends.
sage sits in meditation. He was content to weather the
Whether driven by fanatical beliefs, a hunger for personal
blizzard that would soon leave him stranded and isolated,
power, or a genuine wish to help others by whatever means
warmed only by the soft glow of the smoldering sphere of fire
are available, some choose to undergo a ritual transformation
which he held aloft in supplication. He relished the chance to
that changes their body into an imitation of a true dragon.
reflect upon the events of his journey.
Other individuals concoct detailed magical experiments on
Though each of these demi-dragons tell a different story,
unwilling subjects, exploring the limitations of the blood of
they share a similar background—they were once humanoids dragons. Regardless of origin, the resulting creature is
who underwent a metamorphic transformation that changed known as a demi-dragon—a being that was created rather
their body. Those that are so afflicted are rare, but each must
than born.
learn to live with the consequences in their own way.

Each demi-dragon is different, with some drawing heavily Ritual Transformation


The exact details of the demi-dragon transformation are

unclear, but the nature of innate dragon magic hints at

multiple paths to the same result. Whether accomplished

through magical prowess, alchemy, zealous devotion, or by

bathing in dragon's blood, the transformation draws upon the

essence of a true dragon to instill a spark of magic within the

subject, forcing them to take on the physical characteristics

of a dragon. Though adopting the shape of a dragon during

the transformation, the subject is often brought only halfway

there, and can be left temporarily scaleless or wingless. Such

deficiencies tend to correct themselves over time—but once

transformed, there is no known way to reverse the

metamorphosis.

Spark of Magic
As part of their transformation, a spark of magic forms in the

heart of a demi-dragon—this is what allows them to mimic a

dragon's power and imitate their elemental breath weapons.

As a result of their unusual nature, demi-dragons develop

the ability to siphon magic out of their surroundings,

requiring an external source of magical energy to feed this

spark as a way to bring themselves closer to the inherent

nature of true dragons. The relative power of this spark is a

measure of the magical essence a demi-dragon has

accumulated.

Where true dragons are born into their natural splendor,

demi-dragons must toil, steal, and sacrifice for but a fraction

of that power.

Demi-Dragon Part 1 | Introduction


Quick Build
Demi-Dragon Traits You can make a demi-dragon quickly by following these

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

fire for your Dragon's Breath feature.


Age. A demi-dragon can live for roughly four hundred

years, starting from when they were first transformed.


d6 Cause of Transformation
Creature Type. You are a Dragon.

Size. Demi-dragons have a body mass that is identical to


1 You studied for years as a dragon disciple, surpassing
that of their previous form. At most, a demi-dragon stands 4
the other students by achieving a true transformation.
feet tall from shoulder to the ground, and measures no longer
2 You participated in slaying a dragon, then used its
than 16 feet from snout to tail tip, of which their body magical blood to imbue yourself with its essence.
accounts for a maximum of 5 feet. Your size is Medium or

Small, chosen when you select this race.


3 A crazed wizard captured and transformed you against
Speed. Your base walking speed is 30 feet.
your will as part of a magical experiment.
Aided Jump. Your wings provide you with lift. Your 4 As a promising young warrior of a barbarian clan, you
maximum jump distance for high and long jumps is doubled, were chosen to become the clan's draconic champion.
and you do not need to take a running start. This extra
5 You found and wore a cursed artifact, which
distance costs movement as normal.
transformed you. You now seek a way to remove the
Darkvision. You have superior vision in dark and dim
artifact and its curse.
conditions. You can see in dim light within 60 feet of you as if

it were bright light, and in darkness as if it were dim light. 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

protective scales. While you aren't wearing armor, your

Armor Class equals 10 + your Constitution modifier + your


Class Features
Charisma modifier. As a demi-dragon, you gain the following class features.

Mythic Build. You count as one size category larger when

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

properties, and receive no benefit from wielding shields. In

order to wear armor, you must have it specially constructed,


Proficiencies
Armor: None
costing twice the normal rate.
Weapons: None
Natural Weapons. You have access to an arsenal of
Tools: None
natural weapons. These natural weapons count as martial

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

deals 1d10 bludgeoning damage. Your rending claws deal

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

an additional claw attack.

Inheritance. Your connection to a particular type of true

dragon manifests as a related skill. You gain proficiency with


Consequence of Transformation
one of the following skills of your choice: Arcana, Acrobatics,
You have undergone a ritual that has changed the
Deception, History, and Persuasion.
nature of your being. When creating a demi-dragon
Languages. You can speak, read, and write Common and
character, you lose all racial traits associated with
Draconic. your former race and instead adopt those of the
demi-dragon. You keep your memories, alignment,
Creating A Demi-Dragon and other class levels (if any). You can't use the
demi-dragon racial traits if you don't have at least
When creating your demi-dragon, you should carefully
one level of the class.
consider two questions: who were you before you became a
If your race is later changed by another effect,
demi-dragon, and what series of events led you to become
you lose access to all demi-dragon class features.
one? Consider what your character was like before, how
Your race and class are invariably tied together.
others see them, and how they see themselves now.

Demi-Dragon Part 1 | Race


The Demi-Dragon
Dragon's Breath
Proficiency Dragon's Breath Range Glide & Fly
Level Bonus Features Damage Line / Cone Speed
1st +2 Dragon Spark, Dragon's Breath, Devour 2d8 30 / 15 ft. —
Magic
2nd +2 Elemental Adaptation, Glide 2d8 35 / 15 ft. 40 ft.
3rd +2 Draconic Embodiment, Absorb Magic 3d8 40 / 15 ft. 40 ft.
4th +2 Ability Score Improvement 3d8 45 / 20 ft. 40 ft.
5th +3 Extra Attack, Stride, Devour Magic 60 ft. 4d8 50 / 20 ft. 50 ft.
6th +3 Embodiment feature, Leeching Strikes 4d8 55 / 20 ft. 50 ft.
7th +3 Flight 5d8 60 / 20 ft. 50 ft.
8th +3 Ability Score Improvement 5d8 65 / 25 ft. 50 ft.
9th +4 Eye of the Dragon 6d8 70 / 25 ft. 55 ft.
10th +4 Embodiment feature 6d8 75 / 25 ft. 55 ft.
11th +4 Dragon's Might 7d8 80 / 25 ft. 60 ft.
12th +4 Ability Score Improvement 7d8 85 / 30 ft. 60 ft.
13th +5 Dragon's Breath (three uses), Rend and 8d8 90 / 30 ft. 65 ft.
Ruin (1d6)
14th +5 Fabled Resistance 8d8 95 / 30 ft. 65 ft.
15th +5 Force of Self 9d8 100 / 30 ft. 70 ft.
16th +5 Ability Score Improvement 9d8 105 / 35 ft. 70 ft.
17th +6 Embodiment feature, Rend and Ruin 10d8 110 / 35 ft. 75 ft.
(3d6)
18th +6 Devour Magic (two uses) 10d8 115 / 35 ft. 75 ft.
19th +6 Ability Score Improvement 11d8 120 / 35 ft. 80 ft.
20th +6 Fabled Resistance 11d8 125 / 40 ft. 80 ft.

Equipment Optional Rule: Multiclassing


You start with the following equipment, in addition to the
If your group uses the optional rule on multiclassing in the
equipment granted by your background:
Player's Handbook, here's what you need to know if you

choose demi-dragon as one of your classes.


assorted shiny valuables worth 2d4 x 5 gp
Ability Score Minimum. As a multiclass character, you
(a) a scholar's pack, (b) a priest's pack, or (c) an explorer's
must have at least a Strength score of 13 to take a level in
pack. Packs take the form of modified saddlebags
this class, or to take a level in another class if you are already
an item from before your transformation. Determine this
a demi-dragon.
item for yourself, or use the table below

Proficiencies Gained. If demi-dragon isn't your initial


d6 Item of Personal Significance class, you replace your racial traits with the demi-dragon

1 A pair of adjusted spectacles racial traits when you take your first level as a demi-dragon.

2 A ring, given as a gift


3 A well-worn book of fairy tales
4 A singed musical instrument
BREATHE IN PEACE
5 A tarnished holy symbol
6 A weighted dice set
AND HEAR OF MY TRUTHS
4

Demi-Dragon Part 1 | Class


Dragon Spark Damage Type Saving Throw
1st-level demi-dragon feature
Acid, Fire, Lightning Dexterity
When you become a demi-dragon, you internalize a spark

of inherent magical power that fuels your new form and


Cold, Necrotic, Poison, Radiant, Thunder Constitution
allows you to mimic the extraordinary abilities of a true Force Strength
dragon. The power of this spark is a measure of the magical

essence you have accumulated.


Psychic Intelligence
Charisma is your ability for specific class features. You use

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

DC equals 10 + the spell's level. On a success, the spell ends.

Dragon's Breath Regardless of success, you then regain hit points equal to

your demi-dragon level + your Constitution modifier


1st-level and higher demi-dragon feature (minimum 1). Effects that refer to dispel magic also apply 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

up to 40 feet in any horizontal direction, or dive straight


The damage and range of this feature increase as you gain
down. When you land, you take no falling damage and can
demi-dragon levels, as shown in the Dragon's Breath Damage
land on your feet. You can also start gliding by expending at
and Range columns of the Demi-Dragon table. You can use
least 10 feet of movement as part of a high jump.
this feature twice, and regain all uses of it after finishing a

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

column of the Demi-Dragon table.

Demi-Dragon Part 1 | Class


Elemental Adaptation
2nd-level demi-dragon feature Movement Rules
Your form continues to change as you adapt to your newly- High Jumps (PHB 182). When you make a high
attained elemental nature. You gain resistance to the damage jump, you leap into the air a number of feet equal
type you chose for Dragon's Breath. to 3 + your Strength modifier (minimum of 0 feet)
if you move at least 10 feet on foot immediately
Absorb Magic before the jump. When you make a standing high
jump, you can jump only half that distance. Either
3rd-level demi-dragon feature way, each foot you clear on the jump costs a foot
You gain the ability to absorb the magical enchantment of a of movement. In some circumstances, your DM
weapon or piece of equipment. This grants you access to the might allow you to make a Strength (Athletics)
magical powers provided by that item, and removes it from check to jump higher than you normally can.
the item. The stolen magic harmlessly flows through your Using Different Speeds (PHB 190). If you have
veins, or appears on your hide as a runic sigil. You can absorb more than one speed, such as your walking speed
an enchantment from a magical item as part of a long rest, and a flying speed, you can switch back and forth
during which the item must be in your possession. Once between your speeds during your move. Whenever
absorbed, you can use the item's magical properties as if you you switch, subtract the distance you've already
were wearing or wielding the item. The stolen magical power moved from the new speed. The result determines
follows all rules that would normally apply to it.
how much farther you can move. If the result is 0
You can return the enchantment to the original item as part
or less, you can't use the new speed during the
of a short or long rest. When returning an enchantment, you
current move.
do not need to have the item in your possession.
Flying Movement (PHB 191). Flying creatures
enjoy many benefits of mobility, but they must also
You can have a maximum of 5 such enchantments active at
deal with the danger of falling. If a flying creature is
any one time. If the item requires attunement to use, it
knocked prone, has its speed reduced to 0, or is
follows normal attunement rules, and you count as being
otherwise deprived of the ability to move, the
attuned while the enchantment remains absorbed by you. You
creature falls, unless it has the ability to hover or it
can't absorb an item's magic if doing so would cause you to
is being held aloft by magic, such as by the fly
be attuned to more than your maximum attunements. spell.
You can't absorb the power of shields or artifacts. Rate of Falling (XGE 77). When you fall from a
Additionally, the Dungeon Master may rule that a specific great height, you instantly descend up to 500 feet.
item's enchantment can't be absorbed. Only enchantments on If you're still falling on your next turn, you descend
items that are designed to be equipment (worn or wielded) up to 500 feet at the end of that turn. This process
can be absorbed. You can't combine these enchantments in continues until the fall ends, either because you hit
any way that would not normally be possible—you can't, for the ground or the fall is otherwise halted.
instance, benefit from more than one weapon enchantment

when making an attack, but if multiple such enchantments

are available to you, you can decide which one to use each

time you make an attack.


Ability Score Improvement
Should you absorb a cursed item, the curse functions as
4th-level and higher demi-dragon feature
normal. You can rid yourself of the curse after fulfilling its

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

1. As normal, you can’t increase an ability score above 20

Draconic Embodiment using this feature.

3rd-level and higher demi-dragon feature


Stride
You choose an aspect of draconic might to dedicate
5th-level demi-dragon feature
yourself to. Choose between the Embodiment of the

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.

and 17th level.

Extra Attack

BLESSED BLOOD THUNDERS


5th-level demi-dragon feature

You can attack twice, instead of once, whenever you take

the Attack action on your turn.

Demi-Dragon Part 1 | Class


Leeching Strikes
6th-level demi-dragon feature

Your stolen magic empowers you. All of your natural

weapons count as magical for the purpose of overcoming

resistance and immunity to nonmagical attacks and damage.

Flight
7th-level and higher demi-dragon feature

You gain a flying speed of 50 feet. You can only use this

flying speed if you aren't wearing heavy armor and aren't

encumbered. Your flying speed increases as you gain demi-

dragon levels, as shown in the Glide & Fly Speed column of

the Demi-Dragon table.

Eye of the Dragon


9th-level demi-dragon feature

Your senses are supernaturally honed. You gain proficiency

in your choice of the Perception or the Investigation skill. If

you already have proficiency in the chosen skill, your

proficiency bonus is doubled for that skill.

Additionally, you gain blindsight out to a range of 10 feet.

You faintly sense the location of any magical effect that is

within the range of your blindsight, and innately know if such

a magical effect can be dispelled.


Draconic Embodiments
As a demi-dragon, you must choose to embody one aspect of
Dragon's Might dragonkind as your ideal. The magic which dragons draw

their strength from is adaptable and expressive, manifesting


11th-level demi-dragon feature
uniquely in body and essence.
Raw draconic vitality empowers you. Your Strength,

Constitution, and Charisma scores each increase by 2. Your

maximum for those scores is now 22.


Embodiment of the Juggernaut
Juggernauts face their foes head on and break them under a
Rend and Ruin barrage of fury. Juggernauts rely on raw might and tenacity to

wade into battle, using their multiple limbs to tear their


13th- and 17th-level demi-dragon feature
enemies down with their powerful natural weapons.
Your strikes leave your foes broken and crippled. Once on

each of your turns if you deal damage to a target with at least

two attacks, the target takes an additional 1d6 damage of the


Fury
3rd-level and higher Juggernaut feature
same type as the last hit, and has its speed reduced by 10 feet
Your body is a weapon of war. You learn special maneuvers
until the start of your next turn.
which are fueled by a resource called fury.
At 17th level, the damage increases to 3d6.
Maneuvers. You learn three maneuvers of your choice,

Fabled Resistance which are detailed under "Maneuvers" below. Many

maneuvers require you to make an attack. Resolve the attack

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

able to pay the fury cost to use the maneuver.

Force of Self You gain two more fury points at levels 6th, 10th, and 17th.

