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Published by goroiamanuci, 2023-08-01 10:03:43

Demi-Dragon 4.7

Demi-Dragon 4.7

The Demi Dragon -


2 2 3 4 7 7 9 10 10 12 14 15 16 17 19 20 21 26 26 28 29 34 36 37 38 39 45 Credits Created By: Aron Made With: GM Binder Additional Content By: Dracovitch: Embodiment of the Voidmaw Moghue44: Embodiment of the Protector DawnHellion: Embodiment of the Genesis Atrox_Primus: Embodiment of the Dragon Queen, Embodiment of the Platinum Dragon, Embodiment of the Dracolich Cover Illustrator: Tatii Lange: Rebirth in Blood Interior Illustrators: Anastassia Grigorieva: Brown horns and blue tounges, Cornered, Thunder and lightning Mike Azevedo: Dragon and fish Kerem Beyit: Valamadarace, Mithral Dragon Will O'Brien: Pathfinder: Kazavon Elizabeth Sirin: tapestry Dragon, dragon's lair Chromamancer: Bookwyrm Jack Kozitza: Markam Relisan Agnieszka Firla: Billie Eltanin Lisa Lenz: Dragon and his treasure Sandara Tang: Faerie Dragon Howard Lyon: The Great Forest Lichen Fischer: Dragon footer Svetlin Velinov: Noxious Dragon Filip Burburan: The Elder Dragon War Zephyryshka: Erembour Resources: Leuku: Guide to Balancing Homebrew Classes Miri: 5e Class Damage Output (DPR Calculator) Feedback: Izzy: Targeted class feedback flashpointbrews: Review and design Phylea: Review and formatting Playtesters: SenorSnout: Caesar, Gold Arbiter TheSunniestBro: Férend the Wanderer, Brass Juggernaut DawnHellion: Puck, Genesis Hummie: Layla Ironforge, Green Metamorph | Irthiski, Bronze Metamorph Zarono: DM for Hummie Moghue44: Velrig, Steel Protector Nanners: Tubera, Red Juggernaut Fennrys: Markam Relisan, Metamorph Skynet: DM for Fennrys and Hummie Miri: Miriketh, Bronze Scion | Brightwing, Planar Genesis Zorya, Emerald Sibilant Atrox_Primus: Zulidar, Black Juggernaut Ræin: Talon, Blue Arbiter winchbeef: Korialsza, Metamorph EdlerN: Gelzres, Blue Arbiter Thay: Pyrite, Metamorph Knowledge: Strohm V, Blue Platinum Dragon | Malygris, Black Arbiter Contents Part 1: Demi-Dragon Introduction ....................................................................................... Racial Traits ....................................................................................... Class Features ................................................................................... Subclasses Embodiment of the Juggernaut..................................................... Embodiment of the Shadestalker ................................................. Embodiment of the Skyterror ..................................................... Embodiment of the Behemoth .................................................... Embodiment of the Scion ............................................................ Embodiment of the Sibilant......................................................... Embodiment of the Ascetic .......................................................... Embodiment of the Arbiter .......................................................... Embodiment of the Fervent Hoarder ......................................... Embodiment of the Packlord ....................................................... Embodiment of the Echo .............................................................. Embodiment of the Metamorph .................................................. Part 2: Character Supplements Feats .................................................................................................. Optional Class Features ............................................................... Items and Equipment.................................................................... Arbiter Spells .................................................................................. Boon of Draconic Magic ............................................................... Societal Integration ....................................................................... Metamorphic Transformation Ritual ......................................... Backgrounds ................................................................................... Part 3: Changelog Foreword The goal of this homebrew is to provide content of a high and consistent quality which can be used at any table without being disruptive to the DM or other players, while delivering on the fantasy of playing as a dragon. As a martial class with access to area damage and with many options for exploring the game world, the demi-dragon fills a niche that is otherwise not present in official material. The lore and flavor written for it are created based upon features that are mechanically necessary for the design to function as a player character, and to encourage characters to act as adventurers that can interact with the world rather than as monsters. While this content won't fit into every game, I hope that it may inspire you to try something different. Support If you want to help, thoughtful feedback is a great boon when writing future content, and any donation better enables me to keep this content free for everyone. Submit Feedback Donate The Demi-Dragon is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Demi-Dragon A single crimson-scaled runt of a dragon stands defiant amidst an orcish warband, waving their axes in anticipation of an easy kill. With a roar, fire lights up the forest clearing as she charges fearlessly, driving the startled orcs back with a ferocity that belies her modest size. The azure dragon studies the wizard's arcane runes, his companions waiting close by. Jotting a note down in his beloved journal, he inhales deeply, leeching the magical energy right out of the protective ward. With a satisfied smirk, he leads his companions deeper into the wizard's sanctum. Within a stone temple upon an icy mountaintop, a dragon sage sits in meditation. He was content to weather the blizzard that would soon leave him stranded and isolated, warmed only by the soft glow of the smoldering sphere of fire which he held aloft in supplication. He relished the chance to reflect upon the events of his journey. Though each of these demi-dragons tell a different story, they share a similar background—they were once humanoids who underwent a metamorphic transformation that changed their body. Those that are so afflicted are rare, but each must learn to live with the consequences in their own way. Each demi-dragon is different, with some drawing heavily upon the essence of true dragons, while others defy such comparisons. Many demi-dragons are ostracized by those around them. Some relish their new form, while others loathe what has been done to them, but all are linked by the transformation they have undergone. Imitation of Form To most, dragons are monsters to be feared and hated. But to a few, they are symbols of power and potential—and those few would sacrifice anything if it would let them have the strength of dragons to use for their own ends. Whether driven by fanatical beliefs, a hunger for personal power, or a genuine wish to help others by whatever means are available, some choose to undergo a ritual transformation that changes their body into an imitation of a true dragon. Other individuals concoct detailed magical experiments on unwilling subjects, exploring the limitations of the blood of dragons. Regardless of origin, the resulting creature is known as a demi-dragon—a being that was created rather than born. Ritual Transformation The exact details of the demi-dragon transformation are unclear, but the nature of innate dragon magic hints at multiple paths to the same result. Whether accomplished through magical prowess, alchemy, zealous devotion, or by bathing in dragon's blood, the transformation draws upon the essence of a true dragon to instill a spark of magic within the subject, forcing them to take on the physical characteristics of a dragon. Though adopting the shape of a dragon during the transformation, the subject is often brought only halfway there, and can be left temporarily scaleless or wingless. Such deficiencies tend to correct themselves over time—but once transformed, there is no known way to reverse the metamorphosis. Spark of Magic As part of their transformation, a spark of magic forms in the heart of a demi-dragon—this is what allows them to mimic a dragon's power and imitate their elemental breath weapons. As a result of their unusual nature, demi-dragons develop the ability to siphon magic out of their surroundings, requiring an external source of magical energy to feed this spark as a way to bring themselves closer to the inherent nature of true dragons. The relative power of this spark is a measure of the magical essence a demi-dragon has accumulated. Where true dragons are born into their natural splendor, demi-dragons must toil, steal, and sacrifice for but a fraction of that power. Demi-Dragon Part 1 | Introduction 2


