Demi-Dragon 4.6

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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 7
Moghue44: Embodiment of the Protector Subclasses
DawnHellion: Embodiment of the Genesis Embodiment of the Juggernaut ..................................................... 7
Atrox_Primus: Embodiment of the Dragon Queen, Embodiment of the Behemoth ...................................................... 9
Embodiment of the Platinum Dragon, Embodiment of the Shadestalker ...............................................10
Embodiment of the Dracolich Embodiment of the Skyterror ..................................................... 11
Embodiment of the Sibilant .........................................................11
Cover Illustrator: Tatii Lange: Rebirth in Blood Embodiment of the Scion ............................................................ 12
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 Metamorph ..................................................19
Will O'Brien: Pathfinder: Kazavon Part 2: Character Supplements 24
Elizabeth Sirin: tapestry Dragon, dragon's lair Feats ..................................................................................................24
Chromamancer: Bookwyrm Optional Class Features ............................................................... 26
Jack Kozitza: Markam Relisan Items and Equipment ....................................................................27
Agnieszka Firla: Billie Eltanin Arbiter Spells ..................................................................................31
Lisa Lenz: Dragon and his treasure Boon of Draconic Magic ...............................................................33
Sandara Tang: Faerie Dragon Metamorphic Transformation Ritual .........................................34
Howard Lyon: The Great Forest Backgrounds ...................................................................................35
Lichen Fischer: Dragon footer 41
Svetlin Velinov: Noxious Dragon Part 3: Changelog
Filip Burburan: The Elder Dragon War 2022 Updates ................................................................................. 41
2021 Updates ................................................................................. 42
Resources: 2020 Updates ................................................................................. 43
Leuku: Guide to Balancing Homebrew Classes 2019 Updates ................................................................................. 46
Miri: 5e Class Damage Output (DPR Calculator) 2018 First Version .........................................................................48
Feedback:
Izzy: Targeted class feedback
Foreword
Qorinthian: Design and wording feedback The goal of this homebrew is to provide content of a high and
flashpointbrews: Review and design consistent quality which can be used at any table without
Phylea: Review and formatting being disruptive to the DM or other players, while delivering
Fennrys and Miri: Fervent Hoarder feedback on the fantasy of playing as a dragon. As a martial class with
access to area damage and with many options for exploring
Playtesters: the game world, the demi-dragon fills a niche that is
SenorSnout: Caesar, Gold Arbiter otherwise not present in official material. The lore and flavor
written for it are created based upon features that are
TheSunniestBro: Férend the Wanderer, Brass Juggernaut mechanically necessary for the design to function as a player
DawnHellion: Puck, Genesis character, and to encourage characters to act as adventurers
Hummie: Layla Ironforge, Green Metamorph | Irthiski, that can interact with the world rather than as monsters.
Bronze Metamorph While this content won't fit into every game, I hope that it
Zarono: DM for Hummie may inspire you to try something different.
Moghue44: Velrig, Steel Protector
Nanners: Tubera, Red Juggernaut Feedback and Support
Fennrys: Markam Relisan, Metamorph
Skynet: DM for Fennrys and Hummie This content is continually being improved upon and
Miri: Miriketh, Bronze Scion | Brightwing, Planar Genesis expanded. If you have played it, seen it played, or DM'ed for it,
Zorya, Emerald Sibilant please feel free to take the survey, or if you'd like, you can
Atrox_Primus: Zulidar, Black Juggernaut | Noxidrio, support this work and buy me a coffee.
Green Dracolich
Ræin: Talon, Blue Arbiter The Demi-Dragon is unofficial Fan Content permitted under
winchbeef: Korialsza, Metamorph the Fan Content Policy. Not approved/endorsed by Wizards.
EdlerN: Gelzres, Blue Arbiter Portions of the materials used are property of Wizards of the
Thay: Pyrite, Metamorph Coast. ©Wizards of the Coast LLC.
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.

2
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
Age. A demi-dragon can live for roughly four hundred fire for your Dragon's Breath feature.
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 Class Features
Armor Class equals 10 + your Constitution modifier + your
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 Proficiencies
order to wear armor, you must have it specially constructed,
costing twice the normal rate. Armor: None
Natural Weapons. You have access to an arsenal of Weapons: None
natural weapons. These natural weapons count as martial Tools: None
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
attack with your claw, you can use your bonus action to make
OUR TALE TOLD OF RUIN
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.

3
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
assorted shiny valuables worth 2d4 x 5 gp choose demi-dragon as one of your classes.
(a) a scholar's pack, (b) a priest's pack, or (c) an explorer's Ability Score Minimum. As a multiclass character, you
pack. Packs take the form of modified saddlebags must have at least a Strength score of 13 to take a level in
an item from before your transformation. Determine this this class, or to take a level in another class if you are already
item for yourself, or use the table below a demi-dragon.
Proficiencies Gained. If demi-dragon isn't your initial
d6 Item of Personal Significance class, you gain the demi-dragon racial traits when you take
1 A pair of adjusted spectacles 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
making an attack roll with one. To sustain your new form, you have developed an innate
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
in the area you chose must make a saving throw against your 2nd-level and higher demi-dragon feature
Dragon Spark save DC. A creature takes 2d8 damage of the Your wings can slow your fall. As a reaction you can take
chosen type on a failed save, or half as much damage on a when falling while you aren't prone, you can spread your
successful one. The type of saving throw depends on the wings and glide, slowing your rate of descent to 20 feet per
damage type you chose as shown in the table below. round. While gliding, you can as part of your movement move
The damage and range of this feature increase as you gain up to 40 feet in any horizontal direction, or dive straight
demi-dragon levels, as shown in the Dragon's Breath Damage down. When you land, you take no falling damage and can
and Range columns of the Demi-Dragon table. You can use land on your feet. You can also start gliding by expending at
this feature twice, and regain all uses of it after finishing a least 10 feet of movement as part of a high jump.
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.

5
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
normal. You can rid yourself of the curse after fulfilling its 4th-level and higher demi-dragon feature
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
yourself to. Choose between the Embodiment of the 5th-level demi-dragon feature
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
5th-level demi-dragon feature
BLESSED BLOOD THUNDERS You can attack twice, instead of once, whenever you take
the Attack action on your turn.