Saving Throws. Some of your maneuvers require your


15th-level demi-dragon feature
target to make a saving throw to resist the maneuver’s effects.
You have a stubborn persistence in the face of adversity.
The saving throw DC is calculated as follows:
You gain proficiency in Charisma saving throws. If you

already have this proficiency, you instead gain proficiency in


Maneuver save DC = 8 + your proficiency
Intelligence or Strength saving throws (your choice).
bonus + your Strength modifier

Demi-Dragon Part 1 | Class


By Any Means Skylaunch (1). As a bonus action, you launch 15 feet

upwards without provoking opportunity attacks. Creatures


3rd-level Juggernaut feature
up to one size category larger than you that are within 5
Your horns and wings are alternative means of attack that
feet of you must succeed on a Strength saving throw or be
are used as part of many of your maneuvers. These natural
knocked prone by a powerful gust of wind as you launch.
weapons count as simple melee weapons for you, and you are
You remain airborne until the start of your next turn or
proficient with them. You can use them to make melee
until you are incapacitated.
weapon attacks, and you add your Strength modifier to the
Suppressing Gale (1). As a bonus action, you blast gusts of
attack and damage rolls when you attack with them. Your
wind at your surroundings. Creatures up to one size
horns deal 2d4 piercing damage. Your wings deal 1d4
category larger than you within 30 feet of you must spend 2
bludgeoning damage. When you take the Attack action to
feet of movement for every 1 foot when moving closer to
attack with your claw or wing, you can use your bonus action
you. The gale disperses gas or vapor, and extinguishes
to make an additional claw or wing attack.
candles, torches, and smaller unprotected flames in the

Tenacious Assault area. This effect lasts until the start of your next turn, until

you become incapacitated, or until you choose to end it


6th-level Juggernaut feature
early (no action required).
A fervor burns within you to enact your fury upon your
Thieving Talons (1). As a bonus action, make an attack with
enemies. When you make an attack as a part of a maneuver,
your wings. On a hit, the target must succeed on a Strength
you have advantage on the attack roll.
saving throw or drop one item of your choice that it's

Unwavering Combatant holding. The object lands at its feet.

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

Anvil of Will creature.

Defiance (2). As a bonus action, you steel yourself against all


17th-level Juggernaut feature
attackers. Until the start of your next turn, you gain
Combat is the anvil of will, and you are its hammer. When a
resistance to all damage and advantage on Intelligence,
creature succeeds on a saving throw against one of your
Wisdom, and Charisma saving throws.
demi-dragon class features, you can force it to reroll. It must
Fearsome Wound (2). As a bonus action, make an attack
use the new roll. Once you use this feature, you can't do so
with your claws. On a hit, the target is wounded and will
again until you finish a short or long rest.
bleed for an additional 1d8 damage at the end of its next

Maneuvers turn. Additionally, it must make a Wisdom saving throw. On

a failed save, it is frightened of you until the end of its next


Bolstering Roar (1). As a bonus action, you bolster the
turn.
conviction of your companions. Each creature of your
Mighty Toss (2). As a bonus action, you heft one creature
choice other than yourself that is within 20 feet of you and
within 5 feet of you. The creature must make a Strength
which can see or hear you gain a Bolster die, a d4. Once
saving throw. On a failed save, the creature is incapacitated
within the next 10 minutes, the creature can roll the die
until the end of your turn, and you can toss the creature at
and add the number rolled to one saving throw it makes.
a target of your choice within 20 feet. Make a ranged attack
Once the Bolster die is rolled, it is lost. A creature can only
roll with your Strength modifier against the target of your
have one Bolster die at a time.
toss. On a hit, both the target and the tossed creature take
Hammering Lunge (1). As a bonus action, make an attack
damage equal to 1d4 + your Strength modifier. On a miss,
with your horns against a target. You can choose to move
the tossed creature still takes the damage. The creature
up to 10 feet without provoking opportunity attacks before
then moves to a square of your choice adjacent to the
you make this attack.
target.
Launch Ally (1). As a bonus action, choose a friendly
Reprisal (2). When a creature misses you with a melee
creature within 5 feet of you that is the same size category
attack, you can use your reaction to make a horn attack
as you or smaller. That creature can use its reaction to let
against the creature. On a hit, the creature must succeed
you launch it to an unoccupied space you can see within a
on a Constitution saving throw or be unable to take
number of feet of it equal to twice your Strength score.
reactions until the start of its next turn.
Additionally, the creature gains temporary hit points equal
Rising Wing (2). As part of the Attack action, you can replace
to your proficiency bonus.
one attack you make with a special wing attack against a
Lockjaw (1). As part of the Attack action, you can replace one
target. On a hit, the target must make a Strength saving
attack you make with a special bite attack against a target.
throw if it's a creature that is up to one size category larger
On a hit, the target must make a Strength saving throw if
than you. On a failure, you knock the target 20 feet
it's a creature that is up to one size category larger than
upwards. At your option, you can choose to prevent the
you. On a failure, it is grappled.
target from falling until the end of your turn.

Demi-Dragon Part 1 | Subclasses


Battering Ram (3). As an action, you can move up to your
Shade Veil
speed as you charge in a straight line, during which you
6th-level Shadestalker feature
can enter other creatures' spaces and creatures have
You can create an area of sheltering shadows. As a bonus
disadvantage on opportunity attacks against you. While
action, you choose a point within your Cone Range from
charging, you can make a number of horn attacks as if you
which spreads a 15-foot cube of magical darkness. The
had taken the Attack action. One creature that is up to one
darkness spreads around corners, a creature with darkvision
size category larger than you and which you hit must
can't see through the darkness, and nonmagical light can't
succeed on a Strength saving throw or be pushed forward
illuminate it. The darkness lasts for 1 minute, or until you
to the end of your charge. If the target ends its movement
choose to dismiss it early as a bonus action. You can use this
adjacent to another creature or a solid object, both the
feature three times, and must then complete a short or long
pushed target and the creature or object take bludgeoning
rest before you can use it again.
damage equal to 2d6 + your Strength modifier. This

maneuver deals double damage to objects and structures.


Fade and Ambush
Tail Sweep (3). As a bonus action, make a tail attack against
10th-level Shadestalker feature
up to two targets, both of which must be within your reach.
You vanish and reappear abruptly. Immediately after
Roll separately for each. If the attack hits, a target must
ending your turn, you can take the Hide action as a reaction.
make a Strength saving throw if it's a creature that is up to
Additionally, whenever you hit with a melee weapon attack
one size category larger than you. On a failed save, a target
which you had advantage on, the target of your attack must
is pushed 15 feet away from you.
make a Wisdom save against your Dragon Spark save DC.
Wrath (3). As a bonus action, make a claw attack against
On a failure, the target becomes frightened of you for 1
each creature of your choice within 5 feet of you.
minute. The target can repeat the saving throw at the end of
Wrest Magic (3). When a spell effect which you are aware of
each of its turns. A target that succeeds on this save is
passes within 60 feet of you, you can use your reaction to
immune to this effect for the next 8 hours.
redirect it to yourself, becoming the target of the effect. If

the effect creates an area, it is centered on you. If it


Blood and Shade
requires you to make a saving throw, you have advantage
17th-level Shadestalker Feature
on it. After the effects of the spell are resolved, you regain
Shadows cling to you as you burst from concealment, and
hit points equal to twice the level of the spell + your
when you strike, you leave your enemies bleeding and
Constitution modifier. You can't target spells with a range
crippled. If you start your turn while heavily obscured or
of touch or self.
hidden, you become invisible until the end of your turn.

Embodiment of the Shadestalker Additionally, the speed reduction of your Rend and Ruin

lasts for 1 minute.


Some demi-dragons are tainted with dark powers, and

WE WAR AGAINST OUR KIN


become rejected or feared by those around them, learning to

rely on tricks and subterfuge. Shadestalkers outmaneuver

their enemies with predatory ambushes before vanishing into

SIBLINGS LONG DIVIDED


the night, striking only when they have the advantage.

Umbral Lunge
3rd-level Shadestalker feature

You can become a shade and dart forward. Once

on each of your turns while you aren't grappled,

incapacitated, or prone, you can choose an

unoccupied space which you can see within

15 feet of you. You can act as if you occupy

that space, instead of your own. Shadows

pull you back and end the effect when you

move, at the end of your turn, or if you

choose to end it early (no action required). If

an effect reduces your speed to 0 during the

lunge, you instead move to the space.

Keen Predator
3rd-level Shadestalker feature

Predatory instincts awaken in you. You

can use your Charisma modifier in place

of your Dexterity modifier when making

Dexterity checks and Dexterity saving throws.

Additionally, you gain blindsight out to 10 feet.

When you gain Eye of the Dragon, this range

increases to 20 feet.

Demi-Dragon Part 1 | Subclasses


Embodiment of the Skyterror Unfettered
17th-level Skyterror feature

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

appearance of a brutal aerial dance of flashing steel and

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 FIERCE DISCIPLINE


direction of your choice without provoking opportunity

attacks, and immediately start gliding. Until the start of your

next turn, Glide's rate of descent slows to 0 feet per round,

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

upheaval by their very presence, and overpower their foes


You merely need the right angle of attack when using
with their natural strength.
manufactured weaponry. You gain proficiency with simple

and martial weapons. While you are gliding or flying, Mythic

Build does not impose disadvantage on attacks made with


Lumbering Behemoth
3rd-level Behemoth feature
weapons that have the ammunition or two-handed property.
Your endurance and physical might are impressive to
Additionally, you gain the following benefits:
behold. You gain the following benefits:
Whirling Destruction. Whenever you move at least 10 feet

in a straight line, you can add your Charisma modifier to the


You gain proficiency in the Athletics skill. If you are
damage roll of one weapon attack you make with a martial
already proficient in it, you gain proficiency in one of the
melee weapon which you are wielding and which lacks the
following skills of your choice: Acrobatics, Animal
Reach property before the end of that turn.
Handling, Intimidation, Perception, or Stealth.
Unerring Momentum. When you make an attack with a
You can carry one additional creature on your back,
martial melee weapon which you are wielding, which has the
provided that you are at least one size category larger than
Reach property, and which deals slashing or piercing
each creature you carry.
damage, you can add 1 to the damage roll (maximum of twice

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:

attack, you can use your Strength modifier in place of your


Behemoth save DC = 8 + your proficiency
Dexterity modifier for the attack and damage rolls.
bonus + your Strength modifier

Dive and Soar


6th-level Skyterror feature
Natural Overdrive
3rd-level Behemoth feature
Your momentum is your greatest asset. Once during each
As a bonus action, you enhance your natural might by
of your turns, you can activate one of the following benefits
boosting the magical power of your dragon spark into
(no action required):
overdrive. Your overdrive lasts for 1 minute and grants you
Dive. While you are gliding or flying, you can dive straight
the following benefits:
down a number of feet equal to half your Glide & Fly Speed

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

your next turn. required).

10

Demi-Dragon Part 1 | Subclasses


Overpowering Force
GLORY IN EVERY FACET 6th-level Behemoth feature

You have learned well to push the world harder than it

pushes back. When you hit with a natural weapon attack


Grab. If you hit a creature that is no more than one size
against a target that is frightened, grappled, incapacitated,
larger than you with a weapon attack, you can choose to
prone, or restrained, you gain a +2 to the damage roll.
force the creature to make a Strength saving throw
Additionally, creatures under any of those conditions have
against your Behemoth save DC. On a failed save, the
disadvantage against your Dragon's Breath saving throw.
creature is grappled by you.

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

choose to extend this benefit to them.


Earthshaker
17th-level Behemoth feature
You can go into overdrive a number of times equal to your
The upheaval of your presence sends your foes tumbling.
proficiency bonus, and you regain all expended uses of it
Each creature of your choice that is your size or smaller
when you finish a long rest.
which starts their turn within 10 feet of you must succeed on

Hulking Beast a Dexterity saving throw against your Behemoth save DC or

6th-level Behemoth feature fall prone.

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

throw against the effect takes bludgeoning damage equal to


option once, and must then complete a short or long rest to
1d6 + your Strength modifier.
use that option again.

Earth-Shaking Stomp. As a bonus action while on the

ground, you can make a powerful stomp. Each creature

other than yourself within 30 feet of you that is in contact EACH ASPECT DISTINCT
with the ground must make a Dexterity saving throw

against your Behemoth save DC. On a failure, a target is

knocked prone.

Challenging Roar. As a bonus action, you let out a defiant

roar. Each creature of your choice that is aware of you and

within 60 feet of you is forced to make a Wisdom saving

throw against your Dragon Spark save DC. On a failed

save, that target has disadvantage on any attack roll that

isn't against you for 1 minute, but only while you are in the

target's line of sight. The target can repeat the saving

throw at the end of each of its turns.

Feast. When a creature within 5 feet of you which is at

least one size category smaller than you is reduced to 0

hit points, you can use your reaction to devour the

creature whole. If the creature isn't a construct, ooze, or

undead, you regain a number of hit points equal to your

demi-dragon level. If the creature was carrying any

magical items, you harmlessly disgorge them during your

next short or long rest.

11

Demi-Dragon Part 1 | Subclasses


Embodiment of the Scion Ardent Gift
3rd- and 6th-level Scion feature
Scions are demi-dragons who commit themselves fully to
You inherit the unique properties of your bloodline's fabled
dragonkind. The purity of their elemental spark makes them
powers. Depending on your Bloodline Heritage, you gain a
nearly indistinguishable from true dragons, inheriting their
unique draconic ability. You can use this feature once, and
most iconic traits. Scions dedicate themselves to a specific
regain the ability to do so once you finish a short or long rest.
draconic bloodline from which they draw their power.
At 6th level, you can use this feature twice.

Bloodline Heritage Each Ardent Gift uses the numbers listed in the Dragon's

Breath Range column of the Demi-Dragon class table, and


3rd-level Scion feature
increases in range as you gain levels. It uses the specified line
You grow closer to one of the fifteen draconic bloodlines,
or cone regardless of what you chose for Dragon's Breath.
taking on the physical appearance of a dragon of that type.

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

choice within 5 feet of the charmed creature must succeed


Damage
on a Constitution saving throw against your Dragon Spark
Dragon Type Speed Ardent Gift
save DC or become poisoned until the start of the charmed

Black Acid Swim Acid Barrage creature's next turn.

Desiccating Aura. As an action, you fill yourself with


Blue Lightning Burrow Lightning Lance
withering energy for 1 minute. You gain an aura equal in

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

Swim creature makes an attack roll or a saving throw, the target

must roll a d4 and subtract the number rolled from the


Brass Fire Burrow Fiery Eruption
attack roll or saving throw.

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

can see within your Line Range. The creature must

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

Dragon's Breath Damage and be stunned until the end of

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

Climb Radiance choose to deal no damage.

Fiery Eruption. As an action, you lob a ball of fire at a square


Emerald Psychic Burrow Discordant that you can see within the range of your Line Range,
Disruption which explodes into a 5-foot-wide, 20-foot-tall cylinder of

Sapphire Thunder Burrow or Trembling Thunder flames. Each creature in the eruption's area must make a

Climb Dexterity saving throw against your Dragon Spark save DC

or take fire damage equal to twice the damage dice of your


Topaz Necrotic Swim Desiccating Aura Dragon's Breath Damage on a failed save, or half as much

of the total damage on a successful one.

OUR FORGOTTEN GOD SUNDERED IN TWIN HALVES


OPPOSING REFLECTIONS DEFYING OLD UNITY
12

Demi-Dragon Part 1 | Subclasses


Freezing Mist. As an action, you breathe a freezing mist Trembling Thunder. As an action, you launch a frightful

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.

the start of your next turn.