Demi-Dragon Traits Your draconic nature manifests in a variety of shared traits. Ability Score Increase. Your Strength score increases by 2, and one other ability score of your choice increases by 1. Age. A demi-dragon can live for roughly four hundred years, starting from when they were first transformed. Creature Type. You are a Dragon. Size. Demi-dragons have a body mass that is identical to that of their previous form. At most, a demi-dragon stands 4 feet tall from shoulder to the ground, and measures no longer than 16 feet from snout to tail tip, of which their body accounts for a maximum of 5 feet. Your size is Medium or Small, chosen when you select this race. Speed. Your base walking speed is 30 feet. Aided Jump. Your wings provide you with lift. Your maximum jump distance for high and long jumps is doubled, and you do not need to take a running start. This extra distance costs movement as normal. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dragon Scales. Your magical essence enhances your protective scales. While you aren't wearing armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier. Mythic Build. You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift. Your claws have enough manual agility to manipulate objects as normal, but you have disadvantage on attack rolls made with weapons that have the ammunition or two-handed properties, and receive no benefit from wielding shields. In order to wear armor, you must have it specially constructed, costing twice the normal rate. Natural Weapons. You have access to an arsenal of natural weapons. These natural weapons count as martial melee weapons for you, and you are proficient with them. You can use them to make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with them. Your fanged maw deals 1d12 piercing 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 an additional claw attack. Inheritance. Your connection to a particular type of true dragon manifests as a related skill. You gain proficiency with one of the following skills of your choice: Arcana, Acrobatics, Deception, History, and Persuasion. Languages. You can speak, read, and write Common and Draconic. Creating A Demi-Dragon When creating your demi-dragon, you should carefully consider two questions: who were you before you became a demi-dragon, and what series of events led you to become one? Consider what your character was like before, how others see them, and how they see themselves now. Quick Build You can make a demi-dragon quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution and Charisma. Second, choose the Victim of Thaumaturgy background. Last, choose a cone of fire for your Dragon's Breath feature. d6 Cause of Transformation 1 You studied for years as a dragon disciple, surpassing the other students by achieving a true transformation. 2 You participated in slaying a dragon, then used its magical blood to imbue yourself with its essence. 3 A crazed wizard captured and transformed you against your will as part of a magical experiment. 4 As a promising young warrior of a barbarian clan, you were chosen to become the clan's draconic champion. 5 You found and wore a cursed artifact, which transformed you. You now seek a way to remove the artifact and its curse. 6 Actually, you are a true dragon, searching for your very own adventure. Class Features As a demi-dragon, you gain the following class features. Hit Points Hit Dice: 1d10 per demi-dragon level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demi-dragon level after 1st Proficiencies Armor: None Weapons: None Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth, and Survival OUR TALE TOLD OF RUIN Consequence of Transformation You have undergone a ritual that has changed the nature of your being. When creating a demi-dragon character, you lose all racial traits associated with your former race and instead adopt those of the demi-dragon. You keep your memories, alignment, and other class levels (if any). You can't use the demi-dragon racial traits if you don't have at least one level of the class. If your race is later changed by another effect, you lose access to all demi-dragon class features. Your race and class are invariably tied together. Demi-Dragon Part 1 | Race 3


The Demi-Dragon Level Proficiency Bonus Features Dragon's Breath Damage Dragon's Breath Range Line / Cone Glide & Fly Speed 1st +2 Dragon Spark, Dragon's Breath, Devour Magic 2d8 30 / 15 ft. — 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 Ruin (1d6) 8d8 90 / 30 ft. 65 ft. 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 (3d6) 10d8 110 / 35 ft. 75 ft. 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 You start with the following equipment, in addition to the equipment granted by your background: assorted shiny valuables worth 2d4 x 5 gp (a) a scholar's pack, (b) a priest's pack, or (c) an explorer's pack. Packs take the form of modified saddlebags an item from before your transformation. Determine this item for yourself, or use the table below d6 Item of Personal Significance 1 A pair of adjusted spectacles 2 A ring, given as a gift 3 A well-worn book of fairy tales 4 A singed musical instrument 5 A tarnished holy symbol 6 A weighted dice set Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose demi-dragon as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least a Strength score of 13 to take a level in this class, or to take a level in another class if you are already a demi-dragon. Proficiencies Gained. If demi-dragon isn't your initial class, you replace your racial traits with the demi-dragon racial traits when you take your first level as a demi-dragon. BREATHE IN PEACE AND HEAR OF MY TRUTHS Demi-Dragon Part 1 | Class 4