6
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
11th-level demi-dragon feature their strength from is adaptable and expressive, manifesting
Raw draconic vitality empowers you. Your Strength, uniquely in body and behavior.
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
13th- and 17th-level demi-dragon feature wade into battle, using their multiple limbs to tear their
Your strikes leave your foes broken and crippled. Once on enemies down with their powerful natural weapons.
each of your turns if you deal damage to a target with at least Fury
two attacks, the target takes an additional 1d6 damage of the 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.
At 17th level, the damage increases to 3d6. which are fueled by a resource called fury.
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 four 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.
15th-level demi-dragon feature Saving Throws. Some of your maneuvers require your
You have a stubborn persistence in the face of adversity. target to make a saving throw to resist the maneuver’s effects.
You gain proficiency in Charisma saving throws. If you The saving throw DC is calculated as follows:
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
7
Demi-Dragon Part 1 | Class
By Any Means Skylaunch (1). As a bonus action, you launch 15 feet
3rd-level Juggernaut feature upwards without provoking opportunity attacks. Creatures
Your horns and wings are alternative means of attack that up to one size category larger than you that are within 5
are used as part of many of your maneuvers. These natural feet of you must succeed on a Strength saving throw or be
weapons count as simple melee weapons for you, and you are knocked prone by a powerful gust of wind as you launch.
proficient with them. You can use them to make melee You remain airborne until the start of your next turn or
weapon attacks, and you add your Strength modifier to the until you are incapacitated.
attack and damage rolls when you attack with them. Your Suppressing Gale (1). As a bonus action, you blast gusts of
horns deal 2d4 piercing damage. Your wings deal 1d4 wind at your surroundings. Creatures up to one size
bludgeoning damage. When you take the Attack action to category larger than you within 30 feet of you must spend 2
attack with your claw or wing, you can use your bonus action feet of movement for every 1 foot when moving closer to
to make an additional claw or wing attack. you. The gale disperses gas or vapor, and extinguishes
candles, torches, and smaller unprotected flames in the
Tenacious Assault area. This effect lasts until the start of your next turn, until
6th-level Juggernaut feature you become incapacitated, or until you choose to end it
A fervor burns within you to enact your fury upon your early (no action required).
enemies. When you make an attack as a part of a maneuver, Thieving Talons (1). As a bonus action, make an attack with
you have advantage on the attack roll. your wings. On a hit, the target must succeed on a Strength
saving throw or drop one item of your choice that it's
Unwavering Combatant holding. The object lands at its feet.
10th-level Juggernaut feature Brutal Dive (2). As a bonus action that you can take while
You embrace challenge. You gain the following benefits: gliding or flying, you dive up to your Glide & Fly speed
Fearless. You have advantage on saving throws you make directly downwards. If you move at least 30 feet during
to avoid or end the frightened condition on yourself. your dive, choose one creature up to one size category
Heat of Battle. Whenever you roll initiative, you gain larger than you that is within melee range. The creature
temporary hit points equal to your demi-dragon level. These must make a Strength saving throw. On a failed save, the
temporary hit points last for 1 minute. target is knocked prone. As part of the same bonus action,
you can then immediately make a bite attack against the
Anvil of Will creature.
17th-level Juggernaut feature Defiance (2). As a bonus action, you steel yourself against all
Combat is the anvil of will, and you are its hammer. When a attackers. Until the start of your next turn, you gain
creature succeeds on a saving throw against one of your resistance to all damage.
demi-dragon class features, you can force it to reroll. It must Fearsome Wound (2). As a bonus action, make an attack
with your claws. On a hit, the target is wounded and will
use the new roll. Once you use this feature, you can't do so bleed for an additional 1d6 damage at the end of its next
again until you finish a long rest. turn. Additionally, it must make a Wisdom saving throw. On
Maneuvers a failed save, it is frightened of you until the end of its next
turn.
Bolstering Roar (1). As a bonus action, you bolster the Reprisal (2). When a creature misses you with a melee
conviction of your companions. Each creature of your attack, you can use your reaction to make a horn attack
choice other than yourself that is within 20 feet of you and against the creature. On a hit, the creature must succeed
which can see or hear you gain a Bolster die, a d4. Once on a Constitution saving throw or be unable to take
within the next 10 minutes, the creature can roll the die reactions until the start of its next turn.
and add the number rolled to one saving throw it makes. Rising Wing (2). As part of the Attack action, you can replace
The creature can wait until after it rolls the d20, but must one attack you make with a special wing attack against a
decide before the DM says whether the roll succeeds or target. On a hit, the target must make a Strength saving
fails. Once the Bolster die is rolled, it is lost. A creature can throw if it's a creature that is up to one size category larger
only have one Bolster die at a time. than you. On a failure, you knock the target 20 feet
Hammering Lunge (1). As a bonus action, make an attack upwards. At your option, you can choose to prevent the
with your horns against a target. You can choose to move target from falling until the end of your turn.
up to 10 feet without provoking opportunity attacks before Battering Ram (3). As an action, you can move up to your
you make this attack. speed as you charge in a straight line, during which you
Launch Ally (1). As a bonus action, choose a friendly can enter other creatures' spaces and creatures have
creature within 5 feet of you that is the same size category disadvantage on opportunity attacks against you. While
as you or smaller. That creature can use its reaction to let charging, you can make a number of horn attacks as if you
you launch it to an unoccupied space you can see within a had taken the Attack action. One creature that is up to one
number of feet of it equal to twice your Strength score. size category larger than you and which you hit must
Lockjaw (1). As part of the Attack action, you can replace one succeed on a Strength saving throw or be pushed forward
attack you make with a special bite attack against a target. to the end of your charge. If the target ends its movement
On a hit, the target must make a Strength saving throw if adjacent to another creature or a solid object, both the
it's a creature that is up to one size category larger than pushed target and the creature or object take bludgeoning
you. On a failure, it is grappled. damage equal to 2d6 + your Strength modifier. This
maneuver deals double damage to objects and structures.
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Demi-Dragon Part 1 | Subclasses
Tail Sweep (3). As a bonus action, make a tail attack against While in overdrive, once per round on your turn you can
up to two targets, both of which must be within your reach. choose one of the following effects to activate (no action
Roll separately for each. If the attack hits, a target must required).
make a Strength saving throw if it's a creature that is up to
one size category larger than you. On a failed save, a target Grab. If you hit a creature that is no more than one size
is pushed 15 feet away from you. larger than you with a weapon attack, you can choose to
Wrath (3). As a bonus action, make a claw attack against force the creature to make a Strength saving throw
each creature of your choice within 5 feet of you. against your Behemoth save DC. On a failed save, the
Wrest Magic (3). When a spell effect which you are aware of creature is grappled by you.
passes within 60 feet of you, you can use your reaction to Trampling Push. You can attempt to move into the space
redirect it to yourself, becoming the target of the effect. If of creatures smaller than yourself, treating that space as
the effect creates an area, it is centered on you. If it difficult terrain. When you do, the creature must make a
requires you to make a saving throw, you have advantage Strength saving throw against your Behemoth save DC.
on it. After the effects of the spell are resolved, you regain On a failure, you push the creature 5 feet away from you.
hit points equal to twice the level of the spell + your On a success, you cannot move into that creature's space
Constitution modifier. You can't target spells with a range for that turn. On your turn when you activate this ability,
of touch or self. you have a number of charges equal to your Strength
modifier, and expend a charge for each creature you
attempt to push. You can continue to push a creature that
WARRING AGAINST OUR KIN has failed its saving throw, expending a charge for every 5
feet you push the creature.
Guarding Wings. Until the start of your next turn, you
Embodiment of the Behemoth and creatures of your choice within 5 feet of you are
protected by half cover. Your cover protects from danger
Some dragons rely on brute strength and unyielding vitality from all sides, except from below. If a creature moves
to survive in a world that means them ill. Such dragons use within 5 feet of you while this ability is active, you can
their size and tenacity to shrug off deadly attacks, cause choose to extend this benefit to them.
upheaval by their very presence, and manhandle their foes
with their natural strength. You can go into overdrive a number of times equal to your
proficiency bonus, and you regain all expended uses of it
Lumbering Behemoth when you finish a long rest.
3rd-level Behemoth feature
Your endurance and physical might are impressive to Hulking Beast
behold. You gain the following benefits: 6th-level Behemoth feature
You readily use your size and natural might to your benefit.
You gain proficiency in the Athletics skill. If you are The following options are available to you. You can use each
already proficient in it, you gain proficiency in one of the option once, and must then complete a short or long rest to
following skills of your choice: Acrobatics, Animal use that option again.
Handling, Intimidation, Perception, or Stealth.
You can carry one additional creature on your back, Earth-Shaking Stomp. As a bonus action while on the
provided that you are at least one size category larger than ground, you can make a powerful stomp. Each creature
each creature you carry. other than yourself within 30 feet of you that is in contact
with the ground must make a Dexterity saving throw
Some of your archetype features require your target to against your Behemoth save DC. On a failure, a target is
make a saving throw to resist the feature's effects. The saving knocked prone.
throw DC is calculated as follows:
Behemoth save DC = 8 + your proficiency
bonus + your Strength modifier
Natural Overdrive
3rd-level Behemoth feature
As a bonus action, you enhance your natural might by
boosting the magical power of your dragon spark into
overdrive. Your overdrive lasts for 1 minute and grants you
the following benefits:
If you are smaller than Large, you become Large, along
with anything you are wearing. If you lack the room to
become Large, your size doesn't change.
You have advantage on Strength checks and Strength
saving throws.
You gain temporary hit points equal to your demi-dragon
level + your Constitution modifier.
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Demi-Dragon Part 1 | Subclasses
Challenging Roar. As a bonus action, you let out a defiant Embodiment of the Shadestalker
roar. Each creature of your choice that is aware of you and
within 60 feet of you is forced to make a Wisdom saving Some demi-dragons are rejected or feared by those around
throw against your Dragon Spark save DC. On a failed them, and learn to rely on tricks and subterfuge.
save, that target has disadvantage on any attack roll that Shadestalkers outmaneuver their enemies with predatory
isn't against you for 1 minute, but only while you are in the ambushes before vanishing into the night, striking only when
target's line of sight. The target can repeat the saving they have the advantage.
throw at the end of each of its turns.
Feast. As a reaction that you can take when a creature Umbral Lunge
within 5 feet of you which is at least one size category 3rd-level Shadestalker feature
smaller than you is reduced to 0 hit points, you devour the You can become a shade and dart forward. Once on each of
creature whole. If the creature isn't a construct, ooze, or your turns while you aren't grappled, incapacitated, or prone,
undead, you regain a number of hit points equal to your you can choose an unoccupied space which you can see
demi-dragon level. If the creature was carrying any within 15 feet of you. You can act as if you occupy that space,
magical items, you harmlessly disgorge them during your instead of your own. Shadows pull you back and end the
next short or long rest. 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
Overpowering Force your speed to 0 during the lunge, you instead move to the
6th-level Behemoth feature space.
You understand well to push the world harder than it
pushes back. When you hit with a natural weapon attack Keen Predator
against a target that is frightened, grappled, incapacitated, 3rd-level Shadestalker feature
prone, or restrained, you gain a +2 to the damage roll. Predatory instincts awaken in you. You can use your
Additionally, creatures under any of those conditions have Charisma modifier in place of your Dexterity modifier when
disadvantage against your Dragon's Breath saving throw. making Dexterity checks and Dexterity saving throws.
Additionally, you gain blindsight out to 10 feet. When you
Frightful Display gain Eye of the Dragon, this range increases to 20 feet.
10th-level Behemoth feature
A mere glance can terrify your foes. When you use your Shade Veil
Feast feature, choose one creature within 60 feet of you that 6th-level Shadestalker feature
can see you. That creature must succeed on a Wisdom saving You can create an area of sheltering shadows. As a bonus
throw against your Dragon Spark save DC or be frightened of action, you choose a point within your Cone Range from
you for 1 minute. The creature can repeat the saving throw at which spreads a 15-foot cube of magical darkness. The
the end of each of its turn, ending the effect on a success. darkness spreads around corners, a creature with darkvision
can't see through the darkness, and nonmagical light can't
Wounded Defiance illuminate it. The darkness lasts for 1 minute, or until you
10th-level Behemoth feature choose to dismiss it early as a bonus action. You can use this
You only grow more steadfast in the face of danger. If you feature three times, and must then complete a short or long
have no more than half your hit points left, bludgeoning, rest before you can use it again.
piercing, and slashing damage that you take from nonmagical
attacks is reduced by an amount equal to your Constitution Fade and Ambush
modifier (minimum 1). 10th-level Shadestalker feature
You vanish and reappear abruptly. Immediately after
Earthshaker ending your turn, you can take the Hide action as a reaction.
17th-level Behemoth feature Additionally, whenever you hit with a melee weapon attack
The upheaval of your presence sends your foes tumbling. which you had advantage on, the target of your attack must
Each creature of your choice that is your size or smaller make a Wisdom save against your Dragon Spark save DC.
which starts their turn within 10 feet of you must succeed on On a failure, the target becomes frightened of you for 1
a Dexterity saving throw against your Behemoth save DC or minute. The target can repeat the saving throw at the end of
fall prone. each of its turns. A target that succeeds on this save is
Additionally, when you use your Earth-Shaking Stomp immune to this effect for the next 8 hours.
feature, each creature of your choice which fails their saving
throw against the effect takes bludgeoning damage equal to Blood and Shade
1d6 + your Strength modifier. 17th-level Shadestalker Feature
Shadows cling to you as you burst from concealment, and
when you strike, you leave your enemies bleeding and
crippled. If you start your turn while heavily obscured or
GLORY IN EVERY FACET hidden, you become invisible until the end of your turn.
Additionally, the speed reduction of your Rend and Ruin
lasts for 1 minute.
EACH ASPECT DISTINCT
10
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 with a new flair, wielding steel weaponry to speeds each increase by 20.
decimate hordes of foes. Normally impractical to a grounded Additionally, when you use Wing Surge, your speed can't
dragon, such weapons taken on a different characteristic be reduced in any way until the start of your next turn.
when swung from the air, giving the appearance of a brutal
aerial dance of flashing steel and beating wings. Embodiment of the Sibilant
Wing Surge Sibilants are psionic manipulators who prefer to quietly and
3rd-level Skyterror feature selectively influence those around them in their own favor,
You are swift on the wing. As a bonus action, you can whispering unassuming suggestions that play into their
immediately move up to half your Glide & Fly speed in a plans. A sibilant will compel their foes to step right into the
direction of your choice without provoking opportunity path of their elemental breath without them even realizing.
attacks, and immediately start gliding. Until the start of your
next turn, Glide's rate of descent slows to 0 feet per round, Sibilant Mind
and you can can hover in place. You can use this feature a 3rd- and 10th-level Sibilant feature
number of times equal to your proficiency bonus, and must Your psionic mind lets you manipulate those who surround
finish a short or long rest until you can use it again. you, or protect yourself from attackers. As a bonus action, you
gain one of the following benefits which lasts until you
Draconic Armory choose the other option:
3rd-level Skyterror feature Beckoning Influence. When you spend your action to
You have learned that you merely need the right angle of take the Attack, Dodge, or Dragon's Breath actions, you
approach when using manifactured weaponry. You gain can nudge the mind of another creature that you can see
proficiency with simple and martial weapons. While you are within 60 feet of you as part of that action. The creature
gliding or flying, Mythic Build does not impose disadvantage must succeed on a Wisdom saving throw against your
on attacks made with weapons that have the ammunition or Dragon Spark save DC or immediately move up to 10 feet
two-handed property. Additionally, you gain the following in a direction of your choosing. This movement doesn't
benefits: provoke opportunity attacks, and occurs before your
Whirling Destruction. Whenever you move at least 10 feet action. A creature can willingly fail this save. At 10th level,
in a straight line, you can add your Charisma modifier to the you can influence up to two different targets.
damage roll of one weapon attack you make with a martial Bolstering Backlash. As a reaction when a creature
melee weapon which you are wielding and which lacks the forces you to make a saving throw, you can choose to lash
Reach property before the end of that turn. out at the offender with your mind. The creature takes 1d4
Unerring Momentum. When you make an attack with a psychic damage. You gain a bonus to your saving throw
martial melee weapon which you are wielding, which has the equal to the damage dealt. At 10th level, the damage
Reach property, and which deals slashing or piercing increases to 1d8.
damage, you can add 1 to the damage roll (maximum of twice
your proficiency bonus as extra damage) for every 5 feet you
move in a straight line before making the attack.
Dragon Sight. Whenever you make a ranged weapon
attack, you can use your Strength modifier in place of your
Dexterity modifier for the attack and damage rolls.
Dive and Soar
6th-level Skyterror feature
Your momentum is your greatest asset. Once during each
of your turns, you can activate one of the following benefits
(no action required):
Dive. While you are gliding or flying, you can dive straight
down a number of feet equal to half your Glide & Fly Speed
without expending movement.
Soar. When you make a melee attack against one creature
of your choice, you don't provoke opportunity attacks from
that creature for the rest of the turn, whether you hit or not.
Aerial Acrobatics
10th-level Skyterror feature
You are both elegant and devious in your maneuvering.
When you use Wing Surge, you gain advantage on Dexterity
saving throws and your AC increases by 3 until the start of
your next turn.
11
Telepathic Embodiment of the Scion
3rd-level Sibilant feature
You can speak telepathically to any creature you can see Scions are demi-dragons who commit themselves fully to
within 60 feet of you. Your telepathic utterances are in a dragonkind. The purity of their elemental spark makes them
language you know, and the creature understands you only if nearly indistinguishable from true dragons, inheriting their
it knows that language. Your communication doesn't give the most iconic traits. Scions dedicate themselves to a specific
creature the ability to respond to you telepathically. draconic bloodline from which they draw their power.
Clarity of Thought Bloodline Heritage
6th-level Sibilant feature 3rd-level Scion feature
Your careful planning and disciplined thoughts leave no You grow closer to one of the fifteen draconic bloodlines,
room for error. You cannot be charmed. Additionally, taking on the physical appearance of a dragon of that type.
whenever you start your turn with no hostile creature within Choose a dragon type from the table below. The type chosen
5 feet of you, you can add your Charisma modifier to one must match the damage type you chose for Dragon's Breath.
damage roll you make before the end of your turn. You gain a climbing, swimming, or burrowing speed
depending on your choice. If you choose Silver, you instead
Obfuscate Consciousness gain the Silver Mist morph, detailed under the Embodiment
6th-level Sibilant feature of the Metamorph.
You can infiltrate the minds of others to change how they If you gain a climbing speed, it is equal to your walking
see you. As a bonus action, choose a creature within 120 feet speed and you suffer no ill effects from high altitudes. If you
of you that you are aware of. The creature must succeed on a gain a swimming speed, it is equal to your walking speed and
Wisdom saving throw or become charmed by you for 10 you can breathe both air and water. If you gain a burrowing
minutes. Additionally, you alter the creature's perception of speed, it is equal to half your walking speed and you can
you, choosing from the following secondary effects: tunnel through loose dirt, gravel, and similar materials, but
not through solid materials. If you burrow at half speed, you
You appear to the target as a completely different creature can reinforce your tunnel as you move, letting others safely
of your choice, looking and sounding as you determine. pass through—otherwise it slowly collapses behind you.
You erase yourself from the target's vision. The target
treats you as if you were invisible. Damage
You appear to the target as a haunting vision. The target is Dragon Type Speed Ardent Gift
frightened of you and deafened to all around it save you. Black Acid Swim Acid Barrage
If the charmed target takes any damage, the charm ends, Blue Lightning Burrow Lightning Lance
but the secondary effect persists for the remaining duration. Green Poison Swim Beguiling Miasma
You can use this feature twice, and must then finish a short or
long rest to use it again. Red Fire Climb Fiery Eruption
White Cold Burrow or Freezing Mist
Overwhelming Desolation Swim
10th-level Sibilant feature
Amidst the destruction of your elemental breath reigns Brass Fire Burrow Fiery Eruption
confusion. When you use your Dragon's Breath feature, you Bronze Lightning Swim Lightning Lance
can use your bonus action to psionically overwhelm one
target that failed its save against your Dragon's Breath. That Copper Acid Climb Acid Barrage
creature must make a Wisdom saving throw against your Gold Fire Swim Fiery Eruption
Dragon Spark save DC or be incapacitated until the end of
their next turn. Silver Cold Silver Mist Freezing Mist
Amethyst Force Swim Spatial Echo
Dominion of Perception
17th-level Sibilant feature Crystal Radiant Burrow or Scintillating
You leave a web of altered perception in your wake. When Climb Radiance
you use Obfuscate Consciousness, you can choose to Emerald Psychic Burrow Delusion Zone
concentrate (as if on a spell) for up to 1 hour afterwards.
While concentrating in this manner, you can use Obfuscate Sapphire Thunder Burrow or Thunderous
Consciousness at will, but cannot target the same creature Climb Disruption
more than once. Topaz Necrotic Swim Desiccating Aura