Lightning Lance. As a bonus action, your breath forms a


Ardent Focus
6th-level Scion feature
beam of crackling energy between yourself and a target
The power of your Ardent Gift grows. Depending on your
within the range of your Line Range, creating a sustained
Bloodline Heritage, you gain the following benefit:
arc of lightning. Make a ranged spell attack with your

Dragon Spark against that creature. On a hit, the target


Corrosion. Before the end of your next turn, the next attack
takes lightning damage, and on each of your turns for up to
roll made against each target hit by your Acid Barrage has
1 minute thereafter, you can use your bonus action to
advantage.
automatically deal further lightning damage to the target.
Induce Torpor. As an action while a target poisoned by your
The damage follows the progression of your Dragon's
Beguiling Miasma is within 10 feet of you, you can force
Breath Damage, but using d4s in place of d8s. The effect
the target to make a Constitution saving throw against your
ends if you use your bonus action to do anything else. The
Dragon Spark save DC or be rendered unconscious for up
effect also ends if the target is ever outside the range of
to 1d4 hours. If the unconscious creature takes any
your Line Range or if it has total cover from you. While the
damage, it wakes up.
effect lasts, your bite attacks deal lightning damage instead
Withering Presence. You can now choose to activate your
of the piercing damage normal for a bite attack.
Desiccating Aura as a bonus action. Additionally, any
Scintillating Radiance. As a bonus action, you grant yourself
creature that is afflicted by your aura can't regain hit
and each creature of your choice within a diameter of
points.
yourself equal to your Cone Range a number of temporary
Lingering Soundburst. When your Discordant Disruption
hit points equal to your demi-dragon level + your
stun condition expires, the target drops prone, and every
Constitution modifier. These temporary hit points last for 1
creature within 10 feet of the target is pushed 10 feet away
minute.
from the target.
Spatial Echo. As a bonus action, you manifest a dimensional

projection of yourself in an unoccupied space that you can

see within your Line Range. The echo looks like a magical

shimmering purple image of you. The echo lasts until it is

destroyed or until one minute has passed. Your echo shares

your AC and saving throws, has hit points equal to twice

your demi-dragon level, and immunity to all conditions. It is

the same size as you, and occupies its space. Whenever

you move during your turn, you can choose to move

yourself or the echo, expending 5 feet of your movement

for each 5 feet you move the echo. The echo shares your

senses, and you experience what it sees and hears (no

action required). You can use the echo in the following

ways:

When you take the Attack or Dragon's Breath actions on

your turn, you can choose to treat any attack or breath

exhalation you make with that action as originating from

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

echo, you can treat the reach of your natural weapons as if

you were in the echo's space, and you can use your

reaction to make an opportunity attack against that

creature.

CHOSEN OF THE CREATOR


13

Demi-Dragon Part 1 | Subclasses


Explosive Departure. When you use Fiery Eruption, you can
Sibilant Mind
use your bonus action to take flight and launch yourself 15
3rd- and 10th-level Sibilant feature
feet into the air. This movement doesn't provoke
Your psionic mind lets you manipulate those around you, or
opportunity attacks.
protect yourself from attackers. At the start of your turn, you
Glacial Chill. Creatures that fail their saving throw against
gain one of the following benefits which lasts until you
your Freezing Mist have their speed halved until the end of
choose the other option:
their next turn.

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

Lance again. provoke opportunity attacks, and occurs before your

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

creature is frightened by your Trembling Thunder, you can Clarity of Thought


force each target to spend at least 10 feet of its movement 6th-level Sibilant feature

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

5 feet of you, you can add your Charisma modifier to one


10th-level Scion feature
damage roll you make before the end of your turn.
You've grown fully attuned to your bloodline. You are

immune to the damage type you chose for Dragon's Breath.


Obfuscate Consciousness
6th-level Sibilant feature
Frightful Roar You can infiltrate the minds of others to change how they
17th-level Scion feature
see you. As a bonus action, choose a creature within 120 feet
Your heritage lets you inspire fear in those around you. As a
of you that you are aware of. The creature must succeed on a
bonus action, each creature of your choice that is aware of
Wisdom saving throw or become charmed by you for 10
you and within 60 feet of you is forced to make a Wisdom
minutes or until you lose your concentration (as if you were
saving throw against your Dragon Spark save DC. On a failed
concentrating on a spell). Additionally, you alter the creature's
save, a target becomes frightened of you for 1 minute. You
perception, choosing from the following secondary effects:
can use this feature once, and regain the ability to do so after

finishing a long rest. You appear to the target as a completely different creature

of your choice, looking and sounding as you determine.

OUR VOICE CARRIES FAR


You erase yourself from the target's vision. The target

treats you as if you were invisible.

You appear to the target as a haunting vision. The target is

frightened of you and deafened to all around it save you.

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

Telepathic Amidst the destruction of your elemental breath reigns

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

Demi-Dragon Part 1 | Subclasses


Dominion of Perception
17th-level Sibilant feature

You leave a web of altered perception in your wake. While

concentrating on your Obfuscate Consciousness, you can as

a bonus action choose to target another creature within your

range with the effects of Obfuscate Consciousness, but

cannot target the same creature more than once.

Embodiment of the Ascetic


Ascetics devote themselves to contemplation and worship. By

seeking to better themselves through spiritual and physical

training, Ascetics harness the magical nature of their Dragon

Spark, developing it into an ember of ineffable power which

they use to aid and protect their allies.

Imbue Breath
3rd- and 13th-level Ascetic feature

You can invest allies with the blessing of your breath. As a

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

it three times before a rest. speed, it instead increases by 20 feet.

Crown of the Irrepressible. Your gifted breath forms a

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).

spending Hit Dice at the end of a short rest, the target

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

"unclear" as an answer if a question pertains to information

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

start of each of its turns. Ineffable Paragon


Might of Dominion. Your gifted breath flows and shapes 17th-level Ascetic feature

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.

(minimum 1) to every creature of their choice within 5 feet

of the initial target. The damage type is the same as your

IN BREATH FIND YOURSELF


Dragon's Breath.

15

Demi-Dragon Part 1 | Subclasses


Embodiment of the Arbiter
Arbiters tap into their inner strength through magic by
Arbiter Spellcasting
binding spells to their very form. Arbiters learn esoteric

magical secrets that aid them in enhancing their own natural


Cantrips Spells 1st 2nd 3rd 4th
abilities with spells, using core principles of magic known
Level Known Known Slots Slots Slots Slots
only to dragonkind.
3rd 2 3 2 — — —
Spellcasting 4th 2 4 3 — — —
3rd-level and higher Arbiter feature

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

11 for the sorcerer spell list.


7th 2 5 4 2 — —
Cantrips. You learn two cantrips of your choice from the 8th 2 6 4 2 — —
sorcerer spell list. You learn an additional sorcerer cantrip of
9th 2 6 4 2 — —
your choice at 10th level.

Spell Slots. The Arbiter Spellcasting table shows how 10th 3 7 4 3 — —


— —
many spell slots you have to cast your spells of 1st level and
11th 3 8 4 3
higher. To cast one of these spells, you must expend a slot of

the spell's level or higher. You regain all expended spell slots 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.

The Spells Known column of the Arbiter Spellcasting table


18th 3 11 4 3 3 —
shows when you learn more sorcerer spells of 1st level or
19th 3 12 4 3 3 1
higher. Each of these spells must be an abjuration, evocation,

or transmutation spell of your choice, and must be of a level


20th 3 13 4 3 3 1
for which you have spell slots. For instance, when you reach

7th level in this class, you can learn one new spell of 1st or

2nd level.

The spells you learn at 8th, 14th, and 20th level can come

from any school of magic. Scale Bind


3rd-level Arbiter feature
Whenever you gain a level in this class, you can replace one

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

spell refers to your spellcasting ability. In addition, you use ends.

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.

While the spell remains bound, the scale bears a glowing

runic sigil and appears as obviously magical. The spell

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

take an action, bonus action, or reaction to cast, and which

YOUR STRENGTH GROWS


are of a spell level which your Arbiter level allows you to cast.

You can use this feature once, and you must finish a long

rest before you can use it again.

16

Demi-Dragon Part 1 | Subclasses


Embodiment of the Fervent
Hoarder
Fervent Hoarders hold a singular desire in their heart, and

take up adventuring to sate it. Hoarders form a special bond

with an object that they covet, binding it tightly to the Weave

of magic as a focus for their own extraordinary power.

Though many Hoarders desire glittering gold, their magical

bond can take the form of any beloved object.

Heart of the Hoard


3rd-level Fervent Hoarder feature

The pride and joy of your hoard takes the form of a special

centerpiece item, which is imbued with your draconic magic

as a nascent focal point of your lair. During a short or long

rest, you can designate one item in your possession as your

hoard centerpiece. The item can benefit from any

enchantments that you have available via Absorb Magic as if

it were a part of you. While the item is in your possession,

you can use it to conjure temporary replicas of your hoard,

such as spectral swords or piles of coins. You can make

melee weapon attacks with these replicas, and they count as

a natural weapon for you. On a hit, you deal 2d6 bludgeoning,

piercing, or slashing damage (your choice), and you add your

Charisma modifier to the attack and damage rolls.

When you designate a centerpiece item, you can

additionally choose from the following benefits to apply to it:

Reach of the Hoard. The centerpiece item takes the form

of a weapon, a rod, a large gemstone, a collection of coins, or

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

Charisma modifier. While the centerpiece item is in 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

currency, a book, or some other precious object. When you

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

Weave and Unweave your Dragon Spark as your spellcasting ability.

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

Demi-Dragon Part 1 | Subclasses


While you are within your lair, you can take one of the

following reactions of your choice at the end of any other

creature's turn.

Whisk Away. A tapestry, carpet, gust of wind, or magic

wand instantaneously transports a willing creature within

your lair up to 30 feet in a direction of your choosing.

Hoard Barrage. Your hoard magically launches one object

that you own at a target that you can see within 120 feet.

Make a ranged spell attack using your Dragon Spark. On a

hit, the target takes damage equal to 1d4 + your Charisma

modifier. The type of damage dealt is determined by the DM.

Shelter of the Lair. Your lair conceals those within. One

willing creature of your choice becomes invisible until the

start of their next turn. The creature can choose to take the

Hide action as a reaction.

Once you manifest your lair, you can't do so again until you

finish a short or long rest.

Claim Item
10th-level Fervent Hoarder feature

All that you survey is yours to wield. As an action, you

immediately attune to a magical item that is in your

possession and is not attuned to another creature. If doing so

would cause you to be attuned to more than your maximum

attuned items, you can immediately unattune from one other

item as part of the action.

When you attune or unattune to an item in this way, you

can additionally choose to use Absorb Magic to absorb or


Demi-Dragon Level Spell Slots & Known Spell Level return the item's enchantment. If you do, the item must

3rd 1 2nd remain in your possession for 1 hour, else the enchantment

returns to the item at the end of the hour.


5th 1 3rd You can use this feature a number of times equal to your

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

descend to the ground. As an action while floating the items, Splendor


you can manipulate one item as if you were holding it, and
17th-level Fervent Hoarder feature
can use any of your proficiencies with it.
The crowning glory of your hoard is a true marvel. When

Manifest Lair you designate an item as your centerpiece item during a short

or long rest, you can choose two of the features detailed in


6th-level Fervent Hoarder feature
Heart of the Hoard. You gain the benefits of both.
A hoard serves as the magical anchor for a lair, and as an

adventuring dragon, you've learned to rapidly form and sever

the magical connections that signify a lair. As an action, you

establish a connection to all nearby terrain within a 60 feet

radius of your centerpiece item. Your lair lasts until the


YOU ARE HEIR TO HIS
CONTESTED MORTAL REALM
centerpiece item is moved from within the range of the

established lair, until you manifest a new lair, or until you die.

18

Demi-Dragon Part 1 | Subclasses


Embodiment of the Packlord
You've forged a powerful bond with a group of humanoid
OUR HOME STOLEN
creatures who have become your minions. Perhaps you are

an industrious taskmaster, or maybe you have befriended

your dear minions, or shared the magical nature of your


ALL HANDS AGAINST US
draconic power with them. Regardless, the pack stands ready

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.

your Dragon's Breath, and you have advantage on your


One creature of your choice within 10 feet of the target of
attacks against the target.
Unleash Pack has disadvantage on the first attack it
Your minions will harass the target for up to 1 minute or
makes before the start of your next turn.
until you use this ability again, but the minions scatter if they
One creature of your choice within 10 feet of the target of
take damage equal to 3 x your demi-dragon level. They use
Unleash Pack must make a Strength saving throw against
your AC and saving throws, count as a swarm of humanoids,
your Dragon Spark save DC. On a failure, the target is
and are immune to the element you chose for Dragon's
either knocked prone or pushed 10 feet in a direction of
Breath.
your choice.
You can use this feature twice, and must then complete a
Choose one ability. One creature of your choice within 10
short or long rest to use it again.
feet of the target of Unleash Pack has disadvantage on

Pack Conductor ability checks made with the chosen ability until the start

of your next turn.


3rd, 6th, and 10th-level Packlord feature
Choose a creature within 60 feet of the target. The chosen
You always have eager minions willing to run errands or
creature becomes the new target of Unleash Pack.
perform chores for you. As an action, you can invoke one of

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

becomes the new target of Unleash Pack.


Animal Messenger. The messenger is a humanoid and

takes the form of one of your minions.


Packbearer
Alarm. You cannot choose a mental alarm, and the sound
10th-level Packlord feature
of the alarm is a warning given by one of your minions.
You carry your minions into battle. As a bonus action, your
Find Familiar. The familiar is immune to the element you
minions come to your assistance. You gain temporary hit
chose for Dragon's Breath, is a humanoid with a CR no
points equal to your demi-dragon level + your Charisma
higher than 1/4th, and lasts for one hour. You can only
modifier. These temporary hit points last for 10 minutes.
have one familiar, as normal.
While you have these temporary hit points, you can choose
Mage Hand. Your acrobatic minions work together to
for damage you take to bypass your temporary hit points.
fetch or hold objects at your direction, but cannot float.
Additionally, when you end your turn while you have these
Magic Mouth. The message is delivered by one of your
temporary hit points, you can use a reaction to command
minions who is a creature rather than an object, and will
your minions to make a ranged weapon attack against a
wait at most 8 hours before departing, ending the effect.
target of your choice within 60 feet of you that you can see,
Prestidigitation. Your minions use their talents to create
using your Dragon Spark attack modifier. On a hit, the target
the effect, but cannot produce any illusory effect.
takes 1d4 + your Charisma modifier piercing damage.
Tenser's Floating Disk. The disk is a mundane surface
Once you use this feature, you must finish a short or long
carried by a group of your minions.
rest to use it again.
Unseen Servant. The servant is a humanoid and takes

the form of one of your minions.


Pack Morale
Once you invoke one of these non-cantrip spells, you can't 17th-level Packlord feature

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

use the new roll.

19

Demi-Dragon Part 1 | Subclasses


Embodiment of the Echo
Every dragon is unique, but few know it like you do. You

mystically draw on the essence of other dragons to embolden

yourself with their powers and ideals. While you do not have

precise control over the echoes you call upon to aid you, you

have a breadth of experience that others cannot rival.

Seek Echo
3rd, 6th, and 10th-level Echo feature

You can seek inspiration from the echoes of your brethren.

During a long rest, you can manifest the strength of another

dragon, gaining some of the benefits of a different Draconic

Embodiment. Roll 2d12 and consult the chart below. You can

choose the result from either roll to become your echo. As

your echo, you gain all 3rd-level features associated with the

chosen Draconic Embodiment. Any spell slots, ability

charges, or other limited resources unique to the Draconic

Embodiment are treated as if you were 3rd level. For

example, if you are a 10th-level Echo and choose the

Embodiment of the Scion as your echo, you will receive one

of the options from Bloodline Heritage, and one use of an

Ardent Gift which scales in damage and range along with

your normal Dragon's Breath.

d12 Draconic Embodiment


1 Juggernaut
d10 Dragon's Breath Element
2 Behemoth
1 Acid
3 Shadestalker
2 Cold
4 Skyterror
3 Fire
5 Sibilant
4 Force
6 Scion
5 Lightning
7 Ascetic
6 Necrotic
8 Arbiter
7 Poison
9 Fervent Hoarder
8 Psychic
10 Packlord
9 Radiant
11 Metamorph
10 Thunder
12 Choose any
Distant Insight
You can choose to seek a different Draconic Embodiment
6th-level Echo feature
to echo every time you finish a long rest, rolling again on the
Experiencing different echoes grant you a deep
table and gaining a new selection of features. At 6th level, you
understanding of the life they lived, distilled to aid you.
can roll 3d12 when selecting your Draconic Embodiment. At
Whenever you complete a long rest, you can choose to roll on
10th level, you can roll 4d12 when selecting your Draconic
the table below to determine your insight. You gain the
Embodiment.
associated benefit until you choose to change it during

Essence In Flux another long rest.