Dragon Spark 1st-level demi-dragon feature When you become a demi-dragon, you internalize a spark of inherent magical power that fuels your new form and allows you to mimic the extraordinary abilities of a true dragon. The power of this spark is a measure of the magical essence you have accumulated. Charisma is your ability for specific class features. You use Charisma whenever a feature gained through this class refers to your Dragon Spark. In addition, you use Charisma when setting the saving throw DC for such an effect and when making an attack roll with one. Dragon Spark save DC = 8 + your proficiency bonus + your Charisma modifier Dragon Spark attack modifier = your proficiency bonus + your Charisma modifier Dragon's Breath 1st-level and higher demi-dragon feature Destructive energy simmers within you, ready to be released. When you gain this feature, choose between a 30- foot line that is 5 feet wide or a 15-foot cone. Additionally, choose a damage type from among the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Your breath always uses the chosen shape and element. As an action, you exhale destructive energy. Each creature in the area you chose must make a saving throw against your Dragon Spark save DC. A creature takes 2d8 damage of the chosen type on a failed save, or half as much damage on a successful one. The type of saving throw depends on the damage type you chose as shown in the table below. The damage and range of this feature increase as you gain demi-dragon levels, as shown in the Dragon's Breath Damage and Range columns of the Demi-Dragon table. You can use this feature twice, and regain all uses of it after finishing a short or long rest. Starting at 13th level, you can use it three times before a rest. Damage Type Saving Throw Acid, Fire, Lightning Dexterity Cold, Necrotic, Poison, Radiant, Thunder Constitution Force Strength Psychic Intelligence Devour Magic 1st, 5th, and 18th-level demi-dragon feature To sustain your new form, you have developed an innate ability that lets you consume magic. As an action, choose one creature, object, or magical effect within a range of 10 feet of you. Any spell of a level lower than or equal to one third your demi-dragon level (minimum 1) on the target ends. For each spell of a level higher than that, make a Charisma check. The DC equals 10 + the spell's level. On a success, the spell ends. Regardless of success, you then regain hit points equal to your demi-dragon level + your Constitution modifier (minimum 1). Effects that refer to dispel magic also apply to this feature, such as wall of force. You can use this feature once, and must finish a long rest before you can use it again. Starting at 5th level, the range increases to 60 feet. At 18th level, you can use it twice before a long rest. Glide 2nd-level and higher demi-dragon feature Your wings can slow your fall. As a reaction you can take when falling while you aren't prone, you can spread your wings and glide, slowing your rate of descent to 20 feet per round. While gliding, you can as part of your movement move up to 40 feet in any horizontal direction, or dive straight down. When you land, you take no falling damage and can land on your feet. You can also start gliding by expending at least 10 feet of movement as part of a high jump. The speed at which you can glide increases as you gain demi-dragon levels, as shown in the Glide & Fly Speed column of the Demi-Dragon table. Demi-Dragon Part 1 | Class 5


Elemental Adaptation 2nd-level demi-dragon feature Your form continues to change as you adapt to your newlyattained elemental nature. You gain resistance to the damage type you chose for Dragon's Breath. Absorb Magic 3rd-level demi-dragon feature You gain the ability to absorb the magical enchantment of a weapon or piece of equipment. This grants you access to the magical powers provided by that item, and removes it from the item. The stolen magic harmlessly flows through your veins, or appears on your hide as a runic sigil. You can absorb an enchantment from a magical item as part of a long rest, during which the item must be in your possession. Once absorbed, you can use the item's magical properties as if you were wearing or wielding the item. The stolen magical power follows all rules that would normally apply to it. You can return the enchantment to the original item as part of a short or long rest. When returning an enchantment, you do not need to have the item in your possession. You can have a maximum of 5 such enchantments active at any one time. If the item requires attunement to use, it follows normal attunement rules, and you count as being attuned while the enchantment remains absorbed by you. You can't absorb an item's magic if doing so would cause you to be attuned to more than your maximum attunements. You can't absorb the power of shields or artifacts. Additionally, the Dungeon Master may rule that a specific item's enchantment can't be absorbed. Only enchantments on items that are designed to be equipment (worn or wielded) can be absorbed. You can't combine these enchantments in any way that would not normally be possible—you can't, for instance, benefit from more than one weapon enchantment when making an attack, but if multiple such enchantments are available to you, you can decide which one to use each time you make an attack. Should you absorb a cursed item, the curse functions as normal. You can rid yourself of the curse after fulfilling its requirements, such as by using the remove curse spell. Doing so temporarily allows you to return the cursed enchantment to its item as part of a short or long rest. Draconic Embodiment 3rd-level and higher demi-dragon feature You choose an aspect of draconic might to dedicate yourself to. Choose between the Embodiment of the Juggernaut, the Behemoth, the Shadestalker, the Skyterror, the Sibilant, the Scion, the Ascetic, the Arbiter, the Fervent Hoarder, the Metamorph, the Voidmaw, the Protector, the Genesis, the Dragon Queen, the Platinum Dragon, and the Dracolich, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd, 6th, 10th, and 17th level. BLESSED BLOOD THUNDERS Movement Rules High Jumps (PHB 182). When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can. Using Different Speeds (PHB 190). If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. Flying Movement (PHB 191). Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell. Rate of Falling (XGE 77). When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted. Ability Score Improvement 4th-level and higher demi-dragon feature When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Stride 5th-level demi-dragon feature You're better used to your new body. Your walking speed increases by 10 feet while you aren't wearing heavy armor. Additionally, a creature that is the same size category as you or smaller can ride on your back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Extra Attack 5th-level demi-dragon feature You can attack twice, instead of once, whenever you take the Attack action on your turn. Demi-Dragon Part 1 | Class 6


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 demidragon 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. Dragon's Might 11th-level demi-dragon feature Raw draconic vitality empowers you. Your Strength, Constitution, and Charisma scores each increase by 2. Your maximum for those scores is now 22. Rend and Ruin 13th- and 17th-level demi-dragon feature Your strikes leave your foes broken and crippled. Once on each of your turns if you deal damage to a target with at least two attacks, the target takes an additional 1d6 damage of the same type as the last hit, and has its speed reduced by 10 feet until the start of your next turn. At 17th level, the damage increases to 3d6. Fabled Resistance 14th- and 20th-level demi-dragon feature The tenacity of dragons is legendary. You have two resistance dice, which are d6s. When you fail a saving throw, you can choose to roll one or more of your resistance dice, adding the result to your saving throw total. You can roll each die one by one. Once a resistance die has turned a failure into a success, the die is expended and cannot be used again until you have finished a long rest. At 20th level, you gain another resistance die for a total of three, and they each turn into d10s. Force of Self 15th-level demi-dragon feature You have a stubborn persistence in the face of adversity. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Strength saving throws (your choice). Draconic Embodiments As a demi-dragon, you must choose to embody one aspect of dragonkind as your ideal. The magic which dragons draw their strength from is adaptable and expressive, manifesting uniquely in body and essence. Embodiment of the Juggernaut Juggernauts face their foes head on and break them under a barrage of fury. Juggernauts rely on raw might and tenacity to wade into battle, using their multiple limbs to tear their enemies down with their powerful natural weapons. Fury 3rd-level and higher Juggernaut feature Your body is a weapon of war. You learn special maneuvers which are fueled by a resource called fury. Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers require you to make an attack. Resolve the attack as you normally would while accounting for the additional effect of the maneuver. You learn two additional maneuvers of your choice at 6th, 10th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Fury. You have five fury points. You regain all of your expended fury points when you finish a short or long rest. You can spend fury to perform a maneuver. Each maneuver costs fury points to use, noted in parentheses. You must be able to pay the fury cost to use the maneuver. You gain two more fury points at levels 6th, 10th, and 17th. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength modifier Demi-Dragon Part 1 | Class 7