OUR FORGOTTEN GOD SUNDERED IN MIRROR HALVES


FACING THEIR OPPOSITE IN DEFIANCE OF OLD UNITY
12
Demi-Dragon Part 1 | Subclasses
Ardent Gift Fiery Eruption. As an action, you lob a ball of fire at a square
3rd- and 6th-level Scion feature that you can see within the range of your Line Range,
You inherit the unique properties of your bloodline's fabled which explodes into a 5-foot-wide, 20-foot-tall cylinder of
powers. Depending on your Bloodline Heritage, you gain a flames. Each creature in the eruption's area must make a
unique draconic ability. You can use this feature once, and Dexterity saving throw against your Dragon Spark save DC
regain the ability to do so once you finish a short or long rest. or take fire damage equal to twice the damage dice of your
At 6th level, you can use this feature twice. Dragon's Breath Damage on a failed save, or half as much
Each Ardent Gift uses the numbers listed in the Dragon's of the total damage on a successful one.
Breath Range column of the Demi-Dragon class table, and Freezing Mist. As an action, you breathe a freezing mist
increases in range as you gain levels. It uses the specified line forth, which fills a cylinder equal in height and width to
or cone regardless of what you chose for Dragon's Breath. your Cone Range, centered on a point within range of your
Line Range. The mist spreads around corners, and its area
Acid Barrage. As an action, you launch bursts of acid at up to is lightly obscured. Each creature other than you in the
3 nearby targets that you can see and which are within a mist when it appears or which ends its turn in the mist
number of feet equal to your Line Range. Make a ranged must make a Constitution saving throw against your
spell attack with your Dragon Spark against each target. Dragon Spark save DC or take cold damage on a failed
On a hit, the target takes acid damage equal to your save or half as much damage on a successful one. The
Dragon's Breath Damage. damage follows the progression of your Dragon's Breath
Beguiling Miasma. As a bonus action, you breathe forth a Damage, but using d4s in place of d8s. The mist lasts until
vaporous poison, which billows around one creature you the start of your next turn.
can see that is within the range of your Line Range. The Lightning Lance. As a bonus action, your breath forms a
creature must succeed on a Wisdom saving throw against beam of crackling energy between yourself and a target
your Dragon Spark save DC or become charmed by you for within the range of your Line Range, creating a sustained
1 minute. If the charmed target takes any damage, it can arc of lightning. Make a ranged spell attack with your
repeat the saving throw, ending the effect on a success. Dragon Spark against that creature. On a hit, the target
While charmed in this way, the target is poisoned. At the takes lightning damage, and on each of your turns for up to
end of the charmed creature's turn, every creature of your 1 minute thereafter, you can use your bonus action to
choice within 5 feet of the charmed creature must succeed automatically deal further lightning damage to the target.
on a Constitution saving throw against your Dragon Spark The damage follows the progression of your Dragon's
save DC or become poisoned until the start of the charmed Breath Damage, but using d4s in place of d8s. The effect
creature's next turn. ends if you use your bonus action to do anything else. The
Delusion Zone. As an action, you craft a shared delusion in effect also ends if the target is ever outside the range of
the mind of each creature in a radius equal to your Cone your Line Range or if it has total cover from you. While the
Range, at a location you choose within your Line Range. effect lasts, your bite attacks deal lightning damage instead
When a creature moves into the area of the delusion or of the piercing damage normal for a bite attack.
starts its turn there, that creature must succeed on a
Wisdom saving throw against your Dragon Spark save DC
or be affected by the delusion until the start of their next
turn. While caught in the delusion, a creature is convinced
that it is surrounded by illusory shapes. Each time the
creature makes an attack while the effect lasts, you roll a
d20 to determine whether the attack instead targets one of
your illusory shapes. If you roll an 11 or higher, you force
the creature to instead attack and destroy one of your
illusory shapes. You have a number of illusory shapes equal
to your proficiency bonus, and your delusion lasts for 1
minute or until you have no illusory shapes left. While the
effect lasts, you can move the delusion up to 30 feet as a
bonus action.
Desiccating Aura. As an action, you fill yourself with
withering energy for 1 minute. You gain an aura equal in
radius to your Cone Range. Each creature of your choice
that moves into the aura's area for the first time on a turn
or starts its turn there is afflicted by your baleful presence
until the start of their next turn. Whenever an afflicted
creature makes an attack roll or a saving throw, the target
must roll a d4 and subtract the number rolled from the
attack roll or saving throw.

CHOSEN OF THE CREATOR


13
Demi-Dragon Part 1 | Subclasses
Scintillating Radiance. As a bonus action, you grant yourself Mirage Synthesis. When you create your Delusion Zone, you
and each creature of your choice within a diameter of can choose to include additional illusory effects. At an area
yourself equal to your Cone Range a number of temporary of your choice within the delusion, you create a silent
hit points equal to your demi-dragon level + your image that does not require your concentration and which
Constitution modifier. These temporary hit points last for 1 lasts until the delusion ends. Each time you move your
minute. delusion, you can choose to change the appearance and
Spatial Echo. As a bonus action, you manifest a dimensional position of the silent image, but it must always be within
projection of yourself in an unoccupied space that you can the area of the delusion.
see within your Line Range. The echo looks like a magical Withering Presence. You can now choose to activate your
shimmering purple image of you. The echo lasts until it is Desiccating Aura as a bonus action. Additionally, any
destroyed or until one minute has passed. Your echo shares creature that is afflicted by your aura can't regain hit
your AC and saving throws, has hit points equal to twice points.
your demi-dragon level, and immunity to all conditions. It is Explosive Departure. When you use Fiery Eruption, you can
the same size as you, and occupies its space. Whenever use your bonus action to take flight and launch yourself 15
you move during your turn, you can choose to move feet into the air. This movement doesn't provoke
yourself or the echo, expending 5 feet of your movement opportunity attacks.
for each 5 feet you move the echo. The echo shares your Glacial Chill. Creatures that fail their saving throw against
senses, and you experience what it sees and hears (no your Freezing Mist have their speed halved until the end of
action required). You can use the echo in the following their next turn.
ways: Sweeping Lightning. As a reaction when Lightning Lance
When you take the Attack or Dragon's Breath actions on misses its initial target or would end, you can redirect the
your turn, you can choose to treat any attack or breath beam of lightning to another target. Make a Dragon Spark
exhalation you make with that action as originating from attack against a different target that is within range. On a
your space or the echo's space. You make this choice for hit, the target takes no damage, but becomes the new
each attack. target of your Lightning Lance. Once you use your reaction
When a creature that you can see moves away from your in this way, you can't do so again until you initiate Lightning
echo, you can treat the reach of your natural weapons as if Lance again.
you were in the echo's space, and you can use your Light Burst. When you activate your Scintillating Radiance,
reaction to make an opportunity attack against that each creature of your choice within its range must succeed
creature. on a Dexterity saving throw or be blinded until the end of
Thunderous Disruption. As a bonus action, you launch a their next turn.
thunderous detonation of sound that can be heard up to Dimensional Reversal. At the end of your turn while your
100 feet away at one creature you can see within your Line Spatial Echo lasts or immediately when it is destroyed or
Range. The creature must succeed on a Constitution expires, you can choose to instantaneously swap position
saving throw against your Dragon Spark save DC or take with the echo (no action required).
thunder damage and be incapacitated until the end of its Awesome Shockwave. When a creature fails its saving
next turn. On a successful saving throw, a creature takes throw against your Thunderous Disruption, it is
half the damage and isn't incapacitated. The damage additionally stunned until the end of its next turn, and you
follows the progression of your Dragon's Breath Damage, can choose to push it up to 10 feet away from you.
but using d4s in place of d8s. Elemental Suffusion
Ardent Focus 10th-level Scion feature
6th-level Scion feature You've grown fully attuned to your bloodline. You are
You've learned how to get the most out of your Ardent Gift. immune to the damage type you chose for Dragon's Breath.
Depending on your Bloodline Heritage, you gain the Frightful Roar
following benefit: 17th-level Scion feature
Corrosion. Before the end of your next turn, the next attack Your heritage lets you inspire fear in those around you. As a
roll made against each target hit by your Acid Barrage has bonus action, each creature of your choice that is aware of
advantage. you and within 60 feet of you is forced to make a Wisdom
Induce Torpor. As an action while a target poisoned by your saving throw against your Dragon Spark save DC. On a failed
Beguiling Miasma is within 10 feet of you, you can force save, a target becomes frightened of you for 1 minute. You
the target to make a Constitution saving throw against your can use this feature once, and regain the ability to do so after
Dragon Spark save DC or be rendered unconscious for up finishing a long rest.
to 1d4 hours. If the unconscious creature takes any
damage, it wakes up.