6th-level Echo feature


d6 Insight
Your echoes change you fundamentally. Each time you use

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

can choose to roll on the table below. Your Dragon's Breath


3 Explorer's Exuberance
changes to match the result. Instead of rolling on the table, 4 Forgotten Champion
you can choose to revert your Dragon's Breath element to

your original choice.


5 Rising Struggle
6 War of Tongues
20

Demi-Dragon Part 1 | Subclasses


Change of Scales. You remember self-loathing, a dear friend,
Devour Fate
and the freedom to change. Whenever you miss an attack
17th-level Echo feature
or fail a saving throw, you give yourself a fortuity dice, a d4.
The fate and identity of the echoes you wield are yours to
You can have up to three fortuity dice at once. Whenever
determine. When you use Devour Magic, you can choose to
you miss an attack or fail a saving throw, you can choose to
roll again on the tables for one or both of your current
roll one or more of your fortuity dice, expending the dice
selections for Essence In Flux and Distant Insight. When you
and giving yourself a bonus to the roll equal to the number
do, you additionally regain a number of hit points equal to the
rolled.
number rolled on each die that you roll for Essence In Flux
Community of Stone. You remember a mountain, a family,
or Distant Insight.
and the sharing of truths. When you take damage, you can

use your reaction to roll a d6. Add your Charisma modifier

to the number rolled and reduce the damage by that total.

Additionally, you can cast the detect thoughts spell once BELIEVE NOT THE LIES
per short rest, using your Dragon Spark as your

OF PALADINE THE FAKE


spellcasting ability.

Explorer's Exuberance. You remember the energy of youth,

leaping movement, and the accumulation of trinkets. Your

Aided Jump now triples your maximum jump distances,

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

use of the ability. choosing—such as by imitating the brightly-colored feathered

Rising Struggle. You remember endless tunnels, struggle, wings of the coatl, or the flowing mane of a ki-rin.

and cunning plans. As an action, you prepare your

companions with a sense of unity. Choose up to three


Adaptive Morph
creatures other than yourself. Whenever a target makes an 3rd-level and higher Metamorph feature

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,

hours. which are detailed under "Morphs" below.

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

lasts indefinitely, or until you choose to change it again.


Twinned Echo Waning Morph. When you change your Active Category to
10th-level Echo feature
a different one, the morph you chose as part of that category
You can briefly imbue yourself with multiple echoes.
becomes "Waning". You keep the benefits of the morph, but
Whenever you roll on the Draconic Embodiment table, you
you are one step closer to forfeiting it. When you change your
can choose an additional Draconic Embodiment from those
Active category again, the effect of the previously Waning
you rolled, following the same rules as Seek Echo. You do not
morph is lost, and the morph of your previously Active
immediately gain the benefits of the chosen Draconic
category becomes Waning. In this manner, you are always
Embodiment, but must make your choices for it during the
gaining and discarding new effects.
long rest.

At the start of each of your turns, you can choose to


Swift Adaptation
activate your twinned echo. If you do, you immediately gain
3rd-level Metamorph feature
all the benefits of the chosen Draconic Embodiment in
You can rapidly adjust to new surroundings. If you spend 1
addition to those gained from Seek Echo. Your twinned echo
minute in deep focus, you can assume a new morph from
lasts for 10 minutes, after which the benefits are lost. Once
among those you have learned. Choose a new Active Category
you activate your twinned echo, you cannot do so again until
and one of its morphs, and discard old morphs as if you had
you finish a long rest.
changed morphs during a rest. Once you use this feature, you

can't do so again until you finish a short or long rest.

21

Demi-Dragon Part 1 | Subclasses


Twinned Adaptation
6th-level Metamorph feature FIND YOUR OWN ACUITY
Your morphs carry side effects with them. Whenever you

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

dragon. Whenever you or an ally that you can see makes

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

allies. When a creature you can see attacks a target other

Remake Self than you that is within 5 feet of you, you can use your

10th-level Metamorph feature reaction to impose disadvantage on the attack roll.

You can remake yourself from the ground up. As part of a

long rest, you can choose to undergo a metamorphic ritual,


Courage
during which you cocoon yourself as you rework the nature of
Ivory Charge. Your horns split into a branching crown of
your being. This allows you to change your past choices.
antlers, capable of punching holes through hide and
Change each of the following to your liking:
armor alike. You gain an antler natural weapon, which
Dragon's Breath Damage Type: acid, cold, fire, force,
counts as a martial melee weapon for you. You can use it
lightning, necrotic, poison, psychic, radiant, or thunder.
to make melee weapon attacks, with which you are
Dragon's Breath Area Effect: line or cone
proficient. Your antlers deal piercing damage equal to 3d4
Elemental Adaptation Damage Type: acid, cold, fire, + your Strength modifier. If you move at least 10 feet in a
force, lightning, necrotic, poison, psychic, radiant, or thunder. straight line during your turn, you gain advantage on the

Eye of the Dragon Proficiency: perception or first attack you make with your antlers.

investigation Warrior's Will. You adorn your form with a symbol of

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.

can't be interrupted. You are helpless and unconscious for the

full duration, and can only be stopped by an untimely death. Cooperation

Essence of Change Draining Scales. You alter your scales to siphon magical

energy. Whenever you are a target of any spell of 1st level


10th-level Metamorph feature
or higher, you gain temporary hit points equal to your
You understand change like few others. Unless you choose
Constitution modifier (minimum 1) before the spell's
to be affected, your form can't be changed against your will,
effects are resolved.
such as by the polymorph spell or a Medusa's Petrifying
Silver Mist. You take on the aspect of the silver dragon,
Gaze.
and can walk on clouds. As a reaction that you can take

Flawless Metamorphosis when you or another creature that is Large or smaller

within 60 feet of you falls, you can create a cloud beneath


17th-level Metamorph feature
the target as a reaction. The cloud supports the creature's
You have nigh-total control over your transformation. You
weight and can harmlessly break their fall as if it were a
can retain one additional Waning morph, and when you
physical object. As part of creating the cloud, you can
change morphs, you can choose to change each of your
choose to have it immediately move up to 10 feet up or
previously Waning morphs to any morph from any category
down, where it will then float in place for up to 1 hour, or
you know.
until you create a new one.

TO BEAR THE BLOOD OF DRAGONKIND IS TO BE PARAGON


CREATE YOUR TRUEST REFLECTION AND MAKE IT YOUR OWN
GREET THE DAWNING SUN WITH A PEERLESS VISAGE
22

Demi-Dragon Part 1 | Subclasses


Creation
Stone Scales. You assimilate

available minerals in order to create

a thick layer of defensive stone

scales. Your Armor Class becomes

equal to 16 + your Constitution modifier.

You count as wearing heavy armor, but

don't suffer any penalty to your Dexterity

(Stealth) or as a result of not having heavy

armor proficiency.

Capable Form. Your body grows better suited to

grasping and manipulating objects. You can ignore

the disadvantage imposed on attack rolls by

Mythic Build. Additionally, you gain proficiency

with simple and martial weapons as well as with

two tools of your choice. You can change your tool

choices every time you finish a short or long rest.

Disruption
Tunnel Wyrm. You gain a burrowing speed equal to half

your walking speed. You can tunnel through loose dirt,

gravel, and similar materials, but not through solid

materials. If you burrow at half speed, you can reinforce

your tunnel as you move, allowing others to pass through

—otherwise your tunnel slowly collapses behind you.

Additionally, as an action while burrowing, you can hollow

out a portion of space in the terrain into a 15-feet wide

and deep sinkhole. If the sinkhole connects to the surface,

it immediately collapses. Creatures caught in the area

must succeed on a Dexterity saving throw against your

Dragon Spark DC or fall into the sinkhole and drop prone.

On a successful save, a creature can instead choose to


Aberrant Limbs. Your tail splits into two grasping
move to the nearest available space without provoking
tentacles, each of which you can use to hold objects or
opportunity attacks. If you spend 1 minute creating the
creatures. Whenever you hit a creature with a tail attack,
sinkhole, it will instead collapse when the first creature
the creature must succeed on a Strength saving throw or
that is Small or larger moves into its space. You can use
become grappled by you.
this property twice, after which you must finish a short or

long rest before you can use it again.


Save DC = 8 + your proficiency
Reverberating Roar. Your voice commands the attention
bonus + your Strength modifier
of your foes. As a bonus action, you can roar, inciting fear

and hesitation. Each creature of your choice within 20 feet Freedom


of you are forced to make a Wisdom saving throw against

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

Dominion the Disengage action as a bonus action.

Whispering Thoughts. You can speak telepathically to Heritage


any creature within 120 feet of you. The creature

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.

long rest before you can do so again.

23

Demi-Dragon Part 1 | Subclasses


MIGHT LAYERED BY YEARS
Wyrm Tongue. Your suave voice is confident and

convincing. You have advantage on your choice of

Charisma (Deception) or Charisma (Persuasion) checks.

Additionally, you learn two languages of your choice. You

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.

You gain a quills natural weapon, which counts as a


Instinct
martial ranged weapon for you and which you are

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

modifier to the attack and damage rolls when you attack


initiative checks and you ignore non-magical difficult
with them. Your quills deal 2d6 piercing damage. Hit or
terrain.
miss, one square occupied by the targeted creature is then
Rending Jaws. Your jaw grows more powerful, and your

fangs become serrated and cruel, capable of puncturing filled with quills, and you can additionally choose two

squares within 5 feet of that square to also fill with quills


armor and rending flesh. When you hit with a bite attack,
as your inaccurate bombardment harmlessly scatters
the target suffers a -1 to AC for 1 minute. This effect can
across the area. Any creature that subsequently enters a
only be applied once per creature.
square filled with quills must succeed on a Dexterity

Might saving throw against your Dragon Spark save DC or stop

moving this turn and take 1 piercing damage. A creature


Driving Strikes. The tip of your tail develops a tough,
moving through the area at half speed doesn't need to
bony club, and the force of your blows leaves your
make the save. You can use this attack a number of times
enemies reeling. When you make a tail attack on your
equal to 1 + your Constitution modifier (minimum 1), after
turn, your reach for it is 5 feet greater than normal.
which you must finish a short or long rest to use it again.
Additionally, when you deal damage to a creature twice on

the same turn with any combination of natural weapons, Salvation


the creature must succeed on a Strength saving throw or
Breath of Bolstering Essence. Your magical essence is a
be pushed 10 feet away from you.
wellspring of vitality waiting to be shared. As an action,

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

points equal to your demi-dragon level. At your option, you


Elemental Maw. Volatile energy fills your gullet. Once on
can expend one or more of your Hit Dice, up to half your
each of your turns when you hit with a bite attack, you
demi-dragon level. For each Hit Die spent in this way, roll
deal an additional 1d6 damage of your Dragon's Breath
the die then add your Constitution modifier, and add the
damage type.
result to the total amount of hit points you restore to the

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

bonus of +1). The song ends if you are incapacitated or if

you do not maintain it with a bonus action each turn.

24

Demi-Dragon Part 1 | Subclasses


Shape Breath. When you breathe destructive energy, you

NINEFOLD IO can shape pockets of relative safety within the area of your

breath. When you use your Dragon's Breath feature, you

can choose a number of creatures that are within the area

of the breath weapon and which you can see equal to 1 +

CAME FROM THE VOID your Charisma modifier (minimum 1). The chosen

creatures need not make a saving throw, and take no

damage from your Dragon's Breath.

FROM NOTHING HE Subtlety


Chameleon Scales. Your scales gain the ability to change

SPUN THE WORLD color, letting you blend in with your surroundings. You can

take the Hide action as a bonus action on your turn. You

have advantage on Stealth checks made to hide in dim

UPON THE WORLD HE SET light and in natural terrain, such as rocks, plants, or sand.

Venomous Sting. Your tail develops a stinger, loaded with

poison. Your tail attack deals your choice of piercing or

HIS PROUD CREATION


bludgeoning damage. Once on each of your turns when

you deal damage with a tail attack, the target must

succeed on a Constitution saving throw against your

Dragon Spark save DC. On a failure, the target takes an

FOR ONE WAS MADE additional 2d6 poison damage and is poisoned until the

end of its next turn.

Vantage
TO SATISFY THE OTHER Skittering Crawl. You gain a climbing speed equal to your

walking speed. If you move at least 15 feet in a straight

line while on the ground or as part of a climb, you can

choose to take the Dodge action as a bonus action.

BUT THE WAR CAME Snatching Tail. Your tail becomes flexible, letting you

unexpectedly catch your foes and yank them around.

When you hit a creature that is up to one size category

AND IO DIED PROTECTING larger than you with your tail, you can choose to force

them to roll a Strength saving throw. On a failure, they are

pulled to a space of your choosing within 10 feet of you.

WHAT HE HAD SPUN The space must be on the ground and unoccupied.

Save DC = 8 + your proficiency

OTHERS REMAINED
bonus + your Strength modifier

Additional Draconic Embodiments

WITH OTHER CREATIONS


Further character options are available for your Draconic

Embodiment. You can access them below.

Voidmaw, a health-draining terror

Protector, a supportive frontliner

Genesis, a chaotic elementalist

WE ARE ORPHANS Dragon Queen, a versatile tyrant

Platinum Dragon, a benevolent defender

Dracolich, a pallid mastermind

REVILED BY CIVILIZATION
BUT WE WERE THE FIRST
THIS IS OUR WORLD
TAKE IT BACK
25

Demi-Dragon Part 1 | Subclasses


Feats
Absorb Magic
Breath Versatility Wealth Enchantments Features
Prerequisite: Breath weapon
3,000 +3 Siphon Treasure
You can alter your breath. You gain the following benefits:
10,000 +1 Auric Slumber
Increase your Constitution or Charisma score by 1, to a

maximum of 20.
30,000 +1 Unbound
Attunement
When you use your Dragon's Breath or Breath Weapon,

you can freely choose between using a line breath or a

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

form of a Small humanoid or monstrosity of your choice. 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.

Auric Slumber. Whenever you finish a long rest while

OUR LEGACY UNDONE


resting within 30 feet of your hoard, you gain temporary hit

points equal to twice your level. These temporary hit points

are not lost at the end of a long rest, and last up to 7 days. In

addition, your exhaustion level, if any, is decreased by 1.

Unbound Attunement. You can attune to up to four magic

items at once. Additionally, you ignore all class, race, and


CHRONICLES UNKEPT
level requirements on the use of magic items.

LEARN ANEW OR DESPAIR


26

Demi-Dragon Part 2 | Feats


Natural Ferocity
Loyal Minion Prerequisite: Demi-dragon

You've grown used to using your body as the weapon it was


Small Humanoid or Monstrosity, Shares Your
meant to be. You gain the following benefits:
Alignment
You gain 3 points of fury, as described under the

Armor Class 13 Embodiment of the Juggernaut. You can spend them on

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

finish a short or long rest.

You learn two maneuvers of your choice from those


STR DEX CON INT WIS CHA available to the Embodiment of the Juggernaut. If a

9 (-1) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 11 (+0) maneuver you use requires your target to make a saving

throw to resist the maneuver’s effects, the saving throw

Saving Throws determined by the minion's Gifted DC equals 8 + your proficiency bonus + your Strength

Adaptation trait modifier. If the maneuver makes use of a horn or wing

Skills Shares your proficiencies natural weapon, you add it to your list of natural weapons.