By Any Means 3rd-level Juggernaut feature Your horns and wings are alternative means of attack that are used as part of many of your maneuvers. These natural weapons count as simple melee weapons for you, and you are proficient with them. You can use them to make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with them. Your horns deal 2d4 piercing damage. Your wings deal 1d4 bludgeoning damage. When you take the Attack action to attack with your claw or wing, you can use your bonus action to make an additional claw or wing attack. Tenacious Assault 6th-level Juggernaut feature A fervor burns within you to enact your fury upon your enemies. When you make an attack as a part of a maneuver, you have advantage on the attack roll. Unwavering Combatant 10th-level Juggernaut feature You embrace challenge. You gain the following benefits: Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. Heat of Battle. Whenever you roll initiative, you gain temporary hit points equal to your demi-dragon level. These temporary hit points last for 1 minute. Anvil of Will 17th-level Juggernaut feature Combat is the anvil of will, and you are its hammer. When a creature succeeds on a saving throw against one of your demi-dragon class features, you can force it to reroll. It must use the new roll. Once you use this feature, you can't do so again until you finish a short or long rest. Maneuvers Bolstering Roar (1). As a bonus action, you bolster the conviction of your companions. Each creature of your choice other than yourself that is within 20 feet of you and which can see or hear you gain a Bolster die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one saving throw it makes. Once the Bolster die is rolled, it is lost. A creature can only have one Bolster die at a time. Hammering Lunge (1). As a bonus action, make an attack with your horns against a target. You can choose to move up to 10 feet without provoking opportunity attacks before you make this attack. Launch Ally (1). As a bonus action, choose a friendly creature within 5 feet of you that is the same size category as you or smaller. That creature can use its reaction to let you launch it to an unoccupied space you can see within a number of feet of it equal to twice your Strength score. Additionally, the creature gains temporary hit points equal to your proficiency bonus. Lockjaw (1). As part of the Attack action, you can replace one attack you make with a special bite attack against a target. On a hit, the target must make a Strength saving throw if it's a creature that is up to one size category larger than you. On a failure, it is grappled. Skylaunch (1). As a bonus action, you launch 15 feet upwards without provoking opportunity attacks. Creatures up to one size category larger than you that are within 5 feet of you must succeed on a Strength saving throw or be knocked prone by a powerful gust of wind as you launch. You remain airborne until the start of your next turn or until you are incapacitated. Suppressing Gale (1). As a bonus action, you blast gusts of wind at your surroundings. Creatures up to one size category larger than you within 30 feet of you must spend 2 feet of movement for every 1 foot when moving closer to you. The gale disperses gas or vapor, and extinguishes candles, torches, and smaller unprotected flames in the area. This effect lasts until the start of your next turn, until you become incapacitated, or until you choose to end it early (no action required). Thieving Talons (1). As a bonus action, make an attack with your wings. On a hit, the target must succeed on a Strength saving throw or drop one item of your choice that it's holding. The object lands at its feet. Brutal Dive (2). As a bonus action that you can take while gliding or flying, you dive up to your Glide & Fly speed directly downwards. If you move at least 30 feet during your dive, choose one creature up to one size category larger than you that is within melee range. The creature must make a Strength saving throw. On a failed save, the target is knocked prone. As part of the same bonus action, you can then immediately make a bite attack against the creature. Defiance (2). As a bonus action, you steel yourself against all attackers. Until the start of your next turn, you gain resistance to all damage and advantage on Intelligence, Wisdom, and Charisma saving throws. Fearsome Wound (2). As a bonus action, make an attack with your claws. On a hit, the target is wounded and will bleed for an additional 1d8 damage at the end of its next turn. Additionally, it must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of its next turn. Mighty Toss (2). As a bonus action, you heft one creature within 5 feet of you. The creature must make a Strength saving throw. On a failed save, the creature is incapacitated until the end of your turn, and you can toss the creature at a target of your choice within 20 feet. Make a ranged attack roll with your Strength modifier against the target of your toss. On a hit, both the target and the tossed creature take damage equal to 1d4 + your Strength modifier. On a miss, the tossed creature still takes the damage. The creature then moves to a square of your choice adjacent to the target. Reprisal (2). When a creature misses you with a melee attack, you can use your reaction to make a horn attack against the creature. On a hit, the creature must succeed on a Constitution saving throw or be unable to take reactions until the start of its next turn. Rising Wing (2). As part of the Attack action, you can replace one attack you make with a special wing attack against a target. On a hit, the target must make a Strength saving throw if it's a creature that is up to one size category larger than you. On a failure, you knock the target 20 feet upwards. At your option, you can choose to prevent the target from falling until the end of your turn. Demi-Dragon Part 1 | Subclasses 8