FIND YOUR BELONGING AS SHARD RULER


INHERITOR OF A WORLD TAKEN FROM OUR GRASP
14
Demi-Dragon Part 1 | Subclasses
LISTEN TO THE ECHO
OF THE OLD SONG OF
CREATION CONCORDANCE
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 Bestow Grace
bonus action when you use Dragon's Breath, you can anoint 10th-level Ascetic feature
yourself or one creature in your breath's area with your Your Dragon Spark can bond your breath to a creature.
elemental might. The target takes no damage from your When you use Imbue Breath, you can additionally grant the
Dragon's Breath as your elemental energy harmlessly swirls target one of the following additional effects:
around it. Once per turn when the creature deals damage, Gift of Flight. Your gifted breath forms a pair of wings
they can choose to deal an additional 2d4 damage. The extra shaped by elemental power. While the benefit lasts, the
damage is of the same type as your Dragon's Breath, and target of your Imbue Breath gains a flying speed of 40
while imbued with your breath, the target has resistance to feet. If you target a creature that already has a flying
that damage type. These effects last for 1 minute. speed, it instead increases by 20 feet.
You can use this feature twice, after which you must finish Crown of the Irrepressible. Your gifted breath forms a
a short or long rest to use it again. At 13th level, you can use set of horns shaped by elemental power upon the target's
it three times before a rest. brow. While the benefit lasts, the target of your Imbue
Disciple's Meditation Breath gains a bonus to their saving throws equal to your
3rd-level and higher Ascetic feature Charisma modifier (minimum 1).
You can focus your Dragon Spark to mend wounds. If you Sage Wisdom
or one other creature of your choice regains hit points by 10th-level Ascetic feature
spending Hit Dice at the end of a short rest, the target You become a conduit for the teachings of dragon sages. At
regains an extra 2d6 hit points. The extra hit points increase the end of a short rest, the target of your Disciple's Meditation
to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 17th level. can ask one question that can be answered with a yes or no.
Anointed Blessings The sages speak through you, and give a correct answer for
6th-level Ascetic feature the question. The DM provides the answer.
The gift of your breath imbues greater boons. When you The sages aren't omniscient, so you might receive
use Imbue Breath, you can additionally grant the target one "unclear" as an answer if a question pertains to information
of the following additional effects: that lies beyond their knowledge. In a case where a one-word
answer could be misleading or contrary to the sages'
Bravery of the Venerated. Your gifted breath takes the teachings, the DM might offer a short phrase as an answer
form of a symbol of protection. While the benefit lasts, the instead.
target of your Imbue Breath is immune to being frightened
and gains temporary hit points equal to your Charisma Ineffable Paragon
modifier (minimum 1) + your Proficiency bonus at the 17th-level Ascetic feature
start of each of its turns. Your selfless dedication has exalted your being. Choose
Might of Dominion. Your gifted breath flows and shapes one of the effects from Anointed Blessings or Bestow Grace.
with the gesture of its wielder. Once per turn while the You gain the chosen effect permanently. You can change your
benefit lasts, when the target of your Imbue Breath deals choice each time you finish a short or long rest.
damage to a creature, they can choose to deal additional
elemental damage equal to your Charisma modifier
(minimum 1) to every creature of their choice within 5 feet
of the initial target. The damage type is the same as your
Dragon's Breath.
IN BREATH FIND PEACE
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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
Whenever you gain a level in this class, you can replace one 3rd-level Arbiter feature
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
remains bound for up to 8 hours if not unleashed, after which
WITH EVERY HEARTBEAT the effect dissipates. You can only bind spells that normally
take an action, bonus action, or reaction to cast, and which
are of a spell level which your Arbiter level allows you to cast.
YOUR STRENGTH GROWS You can use this feature once, and you must finish a long
rest before you can use it again.
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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, but is also subject to the same
restrictions. When you designate an item, choose from the
following benefits to apply to it:
Reach of the Hoard. The centerpiece item takes the form
of a melee weapon, a rod, a large gemstone, a collection of
coins, or some other perilous object. You can magically float
the centerpiece item while it remains within 20 feet of you,
and you can use it to make melee weapon attacks. It counts
as a natural melee weapon for you, and you add your
Charisma modifier to the attack and damage rolls when you
attack with it. The centerpiece item deals 2d6 damage of a
Dragonweave type determined by the DM and has a reach of 20 feet, but
6th-level Arbiter feature cannot be used to make opportunity attacks. When you attack
The melding of body and the Weave of magic lies in your with the centerpiece item, you can optionally choose to
heritage. As a bonus action, you can call on your innate magic conjure a spectral copy of it as part of the attack.
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.
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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
3rd-level Fervent Hoarder feature to your new home. When you finish a long rest while resting
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
6th-level Fervent Hoarder feature or long rest, you can choose two of the features detailed in
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
centerpiece item is moved from within the range of the
established lair, until you manifest a new lair, or until you die. CONTESTED MORTAL REALM
18
Demi-Dragon Part 1 | Subclasses
Embodiment of the Metamorph Remake Self
10th-level Metamorph feature
Metamorphs learn to master and manipulate the secrets that You can remake yourself from the ground up. As part of a
drove their initial transformation. They can reshape their long rest, you can choose to undergo a metamorphic ritual,
own bodies, adapting themselves to overcome the challenges during which you cocoon yourself as you rework the nature of
that are brought on by their surroundings, solve practical your being. This allows you to change your past choices.
problems, enhance their draconic nature, or to express Change each of the following to your liking:
themselves freely by taking on fantastical traits of their Dragon's Breath Damage Type: acid, cold, fire, force,
choosing—such as by imitating the brightly-colored feathered lightning, necrotic, poison, psychic, radiant, or thunder.
wings of the coatl, or the flowing mane of a ki-rin. Dragon's Breath Area Effect: line or cone
Adaptive Morph Elemental Adaptation Damage Type: acid, cold, fire,
3rd-level and higher Metamorph feature force, lightning, necrotic, poison, psychic, radiant, or thunder.
Your form is an ever-shifting canvas, constantly changing to Eye of the Dragon Proficiency: perception or
reflect your circumstances. investigation
Morphs. You learn three morph categories of your choice, Upon completing the ritual, any ability score damage, scars
which are detailed under "Morphs" below. suffered, or limbs lost are restored. Once initiated, the ritual
You learn two additional morph categories of your choice at can't be interrupted. You are helpless and unconscious for the
6th level, and one additional category at 10th and 17th level. full duration, and can only be stopped by an untimely death.
Each time you complete a long rest, you can choose to Essence of Change
replace one morph category you know with a different one. 10th-level Metamorph feature
Active Category. As part of a short or long rest, you You understand change like few others. Unless you choose
undergo a metamorphosis which grants you new benefits. to be affected, your form can't be changed against your will,
Choose one morph category that you know. The morph such as by the polymorph spell or a Medusa's Petrifying
category you choose becomes your Active category, granting Gaze.
you one of its two listed features (your choice). This morph
lasts indefinitely, or until you choose to change it again. Flawless Metamorphosis
Waning Morph. When you change your Active Category to 17th-level Metamorph feature
a different one, the morph you chose as part of that category You have nigh-total control over your transformation. You
becomes "Waning". You keep the benefits of the morph, but can retain one additional Waning morph, and when you
you are one step closer to forfeiting it. When you change your change morphs, you can choose to change each of your
Active category again, the effect of the previously Waning previously Waning morphs to any morph from any category
morph is lost, and the morph of your previously Active you know.
category becomes Waning. In this manner, you are always
gaining and discarding new effects. Morphs
Swift Adaptation Aid
3rd-level Metamorph feature Gold Luck. You harness the mystic fortuity of the gold
You can rapidly adjust to new surroundings. If you spend 1 dragon. Whenever you or an ally that you can see makes
minute in deep focus, you can assume a new morph from an attack roll, an ability check, or a saving throw, you can
among those you have learned. Choose a new Active Category choose to roll an additional d20. You can take this action
and one of its morphs, and discard old morphs as if you had after you roll the die, but before the outcome is
changed morphs during a rest. Once you use this feature, you determined. You choose which of the d20s is used for the
can't do so again until you finish a short or long rest. attack roll, ability check, or saving throw. You can use this
feature once, and regain the ability to do so after finishing
Twinned Adaptation a short or long rest.
6th-level Metamorph feature Sheltering Wings. Flexible armor plating grows across
Your morphs carry side effects with them. Whenever you your wings, allowing you to use them as shelter for your
choose an Active Category, you gain both the benefits listed in allies. When a creature you can see attacks a target other
that category. When you choose a new Active Category, you than you that is within 5 feet of you, you can use your
choose one morph from the previously Active Category to reaction to impose disadvantage on the attack roll.
keep as a Waning morph and one to discard.
Courage
Fueling the Transformation
6th-level Metamorph feature Ivory Charge. Your horns split into a branching crown of
Your form needs only a spark of energy to change entirely. antlers, capable of punching holes through hide and
When you use Devour Magic, or upon completing the goal of armor alike. You gain an antler natural weapon, which
your Resolution (see Optional Class Features), you can counts as a martial melee weapon for you. You can use it
additionally choose to immediately change your form. If you to make melee weapon attacks, with which you are
do, choose a new Active Category that you know and one of proficient. Your antlers deal piercing damage equal to 3d4
its morphs, and discard old morphs as if you had changed + your Strength modifier. If you move at least 10 feet in a
morphs during a rest. straight line during your turn, you gain advantage on the
first attack you make with your antlers.
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Demi-Dragon Part 1 | Subclasses
Warrior's Will. You adorn
your form with a symbol of
bravery and prepare yourself to
face opposition. You gain advantage
on Wisdom saving throws.
Cooperation
Draining Scales. You alter your scales
to siphon magical energy. Whenever you
are a target of any spell of 1st level or higher,
you gain temporary hit points equal to your
Constitution modifier (minimum 1) before the
spell's effects are resolved.
Silver Mist. You take on the aspect of the silver
dragon, and can walk on clouds. As a reaction that
you can take when you or another creature that is
Large or smaller within 60 feet of you falls, you can
create a cloud beneath the target as a reaction. The
cloud supports the creature's weight and can harmlessly
break their fall as if it were a physical object. As part of
creating the cloud, you can choose to have it immediately
move up to 10 feet up or down, where it will then float in
place for up to 1 hour, or until you create a new one.
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 Reverberating Roar. Your voice commands the attention
disadvantage imposed on attack rolls by Mythic Build. of your foes. As a bonus action, you can roar, inciting fear
Additionally, you gain proficiency with simple and martial and hesitation. Each creature of your choice within 20 feet
weapons as well as with two tools of your choice. You can of you are forced to make a Wisdom saving throw against
change your tool choices every time you finish a short or your Dragon Spark save DC. A target is unaffected if it
long rest. can't hear or see you. On a failed save, a target can't take
Disruption reactions until the start of your next turn. A creature that
succeeds on this saving throw is immune to your roar
Tunnel Wyrm. You gain a burrowing speed equal to half until the end of your next turn.
your walking speed. You can tunnel through loose dirt, Freedom
gravel, and similar materials, but not through solid
materials. If you burrow at half speed, you can reinforce Esoteric Ward. Runic glyphs carved across your body
your tunnel as you move, allowing others to pass through guard you against a variety of magics. You gain advantage
—otherwise your tunnel slowly collapses behind you. on all Intelligence, Charisma, and Strength saving throws
Additionally, as an action while burrowing, you can hollow against magical effects.
out a portion of space in the terrain into a 15-feet wide Veiled Wings. Your wings take on a new aspect. Your
and deep sinkhole. If the sinkhole connects to the surface, Glide & Fly speed increases by 10 feet, and you can take
it immediately collapses. Creatures caught in the area the Disengage action as a bonus action.
must succeed on a Dexterity saving throw against your
Dragon Spark DC or fall into the sinkhole and drop prone. Heritage
On a successful save, a creature can instead choose to Blasting Breath. Your elemental spark is always at the
move to the nearest available space without provoking ready. You can use your action to exhale a bolt of
opportunity attacks. If you spend 1 minute creating the elemental energy and spit it at a creature you can see
sinkhole, it will instead collapse when the first creature within a range of 120. Make a ranged spell attack using
that is Small or larger moves into its space. You can use your Dragon Spark. On a hit, the target takes 1d10 + your
this property twice, after which you must finish a short or Charisma modifier damage. The damage is the same
long rest before you can use it again. damage type as your Dragon's Breath. The number of
damage dice increases by one at levels 5, 11, and 17.

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Demi-Dragon Part 1 | Subclasses
Wyrm Tongue. Your suave voice is confident and
convincing. You have advantage on your choice of
Charisma (Deception) or Charisma (Persuasion) checks. STRENGTH IN YOUR
Additionally, you learn two languages of your choice. You
can change your choices every time you finish a short or
long rest. BONES LAYERED BY YEARS
Instinct
Skewering Quills. You develop clusters of sharp quills
White Cunning. You instill yourself with the primal along your limbs which you can fire in an arc at your foes.
awareness of the white dragon. You have advantage on You gain a quills natural weapon, which counts as a
initiative checks and you ignore non-magical difficult martial ranged weapon for you and which you are
terrain. proficient with. You can use them to make ranged weapon
Rending Jaws. Your jaw grows more powerful, and your attacks with a range of 60/120, and you add your Strength
fangs become serrated and cruel, capable of puncturing modifier to the attack and damage rolls when you attack
armor and rending flesh. When you hit with a bite attack, with them. Your quills deal 1d10 piercing damage. Hit or
the target suffers a -1 to AC for 1 minute. This effect can miss, one square occupied by the targeted creature is then
only be applied once per creature. filled with quills, and you can additionally choose two
squares within 5 feet of that square to also fill with quills
Might as your inaccurate bombardment harmlessly scatters
Driving Strikes. The tip of your tail develops a tough, across the area. Any creature that subsequently enters a
bony club, and the force of your blows leaves your square filled with quills must succeed on a Dexterity
enemies reeling. When you make a tail attack on your saving throw against your Dragon Spark save DC or stop
turn, your reach for it is 5 feet greater than normal. moving this turn and take 1 piercing damage. A creature
Additionally, when you deal damage to a creature twice on moving through the area at half speed doesn't need to
the same turn with any combination of natural weapons, make the save. You can use this attack a number of times
the creature must succeed on a Strength saving throw or equal to 1 + your Constitution modifier (minimum 1), after
be pushed 10 feet away from you. which you must finish a short or long rest to use it again.
Save DC = 8 + your proficiency Salvation
bonus + your Strength modifier Breath of Bolstering Essence. Your magical essence is a
Elemental Maw. Volatile energy fills your gullet. Once on wellspring of vitality waiting to be shared. As an action,
each of your turns when you hit with a bite attack, you you exhale revitalizing power unto a creature of your
deal an additional 1d6 damage of your Dragon's Breath choice within 10 feet of you, restoring a number of hit
damage type. points equal to your demi-dragon level. At your option, you
can expend one or more of your Hit Dice, up to half your
Navigation demi-dragon level. For each Hit Die spent in this way, roll
the die then add your Constitution modifier, and add the
Darting Predator. You adapt to better surprise your foes result to the total amount of hit points you restore to the
with short bursts of speed. You can take the Dash action target. Once you use this feature, you cannot use it again
as a bonus action. until you finish a short or long rest.
Drowning Terror. You gain a swimming speed equal to Enthralling Dragonsong. You can sing a wordless aria
your walking speed, and you can breathe both air and that pacifies your audience. As a bonus action and on each
water. Whenever you grapple a target that is unable to subsequent turn while your song lasts, every creature of
breathe freely—such as an aquatic creature on land or vice your choice within 20 feet of you must succeed on a
versa—at the start of each of its turns, the target of your Wisdom saving throw against your Dragon Spark or
grapple must succeed on a Wisdom save against your become charmed by you until your song ends. A creature
Dragon Spark DC or become frightened of drowning until that cannot hear you or which has successfully saved
it can again breathe freely. Additionally, when you are against your song is immune to this use of your song. The
dragging or carrying a grappled creature with you, your song ends after 1 minute, if you are incapacitated, or if you
speed is no longer halved. do not maintain it with a bonus action each turn. Once you
Pain use this feature, you cannot use it again until you finish a
short or long rest.
Thorny Spines. You grow a series of sharp, slender Sanctuary
spikes across your body. Whenever a creature within 5
feet of you hits you with a melee attack, they take 1d4 Numinous Dragonsong. As a bonus action, you can sing
piercing damage. At the start of each of your turns you a wordless hymn that bolsters your allies. Your song lasts
deal 1d4 piercing damage to any creature grappling you or until the start of your next turn, and while it lasts you and
any creature grappled by you. creatures of your choice within 20 feet of you gain a bonus
to death saving throws and Constitution saving 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.
21
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 +
your Charisma modifier (minimum 1). The chosen
CAME FROM THE VOID 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
color, letting you blend in with your surroundings. You can
SPUN THE WORLD take the Hide action as a bonus action on your turn. You
have advantage on Stealth checks made to hide in dim
light and in natural terrain, such as rocks, plants, or sand.
UPON THE WORLD HE SET Venomous Sting. Your tail develops a stinger, loaded with
poison. Your tail attack deals your choice of piercing or
bludgeoning damage. Once on each of your turns when
HIS PROUD CREATION 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
larger than you with your tail, you can choose to force
AND IO DIED PROTECTING them to roll a Strength saving throw. On a failure, they are
pulled to a space of your choosing within 10 feet of you.
The space must be on the ground and unoccupied.
WHAT HE HAD SPUN Save DC = 8 + your proficiency
bonus + your Strength modifier
OTHERS REMAINED Additional Draconic Embodiments
Further character options are available for your Draconic
WITH OTHER CREATIONS 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
22
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
magic items that you can have absorbed with Absorb Magic Prerequisite: Demi-dragon
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
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
OUR LEGACY UNDONE
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
24
Demi-Dragon Part 2 | Feats
Natural Ferocity
Loyal Minion Prerequisite: Demi-dragon
Small Humanoid or Monstrosity, Shares Your You've grown used to using your body as the weapon it was
Alignment meant to be. You gain the following benefits:
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
Senses darkvision 60 ft., passive perception 12
Prerequisite: Demi-dragon
Languages Shares your languages known
You've trained in wearing heavy armor into combat. You
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
square adjacent to itself. Any creature that
    SHAPE YOURSELF
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
25
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.