Damage Resistances determined by the minion's


Gifted Adaptation trait War Plating
Condition Immunities charmed
Prerequisite: Demi-dragon
Senses darkvision 60 ft., passive perception 12
You've trained in wearing heavy armor into combat. You
Languages Shares your languages known
Challenge — gain the following benefits:

Increase your Strength score by 1, to a maximum of 20.


Gifted Adaptation. The minion is resistant to the You gain proficiency with heavy armor.
damage type you chose for Dragon's Breath, and is When you don a heavy armor, you can choose to forgo
proficient in the saving throw you use for that using its AC calculation. If you do, bludgeoning, piercing,
feature. and slashing damage that you take from nonmagical

Shared Skillset. The minion shares your proficiency attacks is reduced by 3.

bonus, knows all of your languages, and shares your Wearing heavy armor no longer restricts the Flight or

skill and tool proficiencies. Stride features.

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

Demi-Dragon Part 2 | Feats


Optional Class Features
This section offers additional features that you can gain as a

demi-dragon. Unlike your other class features, you don't gain

the features here automatically. Consulting with your DM,

you decide whether to gain a feature in this section if you

meet the level requirement noted in the feature's description.

These features can be selected separately from one another;

you can use some, all, or none of them.

Transformed Power
1st-level demi-dragon feature

When you first take a level in demi-dragon while already

having levels in another class, you may optionally convert

those levels to an equivalent amount of demi-dragon levels.

Indefinite Mind
1st-level demi-dragon feature

As an option, choose Intelligence or Wisdom. The chosen

ability score is used in place of Charisma for Dragon Spark

and Dragon Scales, as well as every demi-dragon feature that

refers to Charisma (except for Force of Self).

Breath Recharge
1st-level demi-dragon feature, which changes the Dragon's

Breath feature

Dragon's Breath no longer stores multiple charges. When

you use your Dragon's Breath, roll a d6 at the start of each

of your turns. On a 6, you regain use of the feature.

Starting at 13th level, you regain use of the feature if you

roll a 5 or 6.

Resolution
1st- and 18th-level demi-dragon feature, which replaces the

Devour Magic feature

You act with purpose and celebrate your triumphs. As a

bonus action, you set your attention upon the

accomplishment of a task—be it slaying a particular foe,

obtaining an item not in your possession, or helping an ally in

some manner. The task must be non-trivial in nature. While

the task remains undone, you have advantage on your next

Wisdom saving throw. When the task is accomplished, you

regain hit points equal to 1d10 + your demi-dragon level. If

you abandon the task or fail to complete it before 10 minutes

have passed, these benefits are lost.

Once you use this feature, you must finish a short or long

rest before you can use it again. Starting at 18th level, you

gain advantage on all Wisdom saving throws until the task is

accomplished.

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

Your size increases to Large. At 20th level, your size

increases to Huge.

Note: A permanent size increase can be a significant

problem during the course of a campaign, especially from the

DM's perspective. Consider carefully whether to allow this. At

the DM's option, the suggested levels can be adjusted.

28

Demi-Dragon Part 2 | Optional Class Features


Items and Equipment Formshifter's Armring
Wondrous item, very rare (requires attunement)
Though dragons don't have need of weapons and armor,
This gleaming gold armring appears to be a dragongilded
many still find a variety of specialized equipment useful.
armring to anyone who tries to identify it, and it confers that

Clawguards item's property when attuned to.

Curse. This item is cursed. When attuned to, you fall

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

blessing of a true dragon can restore you to your old form.


Wondrous item, very rare (requires attunement by a creature
This curse has no effect on a character that is already a demi-
that has a breath weapon and is of neutral or good alignment)
dragon, and it can't curse more than one target at a time.
This platinum filigree ornament clasps a softly glowing

sapphire spindle. It signifies one who is favored by Bahamut.


Dragonrider's Saddle
Protection. You gain a +1 bonus to AC and saving throws

while you wear this crown. Mundane, 75 gp, 30 lbs

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.

you and each creature in the area of your breath's exhalation

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

intensity. As part of attuning to it, you must absorb it with

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

throw DC of your Dragon Spark features, as well as to spells. Juggernaut.

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-

dragon's blood. It is made up of looping segments that can be dragon)

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

long rest, you can choose any morph available to the

TREASURES ARE IOS GIFT


Embodiment of the Metamorph. You gain the benefits of the

morph until you change it during another rest.

As an action, you can immediately select a different morph,

changing the morph granted by this item as if you had

AN ANCHOR FOR OUR LAIR changed morphs during a rest. Once you do so, you can't do

so again until you have finished a long rest.

29

Demi-Dragon Part 2 | Items


Green Dragon Gizzard Stone In a new form, you retain your personality, alignment, hit

points, Hit Dice, ability to speak, proficiencies, and

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

poisoned condition. Additionally, any creature that fails their

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

intended to be worn on the wing limb and used as a slicing

Wondrous item, common weapon. While wearing the razors, you gain a wing attack,

which is a natural weapon and which counts as a martial


This small gem bears a simple enchantment. By focusing
melee weapon for you, and you are proficient with it. You can
on the jewel and passing it across a surface, you can sketch a

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

additionally gain 2 Fury points, and learn the Suppressing

Medallion of Change Shape Gale and Thieving Talons maneuvers, as described under the

Embodiment of the Juggernaut.


Wondrous item, rare

This rune-inscribed medallion, with a core of willow wood


Obsidian Blast-Sphere
inset in a steel frame, grants the ability to change one's
Wondrous item, uncommon
physical shape. As an action while wearing the medallion, you

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.

Intelligence, Wisdom, and Charisma scores. Your statistics

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

dragon known as Old Gnawbones. While wearing it, as an

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,

cold, fire, force, lightning, necrotic, poison, psychic, radiant,

or thunder. The ring regains all charges daily at dawn.

30

Demi-Dragon Part 2 | Items


Sapping Lattice Skybreaker's Wing Spurs
Wondrous item, rare (requires attunement by a creature with Wondrous item, rare (requires attunement by a winged

a Constitution saving throw breath weapon) creature)

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

action and expend 1 charge to cast one of the following spells

Skybound Bolt (save DC 15) from the spurs: gust of wind, thunderwave (2nd

level), or warding wind. The spurs regain 1d4 + 1 expended


Weapon ( javelin), very rare (attunement optional)
charges each day at dawn. If you expend the spurs' last
This gilded lance is the symbol of an ancient order of
charge, roll a d20. On a 1, the sapphires set into the spurs
dragon riders, once wielded interchangeably by both dragon
crack, and they can no longer be used to cast spells.
and rider. You have a +1 bonus to attack and damage rolls

made with this magical javelin, and it returns to the wielder's

hand immediately after it is used to make a ranged attack.


Spell Slinger's Chains
If you are attuned to the javelin, you additionally gain the Wondrous item, very rare (requires attunement)

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.

deals an additional 1d12 lightning damage on a hit, and the

target must make a Strength saving throw DC 15 or fall

prone.

PLEDGE YOURSELVES
TO REVENGE AND
TRUE JUSTICE
THEY SHALL
NAME YOU AS
HATEFUL MONSTER
31

Demi-Dragon Part 2 | Items


Stone of Avarice
Wondrous item, uncommon (requires attunement)

This lustrous gemstone appears to be a stone of good luck


OUR MAGIC IS DIMINISHED
FEW RECALL GIFTS LOST
to anyone who tries to identify it, and it confers that item's

property while on your person.

Curse. This item is cursed. While it is on your person, you

are seized by boundless greed. Whenever you are presented

with a clear chance to add to your fortune, you must make a 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

the next dawn to do so again.


Wondrous item, rare (requires attunement)

This sturdy adamantine-plated helmet conforms to the

shape of a dragon's skull, and is padded on the inside.


Warmask of the Copper Dragon
Forward-facing adamantine horns are designed to splinter Wondrous item, very rare (requires attunement by a demi-

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.

critical hit. Slowing Breath. As an action, you can use a charge of

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

creature can use either an action or a bonus action on its


Wondrous item, very rare (requires attunement by a demi-
turn, but not both. These effects last for 1 minute. The
dragon, dragonborn, or half-dragon)
creature can repeat the saving throw at the end of each of its
This ornamental mask of burnished brass is stylized with
turns, ending the effect on itself with a successful save. You
the back-swept crest of a brass dragon. While you are
can use this property without expending a charge of your
wearing the mask you gain the following properties.
breath, but must then wait until the next dawn to do so again.
Damage Protection. You have resistance against fire

damage. If you already have resistance to fire damage from

another source, you instead have immunity to fire damage.


Warmask of the Gold Dragon
Sleep Breath. As an action, you can use a charge of your Wondrous item, very rare (requires attunement by a demi-

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

your breath weapon to exhale weakening gas in an area. The

Warmask of the Bronze Dragon affected area is determined by your breath weapon. Each

creature in that area must succeed on a Strength saving


Wondrous item, very rare (requires attunement by a demi-
throw with a DC equal to your breath weapon or have
dragon, dragonborn, or half-dragon)
disadvantage on Strength-based attack rolls, Strength
This ornamental mask of polished bronze is stylized with
checks, and Strength saving throws for 1 minute. A creature
the ribbed crest of a bronze dragon. While you are wearing
can repeat the saving throw at the end of each of its turns,
the mask you gain the following properties.
ending the effect on itself on a success. You can use this
Damage Protection. You have resistance against lightning
property without expending a charge of your breath, but must
damage. If you already have resistance to lightning damage
then wait until the next dawn to do so again.
from another source, you instead have immunity to lightning

damage.

32

Demi-Dragon Part 2 | Items


Warmask of the Silver Dragon
Wondrous item, very rare (requires attunement by a demi-

dragon, dragonborn, or half-dragon)

This ornamental mask of shimmering silver is stylized with

the spiny frill of a silver dragon. While you are wearing the

mask you gain the following properties.

Damage Protection. You have resistance against cold

damage. If you already have resistance to cold damage from

another source, you instead have immunity to cold damage.

Paralyzing Breath. As an action, you can use a charge of

your breath weapon to exhale paralyzing gas in an area. The

affected area is determined by your breath weapon. Each

creature in that area must succeed on a Constitution saving

throw with a DC equal to your breath weapon or be paralyzed

until the end of their next turn. You can use this property

without expending a charge of your breath, but must then

wait until the next dawn to do so again.

Zephyr of a Starstorm
Wondrous item, legendary (requires attunement by a demi-

dragon)

This bottle of billowing stardust stirs ancient visions of

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

an aspect of creation. You gain the following benefits.

Damage Protection. You have resistance against force

damage. If you already have resistance to force damage from

another source, you instead have immunity to force damage.

Distant Glimmer. You can attempt to hide when you are

backlit by the night sky, and can do so as a bonus action.

Shooting Star. As a reaction which you can take after

moving at least 100 feet on your turn, you can make a ranged

spell attack using your Dragon Spark against a target which

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

wait until dusk to use it again.

MAGIC IS OUR RIGHT


EACH CYCLE OF REBIRTH

SHE TIGHTENS THE WEAVE

AND STEALS OUR MAGIC

RULES WEIGH US DOWN


33

Demi-Dragon Part 2 | Items


Arbiter Spells SOAR ACROSS OUR LANDS
The following spells are additionally available to demi-

dragons practicing the Embodiment of the Arbiter, in addition

to the sorcerer spells available to them. These spells don't


Rogoth's Caustic Tail-Swipe
Evocation cantrip
count against the usual restrictions on spell schools.

Casting Time: 1 action

Férend's Tempestuous Tail-Lash Range: Self (10-foot radius)

Transmutation cantrip Components: S, M (a tail natural weapon)

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,

the target suffers the weapon attack's normal effects. On a


You call forth a tempest and direct it at an enemy with a tail
miss, acid splashes the target, and you instead deal 1d4 acid
natural weapon that you have. Make a melee weapon attack
damage.
with your tail against one creature within 10 feet of you. On a
This spell's damage increases when you reach certain
hit, the target suffers the tail weapon's normal effects and is
levels. At 5th level, the melee attack deals an additional 1d8
pushed 10 feet away from you.
acid damage to the target on a hit, and the acid damage dealt
This spell's damage increases when you reach certain
on a miss increases to 2d4. Both damage rolls increase by
levels. At 5th level, the melee attack deals an extra 1d8
one die at 11th level (2d8 and 3d4) and 17th level (3d8 and
slashing damage to the target on a hit. It increases again at
4d4).
11th level (2d8) and 17th level (3d8).

Malygris' Cadaverous Tail-Sting Repulsion Wave


1st-level evocation
Transmutation cantrip

Casting Time: 1 action


Casting Time: 1 action
Range: Self (15-foot cone)
Range: Self (10-foot radius)
Components: V, S
Components: S, M (a tail natural weapon)
Duration: Instantaneous
Duration: 1 round

You release repulsion energy in a cone in front of you. Each


You warp your own body with bone and lash out with a tail
creature in the area must succeed on a Strength saving throw
natural weapon that you have. Make a melee weapon attack
or be pushed 30 feet away from you.
with your tail natural weapon against one creature within 10
At Higher Levels. When you cast this spell using a spell
feet of you. On a hit, the target suffers the attack's normal
level of 2nd level or higher, the range of the cone increases by
effects and a bone spur is left in it. If the creature ends its
10 feet for each slot level above 1st, and the range you push
next turn within 5 feet of any other creature, the bone spur
each target increases by 20 feet for each slot level above 1st.
erupts and deals an additional 1d4 piercing damage.

This spell's damage increases by 2d4 when you reach 5th


Elemental Javelin
level (3d4), 11th level (5d4), and 17th level (7d4).
2nd-level evocation

Talon's Freezing Tail-Strike Casting Time: 1 action

Evocation cantrip Range: Self

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—

and as a bonus action on each of your turns thereafter—you


You imbue a tail natural weapon that you have with
can evoke a javelin of the chosen elemental energy from the
numbing icicles. The next time you hit a creature with a tail
mote and hurl it at a creature within 60 feet of you. Make a
attack during this spell's duration, the icicles are released in a
ranged spell attack. On a hit, the target takes damage equal to
crippling spray, the attack deals an extra 1d8 cold damage,
2d8 of the elemental type you chose.
and the target's speed is reduced by 15 feet until the start of
The spell ends when you have made six javelin spell
your next turn. The spell then ends.
attacks.
When you cast this spell at higher levels, you can make
At Higher Levels. When you cast this spell using a spell
additional tail attacks before the spell ends, for a total of two
slot of 4th level or higher, the damage increases by 1d8 for
attacks at 5th level, three at 11th level, and four at 17th level.
every two slot levels above 2nd.

THE WEAVE GODDESS RESTRICTS OUR NATURAL MAGIC


THE ELDERS KNOW WHAT HAS BEEN TAKEN FROM US 34

Demi-Dragon Part 2 | Spells


Gale Wings
2nd-level transmutation GOD AND MAGIC ARE GONE
Casting Time: 1 bonus action

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

within 5 feet of a creature, the creature must make a


You call forth a phantasmal winged spirit. One falling
Strength saving throw. On a failure, the creature is knocked
creature of your choice that you can see within range halts in
prone by a blast of wind.
midair and remains suspended for the duration as their rate
At Higher Levels. When you cast this spell using a spell
of descent is reduced to 0. While held aloft in this way, the
slot of 3rd level or higher, you can force one additional saving
creature's speed increases by 10, and it can use its highest
throw against a different creature, and you increase your
speed to move in any horizontal direction, or dive straight
speed by 10 feet for each spell slot level above 2nd.
down. If the creature lands before the spell ends, it takes no

Pattern Draconic Essence falling damage and can land on its feet, and the spell ends.