Battering Ram (3). As an action, you can move up to your speed as you charge in a straight line, during which you can enter other creatures' spaces and creatures have disadvantage on opportunity attacks against you. While charging, you can make a number of horn attacks as if you had taken the Attack action. One creature that is up to one size category larger than you and which you hit must succeed on a Strength saving throw or be pushed forward to the end of your charge. If the target ends its movement adjacent to another creature or a solid object, both the pushed target and the creature or object take bludgeoning damage equal to 2d6 + your Strength modifier. This maneuver deals double damage to objects and structures. Tail Sweep (3). As a bonus action, make a tail attack against up to two targets, both of which must be within your reach. Roll separately for each. If the attack hits, a target must 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 is pushed 15 feet away from you. Wrath (3). As a bonus action, make a claw attack against each creature of your choice within 5 feet of you. Wrest Magic (3). When a spell effect which you are aware of passes within 60 feet of you, you can use your reaction to redirect it to yourself, becoming the target of the effect. If the effect creates an area, it is centered on you. If it requires you to make a saving throw, you have advantage on it. After the effects of the spell are resolved, you regain hit points equal to twice the level of the spell + your Constitution modifier. You can't target spells with a range of touch or self. Embodiment of the Shadestalker Some demi-dragons are tainted with dark powers, and become rejected or feared by those around them, learning to rely on tricks and subterfuge. Shadestalkers outmaneuver their enemies with predatory ambushes before vanishing into the night, striking only when they have the advantage. Umbral Lunge 3rd-level Shadestalker feature You can become a shade and dart forward. Once on each of your turns while you aren't grappled, incapacitated, or prone, you can choose an unoccupied space which you can see within 15 feet of you. You can act as if you occupy that space, instead of your own. Shadows pull you back and end the effect when you move, at the end of your turn, or if you choose to end it early (no action required). If an effect reduces your speed to 0 during the lunge, you instead move to the space. Keen Predator 3rd-level Shadestalker feature Predatory instincts awaken in you. You can use your Charisma modifier in place of your Dexterity modifier when making Dexterity checks and Dexterity saving throws. Additionally, you gain blindsight out to 10 feet. When you gain Eye of the Dragon, this range increases to 20 feet. Shade Veil 6th-level Shadestalker feature You can create an area of sheltering shadows. As a bonus action, you choose a point within your Cone Range from which spreads a 15-foot cube of magical darkness. The darkness spreads around corners, a creature with darkvision can't see through the darkness, and nonmagical light can't illuminate it. The darkness lasts for 1 minute, or until you choose to dismiss it early as a bonus action. You can use this feature three times, and must then complete a short or long rest before you can use it again. Fade and Ambush 10th-level Shadestalker feature You vanish and reappear abruptly. Immediately after ending your turn, you can take the Hide action as a reaction. Additionally, whenever you hit with a melee weapon attack which you had advantage on, the target of your attack must make a Wisdom save against your Dragon Spark save DC. On a failure, the target becomes frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns. A target that succeeds on this save is immune to this effect for the next 8 hours. Blood and Shade 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 hidden, you become invisible until the end of your turn. Additionally, the speed reduction of your Rend and Ruin lasts for 1 minute. WE WAR AGAINST OUR KIN SIBLINGS LONG DIVIDED Demi-Dragon Part 1 | Subclasses 9


Embodiment of the Skyterror An ancient martial technique amongst dragons has seen a resurgence under a new flair, wielding steel weaponry to decimate unprepared foes. Normally impractical to a grounded dragon, such weapons take on a different characteristic when swung from the air, giving the appearance of a brutal aerial dance of flashing steel and beating wings. Wing Surge 3rd-level Skyterror feature You are swift on the wing. As a bonus action, you can immediately move up to half your Glide & Fly speed in a direction of your choice without provoking opportunity attacks, and immediately start gliding. Until the start of your next turn, Glide's rate of descent slows to 0 feet per round, and you can can hover in place. You can use this feature a number of times equal to your proficiency bonus, and must finish a short or long rest until you can use it again. Draconic Armory 3rd-level Skyterror feature You merely need the right angle of attack when using manufactured weaponry. You gain proficiency with simple and martial weapons. While you are gliding or flying, Mythic Build does not impose disadvantage on attacks made with weapons that have the ammunition or two-handed property. Additionally, you gain the following benefits: Whirling Destruction. Whenever you move at least 10 feet in a straight line, you can add your Charisma modifier to the damage roll of one weapon attack you make with a martial melee weapon which you are wielding and which lacks the Reach property before the end of that turn. Unerring Momentum. When you make an attack with a martial melee weapon which you are wielding, which has the Reach property, and which deals slashing or piercing 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. Unfettered 17th-level Skyterror feature You are swift and free as the wind. Your walking and flying speeds each increase by 20 feet. Additionally, when you use Wing Surge, your speed can't be reduced in any way until the start of your next turn. LEARN FROM OUR FOES OF BLOODSEEKING STEEL AND FIERCE DISCIPLINE Embodiment of the Behemoth Some dragons rely on brute strength and unyielding vitality to survive in a world that means them ill. Such dragons use their size and tenacity to shrug off deadly attacks, cause upheaval by their very presence, and overpower their foes with their natural strength. Lumbering Behemoth 3rd-level Behemoth feature Your endurance and physical might are impressive to behold. You gain the following benefits: You gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Intimidation, Perception, or Stealth. You can carry one additional creature on your back, provided that you are at least one size category larger than each creature you carry. Some of your archetype features require your target to make a saving throw to resist the feature's effects. The saving 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. While in overdrive, once per round on your turn you can choose one of the following effects to activate (no action required). Demi-Dragon Part 1 | Subclasses 10