26
Demi-Dragon Part 2 | Optional Class Features
Items and Equipment Formshifter's Armring
Though dragons don't have need of weapons and armor, Wondrous item, very rare (requires attunement)
many still find a variety of specialized equipment useful. This gleaming gold armring appears to be a dragongilded
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
Wondrous item, very rare (requires attunement by a creature blessing of a true dragon can restore you to your old form.
that has a breath weapon and is of neutral or good alignment) This curse has no effect on a character that is already a demi-
This platinum filigree ornament clasps a softly glowing dragon, and it can't curse more than one target at a time.
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, as described under the Embodiment of the
gain a bonus to Dragon Spark attack rolls and to the saving Juggernaut.
throw DC of your Dragon Spark features, as well as to spells. Additionally, you can choose to go berserk (no action
The bonus is determined by the rarity. required). When you do, and again at the start of each of your
When you roll a 1 on a damage die for your Dragon's turns, you regain all your Fury points. Your berserk lasts for 1
Breath feature, you can reroll the die and must use the new minute, and you can't activate it again until you have finished
roll. a long rest.
Dragongilded Armring Essence of Transformation
Wondrous item, uncommon (requires attunement) Wondrous item, very rare (requires attunement by a demi-
This ornate armring was forged from gold mixed with dragon)
dragon's blood. It is made up of looping segments that can be This viridian orb of intangible power stirs with subtle
adjusted to fit onto practically any limb, and bears a subtle restlessness. As part of attuning to it, you must absorb it with
magical enchantment that protects its wearer. While wearing Absorb Magic, infusing you with its flexibility.
the armring, you can choose to calculate your Armor Class as While you are attuned to the essence, during a short or
13 + your Constitution modifier. long rest, you can choose any morph available to the
Embodiment of the Metamorph. You gain the benefits of the
morph until you change it during another rest.
TREASURES ARE IOS GIFT As an action, you can immediately select a different morph,
changing the morph granted by this item as if you had
changed morphs during a rest. Once you do so, you can't do
AN ANCHOR FOR OUR LAIR so again until you have finished a long rest.

27
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
While attuned to the gizzard stone, you are immune to the those proficiencies.
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
decorated with artistic patterns of seafoam. They are
Inkbound Jewel 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,
This small gem bears a simple enchantment. By focusing which is a natural weapon and which counts as a martial
on the jewel and passing it across a surface, you can sketch a melee weapon for you, and you are proficient with it. You can
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
physical shape. As an action while wearing the medallion, you Wondrous item, uncommon
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. While wearing it, as an action you can alter your
appearance to mimic the form of any creature with the
Wondrous item, uncommon dragon type which has the same basic arrangement of limbs
This grayish, murky potion swirls and shifts when shaken. as yourself. This change holds up to physical and sensory
When you drink it, you magically polymorph into a humanoid inspection, but magic may reveal your true nature.
that has a challenge rating no higher than 1 for 2d4 hours. The ring has 3 charges. Whenever you use a breath
This form is determined when the potion is initially created. weapon, you can expend 1 charge to change the damage type
You revert to your true form if you die or at the end of the of your breath to one of the following of your choice: acid,
duration. Any equipment you are wearing or carrying is cold, fire, force, lightning, necrotic, poison, psychic, radiant,
absorbed or borne by the new form (your choice). or thunder. The ring regains all charges daily at dawn.

28
Demi-Dragon Part 2 | Items
Stone of Avarice
OUR MAGIC IS DIMINISHED Wondrous item, uncommon (requires attunement)
This lustrous gemstone appears to be a stone of good luck
to anyone who tries to identify it, and it confers that item's
FEW RECALL GIFTS LOST property while on your person.
Curse. This item is cursed. While it is on your person, you
Sapping Lattice are seized by boundless greed. Whenever you are presented
Wondrous item, rare (requires attunement by a creature with with a clear chance to add to your fortune, you must make a
a Constitution saving throw breath weapon) DC 10 Wisdom saving throw. On a failure, you must act on
your desire, even if doing so would put you in danger. You are
This net of white-gold filigree jewelry is made to wrap unwilling to part with the stone until the curse is broken with
around the neck, and is shaped in arcane patterns that remove curse or similar magic.
resonate with draining energy when in use. Your breath save
DC or your Dragon Spark save DC and attack bonus Talrion's Gatecrasher
increases by 1. When a creature fails their saving throw
against your breath weapon, its speed is reduced by 15 feet Wondrous item, rare (requires attunement)
until the start of your next turn. This sturdy adamantine-plated helmet conforms to the
shape of a dragon's skull, and is padded on the inside.
Skybreaker's Wing Spurs Forward-facing adamantine horns are designed to splinter
Wondrous item, rare (requires attunement by a winged wood and puncture armor. While wearing the helm, you gain
creature) a ram attack, which is a natural weapon and which counts as
a martial melee weapon for you, and you are proficient with
This set of elaborate mithral plates are of a distinctly elven it. You can use it to make melee weapon attacks, and you add
design, and end in talon-like spurs inset with sapphires. They your Strength modifier to the attack and damage rolls when
are worn on a creature's wings, protecting the main limb. you attack with it. Your ram attack deals 2d4 piercing
While wearing them during flight, you have advantage on damage, and whenever you hit an object with it, the hit is a
checks made to resist being knocked prone. critical hit.
The spurs have 5 charges, which are used to fuel the spells While you wear the helm and are attuned to it, you
within them. While wearing the spurs, you can use your additionally gain 3 Fury points, and learn the Hammering
action and expend 1 charge to cast one of the following spells Lunge, Reprisal, and Battering Ram maneuvers, as described
(save DC 15) from the spurs: gust of wind, thunderwave (2nd under the Embodiment of the Juggernaut.
level), or warding wind. The spurs regain 1d4 + 1 expended
charges each day at dawn. If you expend the spurs' last
charge, roll a d20. On a 1, the sapphires set into the spurs
crack, and they can no longer be used to cast spells. SOAR ACROSS OUR LANDS
Spell Slinger's Chains
Wondrous item, very rare (requires attunement)
TORN WITH BITTER LOSS
This set of thick iron chains connects to a ruby pendant,
intended to be worn on the limbs and chest, respectively. The
set was created by a gallant spell duelist who preferred to
defeat his adversaries by turning the power of their own
magic against them.
As a reaction when you see a creature
within 60 feet of you casting a spell, you can
attempt to interrupt the creature's spellcasting.
Make an ability check using your highest
mental ability score. The DC equals 10 + the
spell’s level. On a success, the creature’s
spell fails and has no effect, and you store
the spell that was being cast for up to 8
hours. You can cast the spell stored in
the chains, even if you can't usually cast spells.
The spell uses the slot level, spell save DC,
spell attack bonus, and spellcasting ability
of the original caster, but is otherwise
treated as if you cast the spell. Once the
spell has been cast from the chains, it is
no longer stored in them.
Once you attempt to disrupt a creature's
spell, it can't be used to do so again until
the next dawn.
29
Demi-Dragon Part 2 | Items
Warmask of the Brass Dragon Warmask of the Gold Dragon
Wondrous item, very rare (requires attunement by a demi- Wondrous item, very rare (requires attunement by a demi-
dragon, dragonborn, or half-dragon) dragon, dragonborn, or half-dragon)
This ornamental mask of burnished brass is stylized with This ornamental mask of gleaming gold is stylized with the
the back-swept crest of a brass dragon. While you are sagely whiskers of a gold dragon. While you are wearing the
wearing the mask you gain the following properties. mask you gain the following properties.
Damage Protection. You have resistance against fire Damage Protection. You have resistance against fire
damage. If you already have resistance to fire damage from damage. If you already have resistance to fire damage from
another source, you instead have immunity to fire damage. another source, you instead have immunity to fire damage.
Sleep Breath. As an action, you can use a charge of your Weakening Breath. As an action, you can use a charge of
breath weapon to exhale sleep gas in an area. The affected your breath weapon to exhale weakening gas in an area. The
area is determined by your breath weapon. Each creature in affected area is determined by your breath weapon. Each
that area must succeed on a Constitution saving throw with a creature in that area must succeed on a Strength saving
DC equal to your breath weapon or fall unconscious for 10 throw with a DC equal to your breath weapon or have
minutes. This effect ends for a creature if the creature takes disadvantage on Strength-based attack rolls, Strength
damage or someone uses an action to wake it. You can use checks, and Strength saving throws for 1 minute. A creature
this property without expending a charge of your breath, but can repeat the saving throw at the end of each of its turns,
must then wait until the next dawn to do so again. ending the effect on itself on a success. You can use this
property without expending a charge of your breath, but must
Warmask of the Bronze Dragon then wait until the next dawn to do so again.
Wondrous item, very rare (requires attunement by a demi- Warmask of the Silver Dragon
dragon, dragonborn, or half-dragon)
This ornamental mask of polished bronze is stylized with Wondrous item, very rare (requires attunement by a demi-
the ribbed crest of a bronze dragon. While you are wearing dragon, dragonborn, or half-dragon)
the mask you gain the following properties. This ornamental mask of shimmering silver is stylized with
Damage Protection. You have resistance against lightning the spiny frill of a silver dragon. While you are wearing the
damage. If you already have resistance to lightning damage mask you gain the following properties.
from another source, you instead have immunity to lightning Damage Protection. You have resistance against cold
damage. damage. If you already have resistance to cold damage from
Repulsion Breath. As an action, you can use a charge of another source, you instead have immunity to cold damage.
your breath weapon to exhale repulsion energy in an area. Paralyzing Breath. As an action, you can use a charge of
The affected area is determined by your breath weapon. Each your breath weapon to exhale paralyzing gas in an area. The
creature in that area must succeed on a Strength saving affected area is determined by your breath weapon. Each
throw with a DC equal to your breath weapon or be pushed creature in that area must succeed on a Constitution saving
60 feet away from you. You can use this property without throw with a DC equal to your breath weapon or be paralyzed
expending a charge of your breath, but must then wait until until the end of their next turn. You can use this property
the next dawn to do so again. without expending a charge of your breath, but must then
wait until the next dawn to do so again.
Warmask of the Copper Dragon
Zephyr of a Starstorm
Wondrous item, very rare (requires attunement by a demi-
dragon, dragonborn, or half-dragon) Wondrous item, legendary (requires attunement by a demi-
This ornamental mask of ruddy copper is stylized with the dragon)
prominent brow plates of a copper dragon. While you are This bottle of billowing stardust stirs ancient visions of
wearing the mask you gain the following properties. when the stars were put in the night sky. As part of attuning
Damage Protection. You have resistance against acid to it, you must absorb it with Absorb Magic, infusing you with
damage. If you already have resistance to acid damage from an aspect of creation. You gain the following benefits.
another source, you instead have immunity to acid damage. Damage Protection. You have resistance against force
Slowing Breath. As an action, you can use a charge of damage. If you already have resistance to force damage from
your breath weapon to exhale slowing gas in an area. The another source, you instead have immunity to force damage.
affected area is determined by your breath weapon. Each Distant Glimmer. You can attempt to hide when you are
creature in that area must succeed on a Constitution saving backlit by the night sky, and can do so as a bonus action.
throw with a DC equal to your breath weapon. On a failed Shooting Star. As a reaction which you can take after
save, the creature can't use reactions, its speed is halved, and moving at least 100 feet on your turn, you can make a ranged
it can't make more than one attack on its turn. In addition, the spell attack using your Dragon Spark against a target which
creature can use either an action or a bonus action on its you can see within 300 feet of you. On a hit, the target takes
turn, but not both. These effects last for 1 minute. The 10d6 force damage and is blinded until the end of their next
creature can repeat the saving throw at the end of each of its turn. You can use this property three times, and must then
turns, ending the effect on itself with a successful save. You wait until dusk to use it again.
can use this property without expending a charge of your
breath, but must then wait until the next dawn to do so again.
30
Demi-Dragon Part 2 | Items
Rogoth's Caustic Tail-Swipe
Arbiter Spells Evocation cantrip
The following spells are additionally available to demi- Casting Time: 1 action
dragons practicing the Embodiment of the Arbiter, in addition Range: Self (10-foot radius)
to the sorcerer spells available to them. These spells don't Components: S, M (a tail natural weapon)
count against the usual restrictions on spell schools. Duration: Instantaneous
Férend's Tempestuous Tail-Lash You coat a tail natural weapon that you have with seeping
Transmutation cantrip acid. Make a melee weapon attack with your tail natural
weapon against one creature within 10 feet of you. On a hit,
Casting Time: 1 action the target suffers the weapon attack's normal effects. On a
Range: Self (10-foot radius) miss, acid splashes the target, and you instead deal 1d4 acid
Components: S, M (a tail natural weapon) damage.
Duration: Instantaneous This spell's damage increases when you reach certain
You call forth a tempest and direct it at an enemy with a tail levels. At 5th level, the melee attack deals an additional 1d8
natural weapon that you have. Make a melee weapon attack acid damage to the target on a hit, and the acid damage dealt
with your tail against one creature within 10 feet of you. On a on a miss increases to 2d4. Both damage rolls increase by
hit, the target suffers the tail weapon's normal effects and is one die at 11th level (2d8 and 3d4) and 17th level (3d8 and
pushed 10 feet away from you. 4d4).
This spell's damage increases when you reach certain
levels. At 5th level, the melee attack deals an extra 1d8 Repulsion Wave
slashing damage to the target on a hit. It increases again at 1st-level evocation
11th level (2d8) and 17th level (3d8). Casting Time: 1 action
Range: Self (15-foot cone)
Malygris' Cadaverous Tail-Sting Components: V, S
Transmutation cantrip Duration: Instantaneous
Casting Time: 1 action You release repulsion energy in a cone in front of you. Each
Range: Self (10-foot radius) creature in the area must succeed on a Strength saving throw
Components: S, M (a tail natural weapon) or be pushed 30 feet away from you.
Duration: 1 round At Higher Levels. When you cast this spell using a spell
You warp your own body with bone and lash out with a tail level of 2nd level or higher, the range of the cone increases by
natural weapon that you have. Make a melee weapon attack 10 feet for each slot level above 1st, and the range you push
with your tail natural weapon against one creature within 10 each target increases by 20 feet for each slot level above 1st.
feet of you. On a hit, the target suffers the attack's normal
effects and a bone spur is left in it. If the creature ends its Elemental Javelin
next turn within 5 feet of any other creature, the bone spur 2nd-level evocation
erupts and deals an additional 1d4 piercing damage. Casting Time: 1 action
This spell's damage increases by 2d4 when you reach 5th Range: Self
level (3d4), 11th level (5d4), and 17th level (7d4). Components: V, S
Duration: Concentration, up to 10 minutes
Talon's Freezing Tail-Strike
Evocation cantrip You form a mote of elemental power in your palm. Choose
acid, cold, fire, lightning, or poison. When you cast the spell—
Casting Time: 1 action and as a bonus action on each of your turns thereafter—you
Range: Self can evoke a javelin of the chosen elemental energy from the
Components: S, M (a tail natural weapon) mote and hurl it at a creature within 60 feet of you. Make a
Duration: Concentration, up to 1 hour ranged spell attack. On a hit, the target takes damage equal to
You imbue a tail natural weapon that you have with 2d8 of the elemental type you chose.
numbing icicles. The next time you hit a creature with a tail The spell ends when you have made six javelin spell
attack during this spell's duration, the icicles are released in a attacks.
crippling spray, the attack deals an extra 1d8 cold damage, At Higher Levels. When you cast this spell using a spell
and the target's speed is reduced by 15 feet until the start of slot of 4th level or higher, the damage increases by 1d8 for
your next turn. The spell then ends. every two slot levels above 2nd.
When you cast this spell at higher levels, you can make
additional tail attacks before the spell ends, for a total of two
attacks at 5th level, three at 11th level, and four at 17th level.