At Higher Levels. When you cast this spell using a spell


2nd-level evocation
slot of 3rd level or higher, you can target one additional
Casting Time: 1 bonus action
creature for each slot level above 2nd.
Range: Self

Components: V, S Elemental Stake


Duration: 1 round 3rd-level evocation

You forge a connection to a draconic bloodline to gain Casting Time: 1 action


some of its power. When you cast the spell, choose one of the Range: 120 feet
following damage types: acid, cold, fire, lightning, or poison. Components: V, S

Each time during the duration that you deal damage, you can Duration: Instantaneous

change the damage type to the chosen type. If you


You summon a lance of elemental energy and hurl it at a
successfully deal damage of the chosen type to any target,
target within range. Choose between acid, cold, fire, lightning,
you gain a bonus to one of the damaging effect's damage rolls
or poison. Make a ranged spell attack against the target. On a
and apply the appropriate effect listed below.
hit, the target takes 6d10 damage of the type you chose, and
Acid. Roll 1d6 and add it to the damage roll. One attack roll
must then succeed on a Strength saving throw or pushed 30
made against the target before the start of your next turn has
feet away from you. If the target collides with terrain as part
advantage.
of this push, it is pinned by the lance and restrained until the
Cold. Roll 1d8 and add it to the damage roll. The target has
end of your next turn.
its speed reduced by 15 feet until the start of your turn.
At Higher Levels. When you cast this spell using a spell
Fire. Roll 1d4 and add it to the damage roll. The target
slot of 4th level or higher, the damage increases by 1d10 for
must succeed on a Wisdom saving throw against your spell
each slot level above 3rd.
save DC. On a failure, the target is frightened of you until the

start of your next turn.


Caesar's Faded Imprint
Lightning. Roll 1d10 and add it to the damage roll. The
4th-level divination
target can't take reactions until the start of your next turn.
Casting Time: 1 minute
Poison. Roll 1d8 and add it to the damage roll. The target
Range: Touch
must succeed on a Constitution saving throw against your
Components: V, S, M (a fried pastry)
spell save DC. On a failure, the target is poisoned until the
Duration: Concentration, up to 1 hour
start of your next turn.

You touch a point on the ground from which you call forth

the memories of all that transpired within a radius of 20 feet

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

particular point in time within that duration. The events that

DREAMING OF MAGIC
took place at that time replay as an illusory imprint that acts

out everything that happened within the radius of the spell

exactly as it transpired. The projection is obviously illusory to

anyone who observes it, and can't be interacted with.

AND OUR GODGIVEN GIFTS At Higher Levels. When you cast this spell using a spell

slot of 5th level or higher, the breadth of duration increases

by 4d4 for each slot level above 4th.

35

Demi-Dragon Part 2 | Spells


Boons
The following boon can be bestowed on a character by a DM as an alternative reward.

Boon of Draconic Magic


When you gain this boon, choose a dragon type. You gain the spells associated with that dragon type listed in the Boon of Draconic

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.

Spell save DC = 8 + your proficiency

bonus + your Charisma modifier

Spell attack modifier = your proficiency

bonus + your Charisma modifier

Boon of Draconic Magic

Type 1st 3rd 5th 7th 9th 11th


Black animal friendship (reptiles darkness — — insect —
only) plague
Blue create or destroy water — major image hallucinatory terrain — —
Green — pass without trace, plant growth — — —
suggestion
Red cause fear locate object — — — find the
path
White — gust of wind sleet storm freedom of — —
movement
Brass speak with animals — tongues locate creature — —
Bronze — detect thoughts, zone of — control water — —
truth
Copper jump — — stone shape — move
earth
Gold bless fortune's favor — — geas —
Silver fog cloud — — polymorph control —
winds
Amethyst — protection from poison water walk resilient sphere — —
Crystal color spray — daylight — dawn —
Emerald — hold person enemies compulsion — —
abound
Sapphire — continual flame fear — passwall —
Topaz protection from evil and — blink blight — —
good
Societal Integration Devouring Magic
True dragons gain their powers inherently from their magical
Dragons are mythical creatures out of legend—but what does
bloodline, acting like a generator for elemental power which
that mean for a dragon player character? Many DMs will be
grants their extraordinary abilities, enabling not just
hesitant to give a dragon PC constant special treatment—and
elemental breath, but an array of other properties such as the
no DM should feel forced to do so. Fortunately, dragons are
supernatural strength to fly. But a player character cannot
flexible, and you can implement dragons into your own world
well have such tremendous and constant abilities given at a
in any way that you prefer.
low level—thus the identity of the demi-dragon is as a type of

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,

another world, perhaps attaining a demi-dragon mage hunters, or item appraisers.

transformation is a mark of great honor that makes the

character's commitment to self-improvement evident to all


d10 Implementation
due to the great difficulty associated with reaching such a 1 Demi-dragons are so rare that they are mistaken for
status—demi-dragon characters might be hailed as noble dragon wyrmlings, and treated accordingly—with fear
dragon-slayers whose heroism won them the right to a blood and mistrust for chromatics, or reverence for
transformation, or perhaps it is rather a result of a monk's metallics.
dedication and mystic teachings that impart a portion of a
2 Demi-dragons are common knowledge, but are
dragon's power onto them. Refer to the chart below for
difficult to create. Anyone who can overcome the
different implementations.
trials associated with becoming one earns great
respect.
The Merit of Transformation
3 Demi-dragons are treated much like any other race,
While it is not necessary to depict playable dragons as being
and are welcomed into any society as swift
transformed humanoids, some narrative benefits are gained
messengers, fierce warriors, or strong workers.
by doing so. First, because they are not the same as true-born

dragons, and can therefore have the flexibility to be different


4 A powerful guild is known to employ demi-dragons
and yet co-exist with true dragons. Second, because it is
and other odd individuals. As long as you carry a guild
difficult to understand how to roleplay a dragon who grew up
badge, you won't be questioned.
in a cave, but it is easy to picture what it would be like to 5 A xenophobic society views dragons as mere animals
transform into something new and how such a character's —which makes it easy to escape notice if you play
past identity as themselves or within a society would help the part, but hard to earn respect.
inform how they would view such a transformation. And third,

because a character who is transformed does not need to


6 Demi-dragons have only recently emerged in the
inherit traits such as classical draconic arrogance that drives
world, and society is uncertain how to treat them.
Your actions will help determine the public response.
them to depict themselves as better than those around them

—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

Demi-Dragon Part 2 | Integration


Metamorphic
At the height of the procedure, when the subject begins to

show signs of metamorphosis, the subject must consume the

Transformation Ritual
imbued heart while remaining submerged. An unwilling or

unaware subject will expire, so make certain that the subject

is adequately informed. A particularly rebellious subject may


The following content is representative of how a demi-dragon
choose to refuse in spite of their demise. In such a case,
transformation could proceed, but isn't necessarily the only
enchantment magics must be employed to force the subject.
way it could be performed.
Once the heart is consumed, the application of channeled
My research into the second-hand application of magical
magic can cease. At this point, the subject will be deep in the
metamorphosis has borne fruit. My predecessor's work on
throes of metamorphosis and will lose consciousness, at
simplistic half-dragon blood rituals, while a useful guiding
which point no further action is required. However, it can be
point, pales in comparison to my achievements. During my
useful to supply the subject with wing bones by way of
work, other avenues to similar results have cropped up—such
telekinesis, in order to encourage the growth of new limbs.
avenues demand further study, but this technique stands as
These bones must be in undamaged condition, but need not
integral to current practical application. In furthering magical
consist of a full set of an entirely accurate size fit, as the
understanding and in upholding the Farfire Pact, I present
subject will compensate for a lack of accuracy in their own
the demi-dragon metamorphic transformation procedure.
time. The development of wings seems to be more difficult
ó
—Firn el Din, Inquiry of Te r Aradel
than that of the tail, and therefore little encouragement is

needed in that regard.


Required Materials:
Depending upon the type of dragon that the heart belonged

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

ritual, such as stone shape for a copper dragon. A failure to


Procedure:
appropriately address the subject in this manner will
The procedure should take place in a clean and controlled
manifest as cosmetic inconsistencies, such as unusual scale
environment. It is strongly recommended to make use of
colors and physical features matching no known true dragon.
warding incenses, before and throughout the procedure, in
As this is ultimately not harmful to the health of the subject,
order to prevent the interference of unwanted elements.
adhering to a specific dragon type can be encouraged or

The subject is stripped of all clothing and other forfeited as desired.

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

expire, and all spent materials will be wasted. as irrelevant.

38

Demi-Dragon Part 2 | Ritual


Suggested Characteristics
Backgrounds Though different from those around you, you've been

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.

extraordinary tale of a commoner transformed into a new


d8 Personality Trait
form, or a character born as a true dragon. The backgrounds

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.

8 I feel like an outsider and a fraud, unable to really


Skill Proficiencies: Persuasion, Religion connect with those around me.
Tool Proficiencies: One type of artisan's tools

Languages: One of your choice d6 Ideal


Equipment: A set of artisan's tools (one of your choice), a

mark of your community (a signet ring, a religious emblem,


1 Dedication. I have an important cause that I devote
or a branded scale), and a pouch containing 10 gp
myself to which will benefit everyone. (Good)
2 Tradition. I uphold the traditions of my community and
Shared Society bring honor to us all. (Lawful)
You previously pursued a simple profession among your

community before you were chosen. Your community and


3 Peace. We can only be truly happy in those rare
your role within it have played a defining part in your life.
moments of quiet. (Neutral)
Choose or randomly determine the nature of your community 4 Adventure. Home is well and good, but I only truly live
from the table below. when I break away from daily life. (Chaotic)
d6 Community 5 Prestige. I will spread my influence far and wide, and
use it for my own ends. (Evil)
1 You are part of an isolated clan of barbarians. Each
century, a warrior is selected to take on the role of 6 Bravery. To act when others quake in fear—this is the
guardian and maintain balance between the elements. essence of the warrior. (Any)
2 You are a member of a secret society that is searching
d6 Bond
for a way to prolong life. You are the latest experiment.
1 I used to work as a craftsman, and I still have a close
3 A small group of demi-dragons travel the country-side,
relationship with the artisan who taught me.
offering transformation to those who are willing. You
accepted, and found a start to a new life. 2 I am a natural-born leader, and have worked for years to
coordinate with my community.
4 Selected by your village to confront an ancient dragon,
you had expected to meet death. Instead, the dragon 3 My family has taken my transformation poorly.
agreed to your terms, but bound you in a magical pact.
4 My community is split into opposed factions, with me
5 As an acolyte of a dragon god, your prayers for strength at the center of the conflict.
were one day answered. The priesthood has since
recognized you as a minor saint. 5 My community has entrusted me with a mission. I
must live up to what is expected of me.
6 You were part of an adventurer's guild for years before
an unfortunate accident caused your transformation. 6 I have grown distant from those around me since my
transformation. Things can't ever be the same again.
Feature: Community Support
You are accepted as part of a community that will care for you

and provide you with shelter, food, and any information that

they can. Your community will shield you from the law or
WE DO NOT BELONG
anyone else searching for you, though they will not risk their

lives for you.


TO CITIES AND SOCIETY
39

Demi-Dragon Part 2 | Backgrounds


d6 Flaw d6 Cursed Item
1 I desperately crave acceptance from those around me. I 1 A golden armring
am terrified of being rejected.
2 A pendant bearing a mystic symbol
2 I worry that others now think of me as strange, and
obsess over the smallest comment or glance. 3 A book of indecipherable lore
4 An elaborate magical machine which swapped my old
3 I have certain traditions and rituals that I follow
body for the form I now bear
routinely. I must never fail to uphold them.
4 I secretly believe that I am more important than others. 5 A soulgem of a creature whose visage I now share
6 A polished chunk of amber with a tiny creature within
5 I believe in complicated conspiracy movements that
explain the real truth of this world.
Suggested Characteristics
6 I have trouble acknowledging that I have flaws. I get
Though anyone can fall victim to a curse, it is your attitude
aggressive about it if others confront me about it.
towards what has befallen you that reveals who you are.

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

Tool Proficiencies: One type of gaming set


d6 Ideal
Languages: One of your choice 1 Selflessness. Whatever befalls me, I want to help others
Equipment: An item that signifies the nature of your curse (a in any way I can. (Good)
contract, a mystic sigil, or a cursed item that you wear), one
2 Discipline. It is more important than ever that I remain
gaming set of your choice, and a pouch containing 20 gp
vigilant and in control. (Lawful)
Feature: Shelter for the Stricken 3 Acceptance. The mistakes of the past are better left
Your story evokes sympathy in a select few, and those few are forgotten. I lead a new life now. (Neutral)
willing to offer you food, shelter, and secrecy. Perhaps you
4 Exuberance. Who cares about consequences? I'll live
have loved ones who keep a space for you ready, or maybe
life to the fullest! (Chaotic)
you excel at finding those who are willing to listen to your

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

below, or decide on an appropriate item yourself.

40

Demi-Dragon Part 2 | Backgrounds


d6 Flaw Type Inherent Nature
1 I dwell long on my mistakes and fall into despair. Black You have a predisposition towards cruelty, and
find great satisfaction in bringing ruination to all
2 I get angry when reminded of what cursed me.
that is more beautiful than you. You are best at
3 I think everyone is constantly judging me. home when you are unseen, hidden by darkness
or beneath fetid swamp waters.
4 I failed, and I can never make up for it.
Blue To your ordered mind, everything has its place
5 I don't believe anyone can ever love me like this. in the world—it's just that most of it exists
6 I won't acknowledge that I did anything wrong to purely for your benefit. Other creatures are
deserve this curse. merely a means to an end, and those who don't
understand their place deserve to be made an
example of.

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

to seek out such a life.