GLORY IN EVERY FACET Grab. If you hit a creature that is no more than one size larger than you with a weapon attack, you can choose to force the creature to make a Strength saving throw against your Behemoth save DC. On a failed save, the creature is grappled by you. Trampling Push. You can attempt to move into the space of creatures smaller than yourself, treating that space as difficult terrain. When you do, the creature must make a Strength saving throw against your Behemoth save DC. On a failure, you push the creature 5 feet away from you. On a success, you cannot move into that creature's space for that turn. On your turn when you activate this ability, 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 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 and creatures of your choice within 5 feet of you are protected by half cover. Your cover protects from danger from all sides, except from below. If a creature moves within 5 feet of you while this ability is active, you can choose to extend this benefit to them. You can go into overdrive a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Hulking Beast 6th-level Behemoth feature You readily use your size and natural might to your benefit. The following options are available to you. You can use each option once, and must then complete a short or long rest to use that option again. Earth-Shaking Stomp. As a bonus action while on the ground, you can make a powerful stomp. Each creature other than yourself within 30 feet of you that is in contact with the ground must make a Dexterity saving throw against your Behemoth save DC. On a failure, a target is knocked prone. Challenging Roar. As a bonus action, you let out a defiant roar. Each creature of your choice that is aware of you and within 60 feet of you is forced to make a Wisdom saving throw against your Dragon Spark save DC. On a failed save, that target has disadvantage on any attack roll that isn't against you for 1 minute, but only while you are in the target's line of sight. The target can repeat the saving throw at the end of each of its turns. Feast. When a creature within 5 feet of you which is at least one size category smaller than you is reduced to 0 hit points, you can use your reaction to devour the creature whole. If the creature isn't a construct, ooze, or undead, you regain a number of hit points equal to your demi-dragon level. If the creature was carrying any magical items, you harmlessly disgorge them during your next short or long rest. Overpowering Force 6th-level Behemoth feature You have learned well to push the world harder than it pushes back. When you hit with a natural weapon attack against a target that is frightened, grappled, incapacitated, prone, or restrained, you gain a +2 to the damage roll. Additionally, creatures under any of those conditions have disadvantage against your Dragon's Breath saving throw. Frightful Display 10th-level Behemoth feature A mere glance can terrify your foes. When you use your Feast feature, choose one creature within 60 feet of you that can see you. That creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turn, ending the effect on a success. Wounded Defiance 10th-level Behemoth feature You only grow more steadfast in the face of danger. If you have no more than half your hit points left, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your Constitution modifier (minimum 1). Earthshaker 17th-level Behemoth feature The upheaval of your presence sends your foes tumbling. Each creature of your choice that is your size or smaller which starts their turn within 10 feet of you must succeed on a Dexterity saving throw against your Behemoth save DC or fall prone. Additionally, when you use your Earth-Shaking Stomp feature, each creature of your choice which fails their saving throw against the effect takes bludgeoning damage equal to 1d6 + your Strength modifier. EACH ASPECT DISTINCT Demi-Dragon Part 1 | Subclasses 11


Embodiment of the Scion Scions are demi-dragons who commit themselves fully to dragonkind. The purity of their elemental spark makes them nearly indistinguishable from true dragons, inheriting their most iconic traits. Scions dedicate themselves to a specific draconic bloodline from which they draw their power. Bloodline Heritage 3rd-level Scion feature You grow closer to one of the fifteen draconic bloodlines, taking on the physical appearance of a dragon of that type. Choose a dragon type from the table below. The type chosen must match the damage type you chose for Dragon's Breath. You gain a climbing, swimming, or burrowing speed depending on your choice. If you choose Silver, you instead gain the Silver Mist morph, detailed under the Embodiment of the Metamorph. If you gain a climbing speed, it is equal to your walking speed and you suffer no ill effects from high altitudes. If you gain a swimming speed, it is equal to your walking speed and you can breathe both air and water. If you gain a burrowing speed, it is equal to half your walking speed and you can tunnel through loose dirt, gravel, and similar materials, but not through solid materials. If you burrow at half speed, you can reinforce your tunnel as you move, letting others safely pass through—otherwise it slowly collapses behind you. Dragon Damage Type Speed Ardent Gift Black Acid Swim Acid Barrage Blue Lightning Burrow Lightning Lance Green Poison Swim Beguiling Miasma Red Fire Climb Fiery Eruption White Cold Burrow or Swim Freezing Mist Brass Fire Burrow Fiery Eruption Bronze Lightning Swim Lightning Lance Copper Acid Climb Acid Barrage Gold Fire Swim Fiery Eruption Silver Cold Silver Mist Freezing Mist Amethyst Force Swim Spatial Echo Crystal Radiant Burrow or Climb Scintillating Radiance Emerald Psychic Burrow Discordant Disruption Sapphire Thunder Burrow or Climb Trembling Thunder Topaz Necrotic Swim Desiccating Aura Ardent Gift 3rd- and 6th-level Scion feature You inherit the unique properties of your bloodline's fabled powers. Depending on your Bloodline Heritage, you gain a unique draconic ability. You can use this feature once, and regain the ability to do so once you finish a short or long rest. At 6th level, you can use this feature twice. Each Ardent Gift uses the numbers listed in the Dragon's Breath Range column of the Demi-Dragon class table, and increases in range as you gain levels. It uses the specified line or cone regardless of what you chose for Dragon's Breath. Acid Barrage. As an action, you launch bursts of acid at up to 3 nearby targets that you can see and which are within a number of feet equal to your Line Range. Make a ranged spell attack with your Dragon Spark against each target. On a hit, the target takes acid damage equal to your Dragon's Breath Damage. Beguiling Miasma. As a bonus action, you breathe forth a vaporous poison, which billows around one creature you can see that is within the range of your Line Range. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or become charmed by you for 1 minute. If the charmed target takes any damage, it can repeat the saving throw, ending the effect on a success. While charmed in this way, the target is poisoned. At the end of the charmed creature's turn, every creature of your choice within 5 feet of the charmed creature must succeed on a Constitution saving throw against your Dragon Spark save DC or become poisoned until the start of the charmed creature's next turn. 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. Discordant Disruption. As a bonus action, you focus a minddisrupting sound upon one creature of your choice that you can see within your Line Range. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or take psychic damage equal to your Dragon's Breath Damage and be stunned until the end of its next turn. On a successful saving throw, a creature takes half the damage and isn't stunned. At your option, you can choose to deal no damage. Fiery Eruption. As an action, you lob a ball of fire at a square that you can see within the range of your Line Range, which explodes into a 5-foot-wide, 20-foot-tall cylinder of flames. Each creature in the eruption's area must make a Dexterity saving throw against your Dragon Spark save DC or take fire damage equal to twice the damage dice of your Dragon's Breath Damage on a failed save, or half as much of the total damage on a successful one. OUR FORGOTTEN GOD SUNDERED IN TWIN HALVES OPPOSING REFLECTIONS DEFYING OLD UNITY Demi-Dragon Part 1 | Subclasses 12