THE WEAVE GODDESS RESTRICTS OUR NATURAL MAGIC


THE ELDERS KNOW WHAT HAS BEEN TAKEN FROM US
31
Demi-Dragon Part 2 | Spells
Gale Wings Caesar's Faded Imprint
2nd-level transmutation 4th-level divination
Casting Time: 1 bonus action Casting Time: 1 minute
Range: Self Range: Touch
Components: S, V Components: V, S, M (a fried pastry)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You imbue your wings or another set of limbs with the You touch a point on the ground from which you call forth
force of a storm. For the duration, your speed increases by 15 the memories of all that transpired within a radius of 20 feet
feet and moving doesn't provoke opportunity attacks. within a breadth of 4d4 hours before the spell was cast.
Once on your turn at your choice when you move within 5 While the spell lasts, you can take an action to focus upon a
feet of a creature, it must make a Strength saving throw. On a particular point in time within that duration. The events that
failure, the creature is knocked prone from your blast of wind. took place at that time replay as an illusory imprint that acts
At Higher Levels. When you cast this spell using a spell out everything that happened within the radius of the spell
slot of 3rd level or higher, you can force one additional saving exactly as it transpired. The projection is obviously illusory to
throw against a different creature, and you increase your anyone who observes it, and can't be interacted with.
speed by 10 feet for each spell slot level above 2nd. At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the breadth of duration increases
Spurious Glide by 4d4 for each slot level above 4th.
2nd-level conjuration
Casting Time: 1 reaction, which you take when you or a
creature within 120 feet of you falls
Range: 120 feet
WE LEARN IN THE SHELL
Components: V, S
Duration: 1 minute DREAMING OF MAGIC
You call forth a phantasmal winged spirit. One falling
creature of your choice that you can see within range halts in
midair and remains suspended for the duration as their rate
of descent is reduced to 0. While held aloft in this way, the
AND OUR GODGIVEN GIFTS
creature's speed increases by 10, and it can use its highest
speed to move in any horizontal direction, or dive straight
down. If the creature lands before the spell ends, it takes no
falling damage and can land on its feet, and the spell ends. THE WEAVE GIVES RULES
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd. RULES ARE LIMITATIONS
Elemental Stake
3rd-level evocation WE WERE MEANT FOR MORE
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You summon a lance of elemental energy and hurl it at a
EACH CYCLE OF REBIRTH
target within range. Choose between acid, cold, fire, lightning,
or poison. Make a ranged spell attack against the target. On a
hit, the target takes 6d10 damage of the type you chose, and
SHE TIGHTENS THE WEAVE
must then succeed on a Strength saving throw or pushed 30
feet away from you. If the target collides with terrain as part
of this push, it is pinned by the lance and restrained until the AND STEALS OUR MAGIC
end of your next turn.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d10 for
each slot level above 3rd. OUR HALF GODS ARE WEAK
THEY WILL NOT SAVE US
WE ARE ALONE
32
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 — blindness/deafness, — greater invisibility — —
darkness
Blue create or destroy — major image hallucinatory terrain — —
water
Green — suggestion fast friends, plant — — —
growth
Red cause fear locate object — — — find the
path
White — gust of wind, pass without — freedom of — —
trace movement
Brass speak with animals — tongues locate creature — —
Bronze — detect thoughts, zone of — control water — —
truth
Copper earth tremor — — stone shape — move
earth
Gold bless fortune's favor — — geas —
Silver fog cloud — — polymorph control —
winds
Amethyst — protection from poison blink resilient sphere — —
Crystal color spray — daylight — dawn —
Emerald — silence enemies abound compulsion — —
Sapphire cause fear — fear — passwall —
Topaz create or destroy ray of enfeeblement — blight — —
water
At the height of the procedure, when the subject begins to
Metamorphic show signs of metamorphosis, the subject must consume the
imbued heart while remaining submerged. An unwilling or
Transformation Ritual unaware subject will expire, so make certain that the subject
The following content is representative of how a demi-dragon is adequately informed. A particularly rebellious subject may
transformation could proceed, but isn't necessarily the only choose to refuse in spite of their demise. In such a case,
way it could be performed. enchantment magics must be employed to force the subject.
My research into the second-hand application of magical Once the heart is consumed, the application of channeled
metamorphosis has borne fruit. My predecessor's work on magic can cease. At this point, the subject will be deep in the
simplistic half-dragon blood rituals, while a useful guiding throes of metamorphosis and will lose consciousness, at
point, pales in comparison to my achievements. During my which point no further action is required. However, it can be
work, other avenues to similar results have cropped up—such useful to supply the subject with wing bones by way of
avenues demand further study, but this technique stands as telekinesis, in order to encourage the growth of new limbs.
integral to current practical application. In furthering magical These bones must be in undamaged condition, but need not
understanding and in upholding the Farfire Pact, I present consist of a full set of an entirely accurate size fit, as the
the demi-dragon metamorphic transformation procedure. subject will compensate for a lack of accuracy in their own
                                        —Firn el Din, Inquiry of Teór Aradel time. The development of wings seems to be more difficult
than that of the tail, and therefore little encouragement is
Required Materials: needed in that regard.
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.

34
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 ARE MISTRUSTED
anyone else searching for you, though they will not risk their
lives for you. AND ILL UNDERSTOOD
35
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
aggressive about it if others confront me about it.
Though anyone can fall victim to a curse, it is your attitude
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.
36
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 a few people that are close 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 wisdom—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.

37
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.

38
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 Suggested Characteristics
totaling 15 gp 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
Your unique experiences have left their mark on you. Choose
what this means for you, or roll on the table below. OUR HEART WEEPS BLOOD
39
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
40
Demi-Dragon Part 2 | Backgrounds
Updated December 5th 2022
Latest Version Available Here Reduced the rarity of Talrion's Gatecrasher to rare, from
Added a new subclass, the Behemoth, a dedicated tank as very rare, and Green Dragon Gizzard Stone to
concepted by Robert Sparda, with the features Lumbering uncommon, from rare. Focal Point no longer requires you
Behemoth, Natural Overdrive, Hulking Beast, to spend an action to perceive from its position. Manifest
Overpowering Force, Frightful Display, Wounded Lair now recharges on a short rest. Replaced Overbearing
Defiance, and Earthshaker. Redesigned and Sweep with Rising Wing, a new maneuver. Added
reimplemented a very old subclass, the Skyterror, in the Dragonweave as a 6th-level Arbiter feature. Added
style of an aerial weapons-expert, with the features Wing Férend's Tempestuous Tail-Lash, Malygris' Cadaverous
Surge, Draconic Armory, Dive and Soar, Aerial Acrobatics, Tail-Sting, Rogoth's Caustic Tail-Swipe, Talon's Freezing
and Unfettered. Added Embodiment of the Dracolich to Tail-Strike, Elemental Javelin, Spurious Glide, and
Additional Content, as written by Atrox_Primus. Removed Elemental Stake as new Arbiter spells, and removed
the feat also named Skyterror, which has always gone Helpful Hand, Warding Rune, Wyrm-Mantle, and Illusory
against my design beliefs. Added a new feat, Loyal Minion. Self for not meeting quality expectations. Increased the
Added three new high-level items, Essence of Fury, breadth of time of Faded Imprint to 4d4, from 2d4,
Essence of Transformation, and Zephyr of the Starstorm. increased the duration to 1 hour, and added upcasting.
Added two new spells, Repulsion Wave and Gale Wings, Added five more entries to the Draconic Magic boon, and
and redesigned Malygris' Cadeverous Tail-Sting to require five entries to True-Born Dragon's Inherent Nature.
the target to end its turn to an adjacent creature, rather Replaced the Curse of Greed background with Curse of
than to be simply hit. Obfuscate Consciousness can now Transformation. Natural Ferocity now grants 3 Fury, up
be used twice before a rest (from once). Fervent Hoarder's from 2.
Ingenuity of the Hoard can now replace a charge of Frightful Roar no longer autofails if the target can't both
Dragon's Breath with a spell once per short rest, and hear and see you, but requires the target to be aware of
renamed it to Magic of the Hoard, to better satisfy those you. Overhauled the document layout. Added three new
asking for a caster dragon. Added two new artworks by pieces of artwork by Sandara Tang, Lisa Lenz, and
Svetlin Velinov and Filip Burburan. Howard Lyon, removed two old images, and added a new
Rend and Ruin can now trigger on any attack (from any footer by Lichen Fischer. Heat of Battle now grants you
natural weapon attack), and moved Rend and Ruin up to THP on rolling initiative, rather than every time you spend
start at level 13 with 1d6. Added a sidebar segment about Fury. Scintillating Radiance now adds Con mod to THP.
falling. Changed the Juggernaut's wings and horns to Crown of the Platinum Savior now also increases AC by 1.
count as simple weapons, to communicate they're meant Added Ring of Draconic Deception, Sapping Lattice,
to be worse. Increased Elemental Javelin's damage to d8s, Myrielle's Razors and Crystallized Blood of Io to items.
from d6s. Increased Elemental Stake's damage to d10s, Umbral Lunge can now be halted by reducing the
from d8s. Frightful Roar is now a bonus action. Demi- Shadestalker's speed to 0. Force of Self now lets you
Dragons can now choose to be Small. choose Intelligence or Strength saving throws if you are
already proficient. Increased the range of Wrest Magic to
August 31st, 2022 - Published version 4.5 here and here 60, from 30. Wyrm Tongue's languages and Capable
Form's tools are no longer permanently locked. Numinous
Reworded Scale Bind, and gave the detached scale further Dragonsong now boosts all Constitution checks (rather
clarification. Warmask items no longer have the Dragon than just concentration) but no longer grants blindsight.
Tongue trait, but now provide one free use of the alternate
breath. Skittering Crawl now requires you to move in a May 31st, 2022 - Published version 4.4 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