Bronze You have an inquisitive mind, and can't help but
want to right wrongs and bring evildoers to
Skill Proficiencies: Perception, Stealth justice. You tend to prefer anonymity, and only
Languages: Two of your choice open up to the few that are closest to you.
Equipment: A meager hoard, containing cheap gemstones
Copper You have an appreciation for wit, wordplay, and
and a mix of various coins totaling a value of 30 gp humor. Dazzling others with your cleverness—
Optional Class Features: Use the rules for Resolution, whether by pranking them, sharing an insightful
replacing Devour Magic story, or causing them to laugh—has a certain
intrinsic appeal to it.
Feature: Dragon's Lair
Your natural lifespan is counted in the thousands of years,
Gold Reserved and insightful, you tend to consider
and you never suffer any ill effects from old age.
before speaking, and view others in the light of
your own high standards of order, piety, and
Additionally, you have a knack for locating a suitable lair.
morality. You come up with complicated plans
This lair can be anything from an abandoned cave to an
that are meant to help others, but often miss
underwater cove, an old fort, a forest glade, a hollow glacier,
the obvious in favor of the esoteric.
or a forgotten house. The lair gains no special benefits, but

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

Demi-Dragon Part 2 | Backgrounds


WE LIVE AND BREATHE AND BLEED AND DIE AS MORTALS
WE ARE FEW AND POWERFUL AND ISOLATED
WE ARE SCORNED LIKE LONE WOLVES AMONG SHEEP
Type Inherent Nature d6 Ideal
Crystal You are curious and friendly, always pleased to 1 Justice. I will use my strength to protect others from
meet new people and learn new things. You wish those that would cause harm. (Good)
everyone could just get along, but you won't
miss a chance to have a good snow fight or 2 Authority. The mortal races must be led by those who
know better. (Lawful)
engage in some other mischief.
3 Freedom. I will not be beholden to anything or anyone.
Emerald You are paranoid and isolationist. You stick
together only with others for the safety that My path is mine alone. (Chaotic)
comes with strength in numbers, but you don't 4 Might. The power to do as I please is all that matters.
trust anyone easily and prefer your own kind or (Evil)
that of the sapphire bloodline over all others.
5 Treasure. Wealth is an anchor for dragon magic. I must
Sapphire You are confident in yourself and dependable to amass treasure to expand my domain. (Any)
friends, but distrustful of strangers. You don't
like when others intrude into your space, and you 6 Arrogance. In fact, I am better than everyone else. (Any)
can be quite menacing, but really you just want
to be left alone. d6 Bond
Topaz You can't help but be unfriendly and 1 My relationship with my siblings or parents drives me
curmudgeonly. Your patience is short and you to continually seek to exceed expectations.
hate the nosy interference of others, especially 2 I was all alone when I hatched, and an unpleasant
the bronze bloodline. You like the peace of a experience soon taught me not to trust strangers.
quiet day spent sunning yourself and enjoying
the breeze. Moisture annoys you. 3 I was raised by a humanoid, and though I love my
foster parent, I never really fit in.
Suggested Characteristics 4 I haven't had many to speak with, and have filled the
Dragons view the world differently than the humanoid races, void with an imaginary friend that I talk to.
with their perspective shaped chiefly by their inherent nature,
5 One day, I met and befriended an explorer. We still
and secondarily by their surroundings and experiences. Most
regularly speak or exchange letters.
dragons are lonesome outsiders that never truly belong

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.

d8 Personality Trait d6 Flaw


1 I want to be remembered as a mythical dragon of 1 I am flawless. Those who say otherwise earn my ire.
which tales are told and songs are made.
2 I like to be worshiped or praised, and will aggressively
2 I consider myself a knowledgeable scholar of a encourage others to do so.
particular subject, which holds my eternal fascination.
3 I am full of boasts and clever jests that drive home
3 I love exploring the land and trying new experiences. how much better than the mortal races I am.
4 I want to change how mortals view dragonkind. 4 I hate being questioned or second-guessed.
5 I want to defy my inherent nature through great effort, 5 I am often unpleasantly surprised when others don't
but it is a constant, daily struggle. give me the attention that I clearly deserve.
6 I am faithful to a god, whose decree I seek to carry out. 6 As I view it, in this world, there are only predators and
7 I idolize a particular ancient dragon, whose stories and prey, and I will be a predator.
legends I model myself after.
8 I try to rebel against the expectations that people often
have of dragons, and go out of my way to be different.

42

Demi-Dragon Part 2 | Backgrounds


YOU PLAY AT CREATION WITH OUR GIFT OF BLOOD
Victim of Thaumaturgy d6 Quirk

You've met an unfortunate fate. Against your own will, you


1 Your form is a mishmash of different dragon types.
were plucked from your old life and forced to give up your 2 You are haunted by the voice of your captor or another
humanity at the behest of your captor. Transformed and held captive, and sometimes hear that voice speak to you.
against your will, you had plenty of time to plan, and
3 Your body is artificial and is made of stone, wood, or
eventually mustered an escape or reached an agreement with
metal, akin to a gargoyle or draconic warforged.
your captor or another entity. Regardless of how you've won

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

Tool Proficiencies: Choose between alchemist's supplies,


5 You bear the memories of a wyrmling dragon, which
tinker's tools, poisoner's kit, and thieves' tools
you've learned was slain by your captor.
Languages: One of your choice 6 You are scaleless—flawed and incomplete.
Equipment: A set of tools (one of your choice), a token

belonging to your captor, a sack of stolen or gifted valuables

totaling 15 gp
Suggested Characteristics
You've had your body changed against your will. You might

Feature: Thaumaturgic Rites embrace this change, or rage against it.

You've witnessed firsthand the application of blood magic or


d8 Personality Trait
some other form of metamorphic power. With the right

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

you must escape, they may just as easily be eccentric or


5 I joke about my condition as if it doesn't matter to me.
misguided, and may have offered you your freedom of their 6 It's not all bad. I love flying and exploring new places!
own choice. Work with your DM to determine who your

captor is, what your relationship to them is like, or use the


7 I get angry easily, and afterwards, I can't help but be a
table below.
little afraid of myself.
8 I must battle this monster I've become, lest I slip and
d6 Captor hurt someone I care for.
1 A crazed wizard abducted you and used you as a test
subject in their mad pursuit for immortality. d6 Ideal
2 An ancient dragon destroyed your home and offered 1 Confrontation. I adventure to make the world a safer
you a choice: die, or serve and be transformed. place, and to exorcise my own demons. (Good)
3 The Cult of the Dragon chose you to trial their blood 2 Progress. We must advance our knowledge for the
magics, as the first of many more to come. good of the world, even of darker subjects. (Lawful)
4 You were a ritual offering to a god. The god offered you 3 Self-Determination. Everyone should be free to make
transformation in exchange for servitude. their own choices, be they good or bad. (Chaotic)
5 An abishai used you as part of an experiment to break 4 Depravity. I've seen what one dark ritual can do, and I
free from Tiamat's control, and now roams the Material harbor an unshakable hunger to know more. (Evil)
Plane with an agenda of their own.
5 Change. Life is constant change, and I will learn to
6 A powerful entity punished a wyrmling dragon with adapt to any circumstance. (Neutral)
mortality, and swapped your form for the dragon's.
Now the dragon roams the world with your old body. 6 Destiny. I believe that my circumstances are a road to
be traveled, and that my journey has just started. (Any)
Lingering Quirk

OUR HEART WEEPS BLOOD


Your unique experiences have left their mark on you. Choose

what this means for you, or roll on the table below.

43

Demi-Dragon Part 2 | Backgrounds


d6 Bond
1 I seek to undo what's been done to me, and will pursue
a way to do so by any means necessary.
2 I got to know one of my captor's other captives. They
didn't survive, and I now seek to carry on their legacy.
3 Though I didn't have a choice, my captor wasn't so bad
after all, and I now work for them.
4 I miss my family, but I can't face them like this.
5 The few people who are nice to me are like a beacon of
hope. They matter more than anything else.
6 I stick up for anyone who is treated poorly.

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

WHAT HAS NOT BEEN


TAKEN FROM US WILL BE

OUR MAGIC GONE


OUR SCALES HARVESTED
OUR BLOOD DRAINED

ADAPT ANEW
44

Demi-Dragon Part 2 | Backgrounds


Updated August 2nd 2023
Latest Version Available Here
Added a new subclass, the Behemoth, a dedicated tank as

concepted by Robert Sparda, with the features Lumbering


Added the Embodiment of the Packlord, with the features
Behemoth, Natural Overdrive, Hulking Beast,
Unleash Pack, Pack Conductor, Raucous Pack,
Overpowering Force, Frightful Display, Wounded
Packbearer, and Pack Morale. Added the Embodiment of
Defiance, and Earthshaker. Redesigned and
the Echo, with the features Seek Echo, Essence In Flux,
reimplemented a very old subclass, the Skyterror, in the
Distant Insight, Twinned Echo, and Devour Fate. Added a
style of an aerial weapons-expert, with the features Wing
new spell, Pattern Draconic Essence. Added a new
Surge, Draconic Armory, Dive and Soar, Aerial Acrobatics,
maneuver, Mighty Toss. Launch Ally additionally grants
and Unfettered. Added Embodiment of the Dracolich to
the ally THP equal to your proficiency. Increased the
Additional Content, as written by Atrox_Primus. Removed
damage of Fearsome Wound to 1d8, from 1d6. Defiance
the feat also named Skyterror, which has always gone
additionally grants advantage on Intelligence, Wisdom,
against my design beliefs. Added a new feat, Loyal Minion.
and Charisma saves. Anvil of Will now recharges on a
Added three new high-level items, Essence of Fury,
short rest. Increased baseline Fury to 5, from 4. Replaced
Essence of Transformation, and Zephyr of the Starstorm.
Scion's Delusion Zone, Mirage Synthesis, Thunderous
Added two new spells, Repulsion Wave and Gale Wings,
Disruption, and Awesome Shockwave with Discordant
and redesigned Malygris' Cadeverous Tail-Sting to require
Disruption, Lingering Soundburst, Trembling Thunder,
the target to end its turn to an adjacent creature, rather
and Imposing Fear, to be more lore-accurate with emerald
than to be simply hit. Obfuscate Consciousness can now
and sapphire dragons. Increased the damage of
be used twice before a rest (from once). Fervent Hoarder's
Skewering Quills to 2d6, from 1d10. Added a new morph
Ingenuity of the Hoard can now replace a charge of
category, Dominion. Added a new item, Skybound Bolt.
Dragon's Breath with a spell once per short rest, and
Added a new page section, Societal Integration. Added
renamed it to Magic of the Hoard, to better satisfy those
one new artwork by Zephyryshka. Heart of the Hoard now
asking for a caster dragon. Added two new artworks by
grants a Cha-scaling melee weapon by default, and Reach
Svetlin Velinov and Filip Burburan.
of the Hoard instead extends its reach to 30 feet.

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

Desolation can now be used against any target damaged


August 31st, 2022 - Published version 4.5 here and here
by Dragon's Breath. Sibilant Mind can now be changed at

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

breath. Skittering Crawl now requires you to move in a


December 6th, 2022 - Published version 4.6 here and here
straight line, but requires only 15 feet to activate (from

20). Snatching Tail now only lets you drop targets on solid

ground. Broadened Breath now lets you toggle between

cone and line breaths, and has been renamed Breath

Versatility. Converted the contents of this doc into .json for

use with tools such as Plutonium and BetteR20. Added

Embodiment of the Platinum Dragon to Additional

Content, as written by Atrox_Primus

45

Demi-Dragon Part 3 | Changelog


Reduced the rarity of Talrion's Gatecrasher to rare, from Reverberating Roar's immunity lockout is now only one

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

Transformation. Natural Ferocity now grants 3 Fury, up a bunch of conditions.

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.

already proficient. Increased the range of Wrest Magic to


January 27, 2022 - Published version 4.3 here and here
60, from 30. Wyrm Tongue's languages and Capable

Form's tools are no longer permanently locked. Numinous


Breath Recharge is no longer barred to the Ascetic. Imbue
Dragonsong now boosts all Constitution checks (rather
Breath now has its own charges. Removed Radiant Spark
than just concentration) but no longer grants blindsight.
and Bond of Sacrifice from the Ascetic. Added Anointed

Blessings and Ineffable Paragon to Ascetic. Renamed


May 31st, 2022 - Published version 4.4 here and here
Bestow Flight to Bestow Grace, the bestowed creature no

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

Fortification of the Hoard now has a number of charges Atrox_Primus.

equal to Cha mod. Replaced Spring Attack with Umbral

Lunge, which gives the Shadestalker a different type of

freeform mobility. Fade and Ambush no longer requires

you to be invisible or heavily obscured, and reduced the

immunity lockout to 8 hours (from 24). Keen Predator

now lets you swap Dexterity for Charisma on Dexterity

checks and saving throws. Replaced Veil of Smoke with

Shade Veil.

46

Demi-Dragon Part 3 | Changelog


Added a new subclass, the Embodiment of the Fervent Reworded natural weapons to now count as martial melee

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

scales at level 10, rather than 6. Added a ko-fi page. save.

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

heavily obscured, rather than specifically in their Veil of


October 22nd, 2021 - Published version 4.2 here and here
Smoke.

Removed Spellsnap and added Focal Point. Unmaker's


May 11, 2021 - Published version 4.1 here and here
Sight now adds dispel magic and counterspell to the

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

Jack Kozitza. ability, with significantly less restrictions tied to it.

Numinous Dragonsong now grants a bonus equal to your


Redesigned the Shaper from the ground up as a telepath
Charisma modifier instead of granting advantage, and
instead of a telekinetic, and renamed it the Sibilant.
now no longer requires the target to hear you in order to
Renamed Force Thrust to Beckoning Influence, and
actually work on downed allies. Medallion of Change
changed it to instead be a Wisdom saving throw (from
Shape now locks you to a chosen form until you finish a
Strength). Bolstering Backlash no longer allows a saving
short rest, to reduce its versatility. Hammering Lunge now
throw. Removed Telekinetic Hand, Mental Fortress,
lets you move up to 10 feet, from 5. Skylaunch is now a
Enforced Reality, and Unfettered Mindscape. Added
bonus action. Added Milokot's DnD Class Damage Output
Telepathic, Obfuscate Consciousness, Overwhelming
DPR Calculator to credits, and used it to confirm that a
Desolation, and Dominion of Perception. Beckoning
bunch of math matches the expectations. Warmask of the
Influence and Bolstering Backlash now gain their
Silver Dragon's Paralyzing Breath no longer causes a new
increase at 6th level, from 10. Moved the grapple move
saving throw upon taking damage.
speed benefit of Darting Predator to Drowning Terror.

Crown of the Platinum Savior now also lets you deal

radiant damage with a breath weapon. The racial ASI now

gives you a choice of +1 to any stat, instead of +1 Con.

Moved Fly Speed increases by one increment (starting at

level 9 rather than 10). Venomous Sting is now 2d6 at all

levels.

47

Demi-Dragon Part 3 | Changelog


Thorny Spines now deals its damage at the start of your Removed Product of Design to reduce design bloat.

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,

here rather than any magical effect, to avoid undue confusion.

Harrying Predator's slow effect is now limited to once per


Added Inheritance to racial traits, reduced class skill
turn, and lasts until the end of the target's turn. Driving
proficiencies to 2, and reduced class skill options.
Strikes' shove can now activate with any natural weapon.
Multiclassing no longer gains an extra skill proficiency.
Thorny Spines now additionally deals its damage if you
Absorb Magic can no longer be used on shields. Removed
end your turn while grappling or grappled. Skittering
Arc Lightning and System Shock. Added Lightning Lance
Crawl has been changed to now enable the Dodge
and Sweeping Lightning. Moved Elemental Suffusion to
functionality after moving 20 feet on the ground or as part
10th level, and Ardent Mastery to 6th level. Renamed
of a climb. Dragon's Hoard now has a 7-day cooldown,
Ardent Mastery to Ardent Focus. Freezing Mist can no
Auric Slumber lasts for 7 days, and Unbound Attunement
longer deal damage to the casting Scion. Changed the
now also lifts all requirements on magical items at third
healing of Disciple's Meditation to 2d6 +1d6 at 6th, 10th,
threshold.
and 17th. Reduced the Arbiter's spell list from the whole

sorcerer spell list to only evocation, transmutation, and August 24th, 2020 - Published version 3.8 here and here

abjuration from the sorcerer's spell list, to better match


Weave and Unweave now also permits casting a spell with
1/3rd caster precedent. Removed Mythical Adaptation and
a casting time of 1 bonus action. Eye of the Dragon now
Breath of Life. Moved Sheltering Wings to Aid. Added
additionally grants minor magical detection. CFV Size
Essence of Change and Silver Mist. Made countless
Category now states that the DM can opt to change the
formatting adjustments. Merged Incompatible Build and
level at which the effect is granted. Capable Claws now
Powerful Build into Mythic Build. Changed Languages to
additionally grants simple weapon proficiency, and
be Common, Draconic, and one other language of your
Medallion of Change Shape and Potion of Change Shape
choice, and changed Chosen of the Community and True-
now grants simple weapon proficiency as well as light and
Born Dragon to provide one language of your choice
medium proficiency if the statblock would have those
instead of Draconic.
armor proficiencies. Reduced the AC reduction of

Rending Jaws to 1, from 2, but increased the duration of

the effect to 1 minute. Added Breath Recharge to Class

Feature Variants. Assimilate now has a 1-minute

cooldown. Worked with Moghue44 on his idea for the

Embodiment of the Protector, which can be accessed

under the credits list.

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

48

Demi-Dragon Part 3 | Changelog


Veil of Smoke can now be moved when the Shadestalker Added PHB information boxes for High Jump and Using

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

Ascension from the Ascetic, and replaced them with Imprint.