Freezing Mist. As an action, you breathe a freezing mist forth, which fills a cylinder equal in height and width to your Cone Range, centered on a point within range of your Line Range. The mist spreads around corners, and its area is lightly obscured. Each creature other than you in the mist when it appears or which ends its turn in the mist must make a Constitution saving throw against your Dragon Spark save DC or take cold damage on a failed save or half as much damage on a successful one. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s. The mist lasts until the start of your next turn. Lightning Lance. As a bonus action, your breath forms a beam of crackling energy between yourself and a target within the range of your Line Range, creating a sustained arc of lightning. Make a ranged spell attack with your Dragon Spark against that creature. On a hit, the target takes lightning damage, and on each of your turns for up to 1 minute thereafter, you can use your bonus action to automatically deal further lightning damage to the target. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s. The effect ends if you use your bonus action to do anything else. The effect also ends if the target is ever outside the range of your Line Range or if it has total cover from you. While the effect lasts, your bite attacks deal lightning damage instead of the piercing damage normal for a bite attack. Scintillating Radiance. As a bonus action, you grant yourself and each creature of your choice within a diameter of yourself equal to your Cone Range a number of temporary hit points equal to your demi-dragon level + your Constitution modifier. These temporary hit points last for 1 minute. Spatial Echo. As a bonus action, you manifest a dimensional projection of yourself in an unoccupied space that you can see within your Line Range. The echo looks like a magical shimmering purple image of you. The echo lasts until it is destroyed or until one minute has passed. Your echo shares your AC and saving throws, has hit points equal to twice your demi-dragon level, and immunity to all conditions. It is the same size as you, and occupies its space. Whenever you move during your turn, you can choose to move yourself or the echo, expending 5 feet of your movement for each 5 feet you move the echo. The echo shares your senses, and you experience what it sees and hears (no action required). You can use the echo in the following ways: When you take the Attack or Dragon's Breath actions on your turn, you can choose to treat any attack or breath exhalation you make with that action as originating from your space or the echo's space. You make this choice for each attack. When a creature that you can see moves away from your echo, you can treat the reach of your natural weapons as if you were in the echo's space, and you can use your reaction to make an opportunity attack against that creature. CHOSEN OF THE CREATOR Trembling Thunder. As an action, you launch a frightful burst of sound that can be heard up to 300 feet away at up to two creatures of your choice that you can see within your Line Range. Each creature must succeed on a Constitution saving throw against your Dragon Spark save DC or take thunder damage equal to your Dragon's Breath Damage and be frightened of you for 1 minute. On a successful save, a creature takes half damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ardent Focus 6th-level Scion feature The power of your Ardent Gift grows. Depending on your Bloodline Heritage, you gain the following benefit: Corrosion. Before the end of your next turn, the next attack roll made against each target hit by your Acid Barrage has advantage. Induce Torpor. As an action while a target poisoned by your Beguiling Miasma is within 10 feet of you, you can force the target to make a Constitution saving throw against your Dragon Spark save DC or be rendered unconscious for up to 1d4 hours. If the unconscious creature takes any damage, it wakes up. Withering Presence. You can now choose to activate your Desiccating Aura as a bonus action. Additionally, any creature that is afflicted by your aura can't regain hit points. Lingering Soundburst. When your Discordant Disruption stun condition expires, the target drops prone, and every creature within 10 feet of the target is pushed 10 feet away from the target. Demi-Dragon Part 1 | Subclasses 13


Explosive Departure. When you use Fiery Eruption, you can use your bonus action to take flight and launch yourself 15 feet into the air. This movement doesn't provoke opportunity attacks. Glacial Chill. Creatures that fail their saving throw against your Freezing Mist have their speed halved until the end of their next turn. Sweeping Lightning. As a reaction when Lightning Lance misses its initial target or would end, you can redirect the beam of lightning to another target. Make a Dragon Spark attack against a different target that is within range. On a hit, the target takes no damage, but becomes the new target of your Lightning Lance. Once you use your reaction in this way, you can't do so again until you initiate Lightning Lance again. Light Burst. When you activate your Scintillating Radiance, each creature of your choice within its range must succeed on a Dexterity saving throw or be blinded until the end of their next turn. Dimensional Reversal. At the end of your turn while your Spatial Echo lasts or immediately when it is destroyed or expires, you can choose to instantaneously swap position with the echo (no action required). Imposing Fear. As a reaction that you can take while a creature is frightened by your Trembling Thunder, you can force each target to spend at least 10 feet of its movement to move away from you during its next turn. A creature that is unable to do so on its turn instead drops prone. Elemental Suffusion 10th-level Scion feature You've grown fully attuned to your bloodline. You are immune to the damage type you chose for Dragon's Breath. Frightful Roar 17th-level Scion feature Your heritage lets you inspire fear in those around you. As a bonus action, each creature of your choice that is aware of you and within 60 feet of you is forced to make a Wisdom saving throw against your Dragon Spark save DC. On a failed save, a target becomes frightened of you for 1 minute. You can use this feature once, and regain the ability to do so after finishing a long rest. OUR VOICE CARRIES FAR Embodiment of the Sibilant Sibilants are psionic manipulators who prefer to quietly and selectively influence those around them in their own favor, whispering unassuming suggestions that play into their plans. A sibilant will compel their foes to step right into the path of their elemental breath without them even realizing. Telepathic 3rd-level Sibilant feature You can speak telepathically to any creature you can see within 120 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. You can speak in this way to one creature at a time, and the creature can respond to you. Sibilant Mind 3rd- and 10th-level Sibilant feature Your psionic mind lets you manipulate those around you, or protect yourself from attackers. At the start of your turn, you gain one of the following benefits which lasts until you choose the other option: Beckoning Influence. When you spend your action to take the Attack, Dodge, or Dragon's Breath actions, you can nudge the mind of another creature that you can see within 60 feet of you as part of that action. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or immediately move up to 10 feet in a direction of your choosing. This movement doesn't provoke opportunity attacks, and occurs before your action. A creature can willingly fail this save. At 10th level, you can influence up to two different targets. Bolstering Backlash. As a reaction when a creature forces you to make a saving throw, you can choose to lash out at the offender with your mind. The creature takes 1d4 psychic damage. You gain a bonus to all your saving throws equal to the damage dealt until the start of your next turn. At 10th level, the damage increases to 1d8. Clarity of Thought 6th-level Sibilant feature Your careful planning and disciplined thoughts leave no room for error. You cannot be charmed. Additionally, whenever you start your turn with no hostile creature within 5 feet of you, you can add your Charisma modifier to one damage roll you make before the end of your turn. Obfuscate Consciousness 6th-level Sibilant feature You can infiltrate the minds of others to change how they see you. As a bonus action, choose a creature within 120 feet of you that you are aware of. The creature must succeed on a Wisdom saving throw or become charmed by you for 10 minutes or until you lose your concentration (as if you were concentrating on a spell). Additionally, you alter the creature's perception, choosing from the following secondary effects: You appear to the target as a completely different creature of your choice, looking and sounding as you determine. You erase yourself from the target's vision. The target treats you as if you were invisible. You appear to the target as a haunting vision. The target is frightened of you and deafened to all around it save you. If the charmed target takes any damage, the charm ends, but the secondary effect persists for the remaining duration. You can use this feature twice, and must then finish a short or long rest to use it again. Overwhelming Desolation 10th-level Sibilant feature Amidst the destruction of your elemental breath reigns confusion. When you use your Dragon's Breath feature, you can use your bonus action to psionically overwhelm one target that took damage from your Dragon's Breath. That creature must make a Wisdom saving throw against your Dragon Spark save DC or be incapacitated until the end of their next turn. Demi-Dragon Part 1 | Subclasses 14