41
Demi-Dragon Part 3 | Changelog
Dragon's Breath now offers five additional choices of Breath Recharge is no longer barred to the Ascetic. Imbue
damage type. Freezing Mist is now a cylinder instead of a Breath now has its own charges. Removed Radiant Spark
sphere, and uses radius instead of diameter. Induce and Bond of Sacrifice from the Ascetic. Added Anointed
Torpor can now be used on any target poisoned as a result Blessings and Ineffable Paragon to Ascetic. Renamed
of Beguiling Miasma, and not just the initial charmed Bestow Flight to Bestow Grace, the bestowed creature no
target. Renamed Ardent Breath as Ardent Gift. Added five longer has to spend a bonus action to gain the flying
new gem dragon bloodlines, five Ardent Gift abilities, and speed, and added an alternative option, Crown of the
five Ardent Focus upgrades. White Scions now get to Irrepressible. Removed Assimilate and Legendary
choose whether they want a burrow or swim speed. Resistance. Added Fabled Resistance at levels 14 and 20.
Fortification of the Hoard now has a number of charges Maneuver Versatility now applies at every level, rather
equal to Cha mod. Replaced Spring Attack with Umbral than only ASI levels. Added Talrion's Gatecrasher to
Lunge, which gives the Shadestalker a different type of items. Added the Draconic Magic boon. Added one new
freeform mobility. Fade and Ambush no longer requires artwork by Agnieszka Firla. Added Embodiment of the
you to be invisible or heavily obscured, and reduced the Dragon Queen to Additional Content, written by
immunity lockout to 8 hours (from 24). Keen Predator Atrox_Primus.
now lets you swap Dexterity for Charisma on Dexterity
checks and saving throws. Replaced Veil of Smoke with Added a new subclass, the Embodiment of the Fervent
Shade Veil. Hoarder, with the features Heart of the Hoard, True
Treasure, Manifest Lair, Claim Item, Homely Lair, and
Reverberating Roar's immunity lockout is now only one Splendor. Beguiling Miasma now continually poisons
round long (from 24 hours). Venomous Sting no longer nearby targets. Silver Scions now gain Silver Mist instead
requires a reaction to activate. Silver Mist now of a climb speed. Increased Silver Mist range to 60 feet,
additionally lets you move the cloud up or down as part of from 30. Frightful Roar no longer allows another save
creating it. Increased the damage of Skewering Quills to upon taking damage. Obfuscate Consciousness no longer
1d10. Snatching Tail no longer requires a bonus action to lets the target make a new save upon taking damage,
activate. Increased the volume of Tunnel Wyrm's sinkhole rather the charm breaks but the secondary effect remains.
to 15 feet, from 10. Re-paired Draining Scales with Silver Obfuscate Consciousness has an additional secondary
Mist and Reverberating Roar with Tunnel Wyrm, to better effect to choose from, for a total of 3. Added Clarity of
fall into clearer categories. The Metamorph can now swap Thought to the Sibilant at level 6. Sibilant Mind now
out a morph category every time they finish a long rest, up scales at level 10, rather than 6. Added a ko-fi page.
from every level, but reduced the additional morph
categories they learn at subclass levels 10 and 17 to 1, Lightning Lance and Freezing Mist now follow full breath
from 2. Capable Form no longer has a permanent lock-out weapon progression but use d4s instead of d8s for
on tool proficiencies. Imbue Breath now adds 2d4 damage damage, instead of halving and rounding up damage dice,
(from 1d4) and can be applied to any damage roll, but only resulting in a minor damage loss. Lockjaw now replaces
once per turn. Crown of the Irrepressible now grants a one attack that is part of the Attack action rather than
bonus to saving throws instead of making you immune to being a bonus action, but reduced its cost to 1. Reworded
a bunch of conditions. Brutal Dive, increased the range you can dive at, and the
dive no longer consumes regular movement. Doubled the
Racial languages now grant just Common + Draconic, range of Launch Ally. Tail Sweep no longer requires
from Common + Draconic + one of your choice. Reworded targets to be close to each other. Dragon's Hoard now
True Treasure to not be abusable. Drowning Terror now specifies that the hoard counts wealth in a 60-foot radius.
makes the target frightened of drowning rather than of Renamed Capable Claws as Capable Form.
you, to prevent choking a creature to death due to not
being allowed to move closer. Enthralling Dragonsong October 22nd, 2021 - Published version 4.2 here and here
now continues to charm targets on subsequent turns. Removed Spellsnap and added Focal Point. Unmaker's
Mythic Build now only doubles the cost of custom armors Sight now adds dispel magic and counterspell to the
(from triples), and only imposes disadvantage when using Arbiter's spells known and lets them cast each of them
a weapon with the ammunition or two-handed properties. once per long rest, rather than granting advantage on
Capable Form now allows you to wield ranged weapons. dispels after studying the target. Added Swift Adaptation
War Plating now also lets you choose to gain damage and Flawless Metamorphosis, but removed Ceaseless
reduction instead of AC, and now grants Strength instead Metamorphosis. Added a new front cover by Tatii Lange.
of Constitution. You can now choose to not activate Removed two artworks, and added one new artwork by
Broadened Breath's benefit. Jack Kozitza.
January 27, 2022 - Published version 4.3 here and here

42
Demi-Dragon Part 3 | Changelog
Redesigned the Shaper from the ground up as a telepath Increased the damage dice of Dragon's Breath to d8s; this
instead of a telekinetic, and renamed it the Sibilant. is a major buff to a core class feature. Redesigned Breath
Renamed Force Thrust to Beckoning Influence, and of Bolstering Essence to have a baseline heal and give you
changed it to instead be a Wisdom saving throw (from the option of expending a number of Hit Dice to increase
Strength). Bolstering Backlash no longer allows a saving the heal, instead of inflicting Exhaustion. Redesigned
throw. Removed Telekinetic Hand, Mental Fortress, Enthralling Dragonsong to instead be a per shortrest
Enforced Reality, and Unfettered Mindscape. Added ability, with significantly less restrictions tied to it.
Telepathic, Obfuscate Consciousness, Overwhelming Numinous Dragonsong now grants a bonus equal to your
Desolation, and Dominion of Perception. Beckoning Charisma modifier instead of granting advantage, and
Influence and Bolstering Backlash now gain their now no longer requires the target to hear you in order to
increase at 6th level, from 10. Moved the grapple move actually work on downed allies. Medallion of Change
speed benefit of Darting Predator to Drowning Terror. Shape now locks you to a chosen form until you finish a
Crown of the Platinum Savior now also lets you deal short rest, to reduce its versatility. Hammering Lunge now
radiant damage with a breath weapon. The racial ASI now lets you move up to 10 feet, from 5. Skylaunch is now a
gives you a choice of +1 to any stat, instead of +1 Con. bonus action. Added Milokot's DnD Class Damage Output
Moved Fly Speed increases by one increment (starting at DPR Calculator to credits, and used it to confirm that a
level 9 rather than 10). Venomous Sting is now 2d6 at all bunch of math matches the expectations. Warmask of the
levels. Silver Dragon's Paralyzing Breath no longer causes a new
saving throw upon taking damage.
Reworded natural weapons to now count as martial melee
weapons in order to avoid any confusion. Brass Tongue Thorny Spines now deals its damage at the start of your
now lets you pick between Persuasion and Deception, and turn during which you are in a grapple, rather than at the
has been renamed Wyrm Tongue. Eye of the Dragon now end of it. Removed Branching Ivory for being too powerful
also informs you if spell effects can be dispelled. Absorb of an effect for what a morph should allow. Added
Magic now lets you return an effect during a short rest, Numinous Dragonsong to the Sanctuary morph category.
and when doing so does not require the original item to be Added the morphs Breath of Bolstering Essence and
in your possession. Skewering Quills now fills an Enthralling Dragonsong to the new Salvation category.
additional two squares with quills per shot. Bolstering Capable Claws now also grant proficiency with martial
Roar has been redesigned to add a one-use 1d4 to any weapons. Driving Strikes now pushes its target 10 feet, up
saving throw for all affected, but its range has been from 5 feet. The lingering property of Skewering Quills
reduced to 20 feet. Reprisal no longer pushes a target, it now only deals 1 damage, from 1d8. Renamed Goring
instead renders it unable to take reactions on a failed Con Charge to Ivory Charge. Devour Magic no longer requires
save. you to successfully dispel an effect in order to heal.
Increased the range of Bolstering Roar to 60 feet, from 30.
Redesigned the Shadestalker to be less of a one-trick Reworded several features that refer to size categories to
pony. Spring Attack moved to level 3 and now grants be directly tied to your size, such that they respect if you
advantage on one attack roll, now acts fully as a have a size category other than Medium. Beguiling
disengage, but no longer grants extra movement. Harrying Miasma is now a bonus action. Induce Torpor is now an
Predator no longer has a slow effect, and has been action. Removed one piece of artwork. Increased the
renamed Keen Predator. Veil of Smoke moved to level 6, damage of Rend and Ruin to 3d6, from 2d6, to better fall
no longer gains additional ability uses, but it can now in line with other martial damage progression at this level.
move up to 20 feet on a reaction, from 15. Mist Lurker Veil of Smoke now requires a reaction to be moved.
now instead allows the Shadestalker to Hide as a reaction Harrying Predator now only reduces speed by 10 feet,
while invisible or heavily obscured, and has been renamed rather than halving the target's speed. Added Crown of the
Fade and Ambush. Blood and Smoke now turns the Platinum Savior to items.
Shadestalker invisible if they start their turn hidden or
heavily obscured, rather than specifically in their Veil of November 16th, 2020 - Published version 4.0 here and
Smoke. here
May 11, 2021 - Published version 4.1 here and here