Imbue Breath, Devoted Purpose, and Bond of Sacrifice.


Renamed Genuine Sacrifice to Metamorphic Drain,
Changed Dragon Scales to 10 + Con + Cha, from 9 + Con
courtesy of Xithara. Increased the rarity of Formshifter's
+ Cha + Dex (max 2), and Demi-Dragon racial trait stat
Armring from Uncommon to Very Rare. Changed the stat
boost to +2 Str +1 Con, from +1 Str +1 Con +1 Cha, to
bonus of War Plating to Con, from Str. Changed Defiance
simplify ability score interactions and reduce MADness.
to take up a bonus action instead of a reaction. Changed
For advanced players, either AC calculation can be used.
Medallion of Shape Change to only cost a bonus action to

May 19, 2020 - Published version 3.6 here and here revert to true form. Reduced the damage of Branching

Ivory to 2d4, from 3d4. Changed Veiled Wings to require a


Disciple's Meditation moved to 3rd level, and now
bonus action to activate, but caused it to also increase
functions as a single-target healing effect that can be used
Glide & Fly speeds by 10 feet. Removed force and thunder
during a short rest. Removed Interposing Sanctuary, and
types from Remake Self, as they were causing less
replaced it with Radiant Spark. Reverted Bestow
interesting decision-making. Removed Rend & Ruin from
Conviction to Bestow Flight, and added Blinding Spark.
11th. It now starts off at 2d6 at 17th.
Ascension now interacts with Radiant Spark and Blinding

Spark instead of Disciple's Meditation and Interposing February 24th, 2020 - Published version 3.3 here and here

Sanctuary. Glide now specifies that you can't glide while


Added Items and Equipment section, with the following
prone. Medallion of Change Shape no longer requires
items: Clawguards, Coin of Good Luck, Coin of Avarice,
attunement.
Dragongilded Armring, Formshifter's Armring,

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.

Jewel to items. Added Chosen of the Community to


Renamed the Dragon Adept to the Ascetic, improved the
backgrounds. Removed Shape Breath from feats, and
Ascetic's flavor, added Interposing Sanctuary to the
Survivor's Heart from morphs. Reimplemented Shape
Ascetic, added temporary hit points to Bestow Flight,
Breath as a morph, and renamed Endurance to Sanctuary.
renamed Bestow Flight to Bestow Conviction, changed
Added one additional piece of artwork.
Bestow Breath to now gain a second charge at 10th level

March 27, 2020 - Published version 3.5 here and here from 6th, removed condition immunities from Ascension,

and added Interposing Sanctuary functionality to


Added a clear ruling about cursed items to Absorb Magic.
Ascension. Added Resolution to Class Feature Variants.
Added Drowning Terror, Darting Predator, Skittering
Added Defiance and Bolstering Roar to Juggernaut
Crawl, and Tunnel Wyrm to Morphs. Snatching Tail is now
maneuvers. Renamed Ascetic Sacrifice to Genuine
paired with Skittering Crawl, and Draining Scales with
Sacrifice. Removed all references to spells from Dragon
Tunnel Wyrm. Removed Climb, Swim, and Burrow speeds
Spark and the many features that refer to it, as they aren't
from Remake Self, and moved Mythical Adaptation to
effectively spells. Made numerous wording improvements,
10th level. Added Skyterror to Feats. Added Warding Rune
courtesy of Qorinthian.
and Wyrm-Mantle to Spells. Added Skybreaker's Wing

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

match. Added Backgrounds section, with the Curse of turn.

Greed background. Interposing Sanctuary now specifies


February 17th, 2020 - Published version 3.2 here and here
that it pushes targets 10 feet.

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

49

Demi-Dragon Part 3 | Changelog


Renamed Shaper's Claws to Capable Claws. Added a new Renamed Rending Maw to Rending Jaws, and added

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

Leeching Claw to Leeching Strikes. Changed Induce Transformation Ritual' section.

Torpor to a bonus action. Added Design Goals and


Added time stamps to the changelog. Moved the 15th-level
Feedback Wanted sections.
subclass feature back to 17th level, and moved Devour

February 3rd, 2020 - Published version 3.1 here and here Magic (two uses) back to 15th, to better fall in line with

the tiers of play. Removed Veiled Predator, and replaced it


Designed and implemented a new subclass, the Shaper, a
with Blood and Smoke. Changed the Demi-Dragon
psionic control and disruption specialist with the features
Snatcher statblock to a Demi-Dragon Quillscale, which is
Mind and Matter, Telekinetic Hand, Mental Fortress,
less generic.
Enforced Reality, and Unfettered Form. The Dragon Adept

now gains immunity to grappled, restrained, and prone January 14th, 2020 - Published version 2.9 here and here

during Ascension. Improved level listing for features that


Decreased the range of Devour Magic to 10 feet (from 30
receive improvements at higher levels. Added one
feet), but caused the range to now increase to 60 feet at
additional piece of artwork. Added a Demi-Dragon
5th level, in order to better regulate the immediate power
Clockwork Watcher statblock.
of the effect at low levels. Moved Absorb Magic to 3rd

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

to 15th level, in order to have a better progression of


January 23th, 2020 - Published version 3.0 here and here
offensive and defensive tools in light of the introduction of

Dragon's Might. Replaced Forged From Trial with


Reduced the amount of additional fury points gained by
Legendary Resistance, because Dragon's Might rendered
the Juggernaut to 1, from 2, at levels 6th, 10th, and 17th.
it obsolete. Reimplemented 11th level damage scaling on
Changed Spellsnap to round down, rather than up. Added
Venomous Sting. Increased the damage of Skewering
a 5 feet range requirement to the Shadestalker's Harrying
Quills from 1d6 to 1d8. Added a clause addressing cold
Predator, and clarified that Harrying Predator and Spring
and poison Constitution saves to Dragon's Breath, and
attack require melee attacks. Put a +2 maximum benefit
removed Vaporous Breath.
on Dex for Dragon Scales. Moved Flight to 9th level, and

Eye of the Dragon to 7th level. Reduced the blindsight


Added Bestow Flight and Ascension to the Dragon Adept.
granted by Eye of the Dragon to 10, from 20. Increased
Changed Disciple's Meditation to only recharge on a long
flavor age lifespan from ~200 to ~300 to better align with
rest. Implemented the Dragon Adept, and added two
official half-dragon lore. Added a note about diving
additional pieces of artwork. Added an NPC stat block to
straight down to Glide, so that you aren't stuck gliding at
Feature Design. Reduced class skill proficiencies from 4
the rate of descent. Added an optional ruling for Natural
to 3. Reduced Dragon's Breath damage scaling by one
Heritage's burrowing speed to require an action to
increment to once again align with uneven levels, to better
activate. Changed the racial trait stat boost to +1 to Str,
match spellcaster level progression. Added Languages to
Con, and Cha, from +2 Str +1 Con, to better redistribute
racial traits. Slightly increased Glide & Fly Speed at lower
the dragon's defense and offense at lower levels.
levels to be consistently faster than walk speed. Changed

Assimilate to grant hit points instead of temporary hit

points, to better co-exist with subclass options for

temporary hit points, but halved the hit points gained.

50

Demi-Dragon Part 3 | Changelog


January 1st, 2020 - Published version 2.7 here Moved to GM Binder. Added Esoteric Ward, Reverberating

Roar, White Instinct, Draining Scales, Warriors Will, Gold


The Scion's Induce Torpor now lasts for 1d4 hours, up
Luck, and Brass Tongue to the Metamorph's available
from 1 hour. Clarified that Misfit's Adaptation can be
morphs. Replaced Ironscale Weaving with Stone Scales.
taken multiple times. Removed the Design Notes section
Changed the pairing on several morph categories to
entirely, as it is increasingly irrelevant. Changed Weave
provide a situational and a reliable morph. The
and Unweave to now instead allow casting a spell of 2nd
Metamorph can now change out a known morph category
level or lower, instead of casting a spell with a range of
every time it gains a class level, rather than whenever it
touch or self. Strength of Body now additionally increases
gains a new morph, and gains 2 additional morph
AC by 1. Added Aided Jump to Racial Traits. Made a
categories at 6th, 10th, and 17th levels, up from 1.
number of minor wording changes to the introduction.
Increased the damage of Skewering Quills to 1d6 > 2d4,
Draining Scales no longer interacts with cantrips.
from 1d4 > 1d8. Added dim light to Chameleon Scales.
Reduced Dragon's Breath Line Range scaling by one
Ardent Breath now gains a second charge at 6th level,
increment. Removed Manifest Breath and Class Feature
down from 10th. Glacial Chill now reduces speed by half,
Variant Package: True Dragon from Feature Design.
up from 10. Spellsnap now recharges on a short rest.

Renamed Snapping Takedown to Lockjaw. Added


December 9th, 2019 - Published version 2.6 here
persuasion to class skill proficiencies.

Added Class Feature Variant Package: True Dragon, and


October 15th, 2019 - Published version 2.3 here
its features, Spitfire, Vanity, Elemental Heritage,

Legendary Action, and Legendary Resistance to the


Added a frontpage. Added two additional pieces of
Feature Design section, pending further review and
artwork. Added custom footers and link colors. Improved
feedback. Slightly increased Dragon's Breath damage
image blending. Implemented the Shadestalker.
scaling. Added Vaporous Breath to Class Feature Variants.
Completely reworked the Metamorph's Adaptive Morph,
Added Broadened Breath to feats. Dramatically increased
Ceaseless Metamorphosis, and all available morphs.
Dragon's Breath Line Range level scaling, from 30-80 to
Removed the lingering effect on Fueling the
35-130. Removed the trigger clause from Scale Bind,
Transformation. Reworked Misfit's Adaptation. Added
which can now be cast at any time as a reaction. Clarified
Twinned Adaptation. Added Shape Breath to feats.
that Metamorphs that take the Misfit's Adaptation feat
Increased the amount of class skill proficiencies gained
must know the relevant morph category in order to
from 2 to 4, to make up for the dragon's lack of other
change the morph from the feat.
proficiencies. Changed Eye of the Dragon to offer

expertise if you already have proficiency, but reduced the


November 8th, 2019 - Published version 2.5.5 here
blindsight from 30 to 20. Added Veil of Smoke, Harrying

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.

rest instead of recharge on short rest. Added Maneuver


September 5th, 2019 - Published version 2.2 here
Versatility to Class Feature Variants, and moved Indefinite

Mind, Climb, Swim, and Burrow Speeds, multiclassing


Dragon's Breath now regains all charges on completing a
options, and Size variant rules to Class Feature Variants.
short rest, up from 1. Moved Flight to 7th level, and Eye of
Added level denominations to all feature descriptions,
the Dragon to 9th level. Changed Dragon Scales to 8 +
after recent UA fashion. Assimilate now additionally
Con + Dex + Cha (max 20) from 10 + Con + Dex in order
grants temporary hit points. Added several flavor
to address stathungry MAD issues. Changed Indefinite
descriptions to various features that were lacking them.
Mind to an optional rule, and added Dragon Spark to
Reversed the action order of Weave and Unweave,
replace it. Changed Ardent Breath Fiery Eruption back to
enabled Devour Magic to trigger it, and removed the
dealing damage in a 5 feet wide 20 feet high box, from a
clause about not needing Dispel Magic as a known spell.
10 feet wide area and increased its casting range to line
White Instinct now provides advantage on initiative rolls
range from cone range. Changed the Juggernaut's
instead of preventing being surprised. Added Shadestalker
Battering Ram to actively make use of the Attack action,
Design Notes section.
so that it better respects whether or not you have Extra

Attack. Removed Reckless Advance because it was weird


Added Dragon's Hoard to Feats. Added Bestow Breath,
and not that interesting. Added prone to Brutal Dive but
Manifest Breath, and Disciple's Contemplation to Feature
removed the double damage dice effect, to better reflect
Design as experimental features for a new subclass, the
how diving onto a target should work and to balance it as
Dragon Adept. Returned Spellsnap to recharging on a
a good grapple initiator. Changed the Metamorph's
long rest to prevent coffee shenanigans. The Shadestalker
Fueling the Transformation to now retain the old morph
can now move their Veil of Smoke as a bonus action, and
for 10 minutes. Added an 'appears as dead' effect to
changed Spring Attack to using a bonus action instead of
Survivor's Heart Major. Added Glide to Veiled Wings
a reaction. Changed the requirement for Goring Charge to
Major. Snatching Tail Major now requires spending a
20 feet from 15 feet, to match existing charge mechanics.
bonus action to use.

October 19th, 2019 - Published version 2.4 here


August 25th, 2019 - Published version 2.0 here

51

Demi-Dragon Part 3 | Changelog


Added Ardent Mastery to Scion 10th. Moved Eye of the

Dragon into the base class, at 7th level. Moved Stride to

5th level. Moved Absorb Magic to 4th level. Moved Glide to

2nd level. Merged Tail Lash into the Natural Weapons

racial trait. Moved Scion forward in the document

because it's cooler now. Put a level restriction on spells

that can be bound by Scale Bind to prevent multiclass

shenanigans. Made it easier to throw Scale Bound scales.

Renamed Bind the Unwoven to Weave and Unweave.

Changed starting equipment to be more in-line with

official material. Changed Sheltering Wings Major to be

the Protection fighting style, and bumped its former effect

down to Minor. Added Eye of the Dragon Proficiency to

Remake Self. Removed several sections of the original

Design Notes internal discussion, regarding Character

Size, Roleplaying Issues, Item Relevance, and Player

Choice. Changed Spellsnap to a variant of Counter Spell,

instead of just being Counter Spell. Changed Overbearing

Sweep to a bonus action instead of replacing an attack in

the Attack action to prevent combining it with Snapping

Takedown in one turn. Changed Fueling the

Transformation to not require a successful dispel.

Increased the space in which you can reposition enemies

with Snatching Tail Major to 10, from 5. Added advantage

on survival in harsh climates to Survivor's Heart Minor.

Removed the Scion's True Heritage, Inhale, and Natural

Adaptation, and reimplemented them in the form of

Bloodline Heritage. Added Ardent Breath to Scion 3rd.

Added four artwork images. Added Fearsome Wound and

Overbearing Sweep to Juggernaut maneuvers. Added War

Plating to racial feats. Added Inhale to Scion 3rd, and

moved Elemental Suffusion to 6th. Several wording and

flavor improvements. Added Climb, Swim, and Burrow

Speeds box. Removed Enveloping Breath and Elongated

Limbs as class features, and baked their increases into a

more steady progression, as shown under the Dragon's

Breath Range and Glide & Fly Speed columns of the

Demi-Dragon table. Added Stride, Strength of Self, and

Assimilate to fill out the empty class levels. Changed

Tenacious Assault to advantage instead of expertise.

Increased Dragon's Breath level scaling. Removed armor

proficiencies from the class. Moved Dragon Scales and

Natural weapons into the racial traits, and moved Devour

Magic into the class. Changed Dragon Scales to use Con

instead of proficiency. Reimplemented Elemental

Adaptation at level 2. Moved Flight to level 9 from 7.

Overhauled the Juggernaut fury system to have a better

resource progression. Changed maneuvers to obey the

action economy. Increased Reprisal cost from 1 to 2.

Changed Lunge to Hammering Lunge, which uses gore

instead of claw. Rewrote Skylaunch and Battering Ram to

use an action, and rebalanced them appropriately. Moved

Unwavering Combatant to 10th level from 6th, and moved

Tenacious Assault to 6th level from 10th.

Reworked the entire class with a tighter thematic focus.

Removed Skyterror, but added Metamorph and Scion.

December 26th, 2018 - Published version 1.0 here

52

Demi-Dragon Part 3 | Changelog

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