43
Demi-Dragon Part 3 | Changelog
Added Inheritance to racial traits, reduced class skill Weave and Unweave now also permits casting a spell with
proficiencies to 2, and reduced class skill options. a casting time of 1 bonus action. Eye of the Dragon now
Multiclassing no longer gains an extra skill proficiency. additionally grants minor magical detection. CFV Size
Absorb Magic can no longer be used on shields. Removed Category now states that the DM can opt to change the
Arc Lightning and System Shock. Added Lightning Lance level at which the effect is granted. Capable Claws now
and Sweeping Lightning. Moved Elemental Suffusion to additionally grants simple weapon proficiency, and
10th level, and Ardent Mastery to 6th level. Renamed Medallion of Change Shape and Potion of Change Shape
Ardent Mastery to Ardent Focus. Freezing Mist can no now grants simple weapon proficiency as well as light and
longer deal damage to the casting Scion. Changed the medium proficiency if the statblock would have those
healing of Disciple's Meditation to 2d6 +1d6 at 6th, 10th, armor proficiencies. Reduced the AC reduction of
and 17th. Reduced the Arbiter's spell list from the whole Rending Jaws to 1, from 2, but increased the duration of
sorcerer spell list to only evocation, transmutation, and the effect to 1 minute. Added Breath Recharge to Class
abjuration from the sorcerer's spell list, to better match Feature Variants. Assimilate now has a 1-minute
1/3rd caster precedent. Removed Mythical Adaptation and cooldown. Worked with Moghue44 on his idea for the
Breath of Life. Moved Sheltering Wings to Aid. Added Embodiment of the Protector, which can be accessed
Essence of Change and Silver Mist. Made countless under the credits list.
formatting adjustments. Merged Incompatible Build and
Powerful Build into Mythic Build. Changed Languages to July 7th, 2020 - Published version 3.7 here and here
be Common, Draconic, and one other language of your Veil of Smoke can now be moved when the Shadestalker
choice, and changed Chosen of the Community and True- moves while inside it, rather than as a bonus action.
Born Dragon to provide one language of your choice Added two additional pieces of artwork. Moved Assimilate
instead of Draconic. to 14th level, Force of Self to 15th level, and Devour Magic
Removed Product of Design to reduce design bloat. (two uses) to 18th level, to better fall in line with official
Removed Devoted Purpose, and replaced it with Sage class anatomy. Added Spell Slinger's Chains to items.
Wisdom. Increased racial lifespan to 400. Removed Coin Added True-Born Dragon and Victim of Thaumaturgy to
of Good Luck. Changed Coin of Avarice to Stone of backgrounds. Removed Fend Spell from spells for being
Avarice and added a DC to it. Renamed Metamorphic unfun. Removed Bestow Breath, Blinding Spark, and
Drain to Transformed Power. Helpful Hand is now a 1st- Ascension from the Ascetic, and replaced them with
level spell. Removed the statblocks for being unnecessary. Imbue Breath, Devoted Purpose, and Bond of Sacrifice.
Wrath now costs 3 Fury and no longer deals damage to Changed Dragon Scales to 10 + Con + Cha, from 9 + Con
friendly targets. Battering Ram now allows you to move + Cha + Dex (max 2), and Demi-Dragon racial trait stat
through enemy spaces. Launch Ally now scales based on boost to +2 Str +1 Con, from +1 Str +1 Con +1 Cha, to
your Strength score rather than on the target's speed. simplify ability score interactions and reduce MADness.
Skylaunch and Suppressing Gale are now canceled if you For advanced players, either AC calculation can be used.
are incapacitated. Suppressing Gale can additionally be May 19, 2020 - Published version 3.6 here and here
canceled at any time. The slow from Rend and Ruin and
Harrying Predator now once again lasts until the start of Disciple's Meditation moved to 3rd level, and now
your turn. Rend and Ruin is now limited to once per turn. functions as a single-target healing effect that can be used
Unfettered Mindscape can now move cubes up to 60 feet, during a short rest. Removed Interposing Sanctuary, and
cubes no longer fall to the ground, and no longer require replaced it with Radiant Spark. Reverted Bestow
20 feet of movement to knock targets prone. Added a Conviction to Bestow Flight, and added Blinding Spark.
Table of Contents, and moved the Credits and Design Ascension now interacts with Radiant Spark and Blinding
Goals sections to the front of the document. Worked with Spark instead of Disciple's Meditation and Interposing
DawnHellion on his idea for the Embodiment of the Sanctuary. Glide now specifies that you can't glide while
Genesis, which can be accessed under the credits list. prone. Medallion of Change Shape no longer requires
Updated Maneuver Versatility to reflect the new standard attunement.
set by Tasha's. Added one additional piece of artwork.
Weave and Unweave now specifies that the spell must
Draining Scales now specifies that it only affects spells, normally require 1 action. The Shaper can now also
rather than any magical effect, to avoid undue confusion. activate Force Thrust via the Dodge action. Green Dragon
Harrying Predator's slow effect is now limited to once per Gizzard Stone now also provides immunity to the
turn, and lasts until the end of the target's turn. Driving poisoned condition. Spellsnap now scales like Devour
Strikes' shove can now activate with any natural weapon. Magic, and can sacrifice a charge of Devour Magic for
Thorny Spines now additionally deals its damage if you more uses. Added Potion of Change Shape and Inkbound
end your turn while grappling or grappled. Skittering Jewel to items. Added Chosen of the Community to
Crawl has been changed to now enable the Dodge backgrounds. Removed Shape Breath from feats, and
functionality after moving 20 feet on the ground or as part Survivor's Heart from morphs. Reimplemented Shape
of a climb. Dragon's Hoard now has a 7-day cooldown, Breath as a morph, and renamed Endurance to Sanctuary.
Auric Slumber lasts for 7 days, and Unbound Attunement Added one additional piece of artwork.
now also lifts all requirements on magical items at third
threshold. March 27, 2020 - Published version 3.5 here and here
August 24th, 2020 - Published version 3.8 here and here
44
Demi-Dragon Part 3 | Changelog
Added a clear ruling about cursed items to Absorb Magic. Renamed the Dragon Adept to the Ascetic, improved the
Added Drowning Terror, Darting Predator, Skittering Ascetic's flavor, added Interposing Sanctuary to the
Crawl, and Tunnel Wyrm to Morphs. Snatching Tail is now Ascetic, added temporary hit points to Bestow Flight,
paired with Skittering Crawl, and Draining Scales with renamed Bestow Flight to Bestow Conviction, changed
Tunnel Wyrm. Removed Climb, Swim, and Burrow speeds Bestow Breath to now gain a second charge at 10th level
from Remake Self, and moved Mythical Adaptation to from 6th, removed condition immunities from Ascension,
10th level. Added Skyterror to Feats. Added Warding Rune and added Interposing Sanctuary functionality to
and Wyrm-Mantle to Spells. Added Skybreaker's Wing Ascension. Added Resolution to Class Feature Variants.
Spurs to Items. The Warmask of the Silver Dragon's Added Defiance and Bolstering Roar to Juggernaut
Paralyzing Breath now allows a saving throw every time maneuvers. Renamed Ascetic Sacrifice to Genuine
the afflicted creature(s) take damage. Added headers that Sacrifice. Removed all references to spells from Dragon
divide the document into three parts, and footers to Spark and the many features that refer to it, as they aren't
match. Added Backgrounds section, with the Curse of effectively spells. Made numerous wording improvements,
Greed background. Interposing Sanctuary now specifies courtesy of Qorinthian.
that it pushes targets 10 feet.
War Plating now also allows the character to ignore the
March 9th, 2020 - Published version 3.4 here and here heavy armor restrictions placed on Flight and Stride.
Clarified that Rending Jaws don't stack and changed it to
Added PHB information boxes for High Jump and Using decay at the start of the turn, rather than the end of the
Different Speeds. Added an item of personal significance turn.
and related table to starting equipment. Removed Natural
Heritage from Class Feature Variants, and reimplemented February 17th, 2020 - Published version 3.2 here and here
its information into the descriptions for the relevant Scion
and Metamorph features. Added Green Dragon Gizzard Renamed Shaper's Claws to Capable Claws. Added a new
Stone and Warmasks of the Brass, Bronze, Copper, Gold, frontpage and one additional piece of artwork. Replaced
and Silver Dragons to items. Added a Spells section, with Unfettered Form with Unfettered Mindscape, which
the following spells: Fend Spell, Helpful Hand, and Faded allows the Shaper to move their blocks. Mental Fortress
Imprint. now creates up to 3 blocks upon reaching 17th level.
Disintegrate can now destroy Enforced Reality blocks, as
Renamed Genuine Sacrifice to Metamorphic Drain, per Wall of Force. Streamlined the 2-6th level scaling of
courtesy of Xithara. Increased the rarity of Formshifter's Glide speed and slightly tweaked higher level flight
Armring from Uncommon to Very Rare. Changed the stat scaling, and added a clause to Glide addressing that at
bonus of War Plating to Con, from Str. Changed Defiance least 10 feet can be jumped in order to activate glide,
to take up a bonus action instead of a reaction. Changed which should make the application of low-level Aided
Medallion of Shape Change to only cost a bonus action to Jump into glide more understandable as a tool to move
revert to true form. Reduced the damage of Branching over obstacles or foes. Worked with Dracovitch on his
Ivory to 2d4, from 3d4. Changed Veiled Wings to require a idea for the Embodiment of the Voidmaw. Renamed
bonus action to activate, but caused it to also increase Leeching Claw to Leeching Strikes. Changed Induce
Glide & Fly speeds by 10 feet. Removed force and thunder Torpor to a bonus action. Added Design Goals and
types from Remake Self, as they were causing less Feedback Wanted sections.
interesting decision-making. Removed Rend & Ruin from
11th. It now starts off at 2d6 at 17th. February 3rd, 2020 - Published version 3.1 here and here
February 24th, 2020 - Published version 3.3 here and here Designed and implemented a new subclass, the Shaper, a
psionic control and disruption specialist with the features
Added Items and Equipment section, with the following Mind and Matter, Telekinetic Hand, Mental Fortress,
items: Clawguards, Coin of Good Luck, Coin of Avarice, Enforced Reality, and Unfettered Form. The Dragon Adept
Dragongilded Armring, Formshifter's Armring, now gains immunity to grappled, restrained, and prone
Dragonrider's Saddle, Medallion of Change Shape, and during Ascension. Improved level listing for features that
Obsidian Blast-Sphere. Added Mythical Adaptation to the receive improvements at higher levels. Added one
Metamorph 17th as a tentative feature that should better additional piece of artwork. Added a Demi-Dragon
round out the Metamorph's progression. Reduced Thorny Clockwork Watcher statblock.
Spines damage to 1d4, from 1d6. Added Flight rules box.
Rend and Ruin now scales up to 2d6 at 17th level, in order Moved Flight back to 7th level, and Eye of the Dragon
to maintain martial damage scaling. back to 9th. Reverted the Juggernaut Fury leveling
progression change. Increased Dragon Scales from 8 to 9.
Moved the fear benefit of Blood and Smoke into Mist
Lurker and changed the trigger requirement to be hidden
or obscured, and changed Blood and Smoke to instead
permanently increase the duration of Rend and Ruin.
Removed the 5 feet range trigger requirement on
Harrying Predator. Added Identify to Unmaker's Sight.
January 23th, 2020 - Published version 3.0 here and here

45
Demi-Dragon Part 3 | Changelog
Reduced the amount of additional fury points gained by Decreased the range of Devour Magic to 10 feet (from 30
the Juggernaut to 1, from 2, at levels 6th, 10th, and 17th. feet), but caused the range to now increase to 60 feet at
Changed Spellsnap to round down, rather than up. Added 5th level, in order to better regulate the immediate power
a 5 feet range requirement to the Shadestalker's Harrying of the effect at low levels. Moved Absorb Magic to 3rd
Predator, and clarified that Harrying Predator and Spring level, from 4th. Removed Strength of Body, and replaced it
attack require melee attacks. Put a +2 maximum benefit with Dragon's Might & Rend and Ruin, in order to more
on Dex for Dragon Scales. Moved Flight to 9th level, and elegantly scale weapon damage and to address the
Eye of the Dragon to 7th level. Reduced the blindsight dragon's stat-hungry issues. Removed the AC cap on
granted by Eye of the Dragon to 10, from 20. Increased Dragon Scales, because it was potentially confusing and
flavor age lifespan from ~200 to ~300 to better align with largely irrelevant even in niche cases. Renamed Strength
official half-dragon lore. Added a note about diving of Self to Force of Self. Moved Dragon's Breath (three
straight down to Glide, so that you aren't stuck gliding at uses) to 13th level, moved Devour Magic (two uses) to
the rate of descent. Added an optional ruling for Natural 17th level, and moved the 17th-level Embodiment feature
Heritage's burrowing speed to require an action to to 15th level, in order to have a better progression of
activate. Changed the racial trait stat boost to +1 to Str, offensive and defensive tools in light of the introduction of
Con, and Cha, from +2 Str +1 Con, to better redistribute Dragon's Might. Replaced Forged From Trial with
the dragon's defense and offense at lower levels. Legendary Resistance, because Dragon's Might rendered
it obsolete. Reimplemented 11th level damage scaling on
Renamed Rending Maw to Rending Jaws, and added Venomous Sting. Increased the damage of Skewering
Elemental Maw and Driving Strikes to the Metamorph. Quills from 1d6 to 1d8. Added a clause addressing cold
Removed the introduction description of the camouflaged and poison Constitution saves to Dragon's Breath, and
Metamorph at the start of the document, and replaced it removed Vaporous Breath.
with one of a meditating Dragon Adept. Removed
advantage on Insight checks from Brass Tongue. Reduced Added Bestow Flight and Ascension to the Dragon Adept.
the AC of Stone Scales to 16 + Con, from 17 + Con. Changed Disciple's Meditation to only recharge on a long
Reduced the activation requirement of Goring Charge rest. Implemented the Dragon Adept, and added two
from 20 to 10 feet. Changed Sheltering Wings to impose additional pieces of artwork. Added an NPC stat block to
disadvantage, rather than grant 3/4 cover. Removed the Feature Design. Reduced class skill proficiencies from 4
healing property of Assimilate. Redesigned Misfit's to 3. Reduced Dragon's Breath damage scaling by one
Adaptation as a half feat, opening up a whole new world of increment to once again align with uneven levels, to better
unique build potential. Added an exhaustion benefit to match spellcaster level progression. Added Languages to
Dragon's Hoard's Auric Slumber. Added 'Metamorphic racial traits. Slightly increased Glide & Fly Speed at lower
Transformation Ritual' section. levels to be consistently faster than walk speed. Changed
Assimilate to grant hit points instead of temporary hit
Added time stamps to the changelog. Moved the 15th-level points, to better co-exist with subclass options for
subclass feature back to 17th level, and moved Devour temporary hit points, but halved the hit points gained.
Magic (two uses) back to 15th, to better fall in line with
the tiers of play. Removed Veiled Predator, and replaced it January 1st, 2020 - Published version 2.7 here
with Blood and Smoke. Changed the Demi-Dragon
Snatcher statblock to a Demi-Dragon Quillscale, which is The Scion's Induce Torpor now lasts for 1d4 hours, up
less generic. from 1 hour. Clarified that Misfit's Adaptation can be
taken multiple times. Removed the Design Notes section
January 14th, 2020 - Published version 2.9 here and here entirely, as it is increasingly irrelevant. Changed Weave
and Unweave to now instead allow casting a spell of 2nd
level or lower, instead of casting a spell with a range of
touch or self. Strength of Body now additionally increases
AC by 1. Added Aided Jump to Racial Traits. Made a
number of minor wording changes to the introduction.
Draining Scales no longer interacts with cantrips.
Reduced Dragon's Breath Line Range scaling by one
increment. Removed Manifest Breath and Class Feature
Variant Package: True Dragon from Feature Design.
December 9th, 2019 - Published version 2.6 here

46
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
Predator, Spring Attack, Mist Lurker, and Veiled Predator
Added Class Feature Variants as a section. Baked as experimental features for a new subclass, the
Expanded Breath and Insatiable into the descriptions of Shadestalker. Added Dragon Scales segment to Design
Dragon's Breath and Devour Magic, and changed the Notes section.
effect of Insatiable to instead provide two uses per long
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.
Moved to GM Binder. Added Esoteric Ward, Reverberating
Roar, White Instinct, Draining Scales, Warriors Will, Gold
Luck, and Brass Tongue to the Metamorph's available
morphs. Replaced Ironscale Weaving with Stone Scales.
Changed the pairing on several morph categories to
provide a situational and a reliable morph. The
Metamorph can now change out a known morph category
every time it gains a class level, rather than whenever it
gains a new morph, and gains 2 additional morph
categories at 6th, 10th, and 17th levels, up from 1.
Increased the damage of Skewering Quills to 1d6 > 2d4,
from 1d4 > 1d8. Added dim light to Chameleon Scales.
Ardent Breath now gains a second charge at 6th level,
down from 10th. Glacial Chill now reduces speed by half,
up from 10. Spellsnap now recharges on a short rest.
Renamed Snapping Takedown to Lockjaw. Added
persuasion to class skill proficiencies.
47
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.

48
Demi-Dragon Part 3 | Changelog

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