Dominion of Perception 17th-level Sibilant feature You leave a web of altered perception in your wake. While concentrating on your Obfuscate Consciousness, you can as a bonus action choose to target another creature within your range with the effects of Obfuscate Consciousness, but cannot target the same creature more than once. Embodiment of the Ascetic Ascetics devote themselves to contemplation and worship. By seeking to better themselves through spiritual and physical training, Ascetics harness the magical nature of their Dragon Spark, developing it into an ember of ineffable power which they use to aid and protect their allies. Imbue Breath 3rd- and 13th-level Ascetic feature You can invest allies with the blessing of your breath. As a bonus action when you use Dragon's Breath, you can anoint yourself or one creature in your breath's area with your elemental might. The target takes no damage from your Dragon's Breath as your elemental energy harmlessly swirls around it. Once per turn when the creature deals damage, they can choose to deal an additional 2d4 damage. The extra damage is of the same type as your Dragon's Breath, and while imbued with your breath, the target has resistance to that damage type. These effects last for 1 minute. You can use this feature twice, after which you must finish a short or long rest to use it again. At 13th level, you can use it three times before a rest. Disciple's Meditation 3rd-level and higher Ascetic feature You can focus your Dragon Spark to mend wounds. If you or one other creature of your choice regains hit points by spending Hit Dice at the end of a short rest, the target regains an extra 2d6 hit points. The extra hit points increase to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 17th level. Anointed Blessings 6th-level Ascetic feature The gift of your breath imbues greater boons. When you use Imbue Breath, you can additionally grant the target one of the following additional effects: Bravery of the Venerated. Your gifted breath takes the form of a symbol of protection. While the benefit lasts, the target of your Imbue Breath is immune to being frightened and gains temporary hit points equal to your Charisma modifier (minimum 1) + your Proficiency bonus at the start of each of its turns. Might of Dominion. Your gifted breath flows and shapes with the gesture of its wielder. Once per turn while the benefit lasts, when the target of your Imbue Breath deals 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. Bestow Grace 10th-level Ascetic feature Your Dragon Spark can bond your breath to a creature. When you use Imbue Breath, you can additionally grant the target one of the following additional effects: Gift of Flight. Your gifted breath forms a pair of wings shaped by elemental power. While the benefit lasts, the target of your Imbue Breath gains a flying speed of 40 feet. If you target a creature that already has a flying speed, it instead increases by 20 feet. Crown of the Irrepressible. Your gifted breath forms a set of horns shaped by elemental power upon the target's brow. While the benefit lasts, the target of your Imbue Breath gains a bonus to their saving throws equal to your Charisma modifier (minimum 1). Sage Wisdom 10th-level Ascetic feature You become a conduit for the teachings of dragon sages. At the end of a short rest, the target of your Disciple's Meditation can ask one question that can be answered with a yes or no. The sages speak through you, and give a correct answer for the question. The DM provides the answer. The sages aren't omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond their knowledge. In a case where a one-word answer could be misleading or contrary to the sages' teachings, the DM might offer a short phrase as an answer instead. Ineffable Paragon 17th-level Ascetic feature Your selfless dedication has exalted your being. Choose one of the effects from Anointed Blessings or Bestow Grace. You gain the chosen effect permanently. You can change your choice each time you finish a short or long rest. IN BREATH FIND YOURSELF Demi-Dragon Part 1 | Subclasses 15


Embodiment of the Arbiter Arbiters tap into their inner strength through magic by binding spells to their very form. Arbiters learn esoteric magical secrets that aid them in enhancing their own natural abilities with spells, using core principles of magic known only to dragonkind. Spellcasting 3rd-level and higher Arbiter feature You begin to tap into your innate dragon magic and gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level. Spell Slots. The Arbiter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration, evocation, and transmutation spells on the sorcerer spell list. The Spells Known column of the Arbiter Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration, evocation, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, transmutation, or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer 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 sorcerer spell you cast and when making an attack roll with one. Spellcasting Focus. You can use your own body as a spellcasting focus for your sorcerer spells. You still need a free hand to use your body as a spellcasting focus in this way. WITH EVERY HEARTBEAT YOUR STRENGTH GROWS Arbiter Spellcasting Level Cantrips Known Spells Known 1st Slots 2nd Slots 3rd Slots 4th Slots 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Scale Bind 3rd-level Arbiter feature You gain the ability to mystically imbue yourself with magic. When you cast a spell, you can choose to bind the spell to one of your scales, extending the casting time of the spell to 1 minute but suspending the spell to unleash later. While the spell remains bound, you can unleash the spell as a reaction at any time. If the spell requires concentration, it lasts for the full duration and doesn't take up your concentration. Once unleashed with a reaction, Scale Bind ends. As an action, you can rip loose the scale upon which the spell is bound and throw it up to 30 feet. If you unleash the spell while the scale is separate from you, the spell is cast from the scale's space. The binding remains intact unless the scale is destroyed. While separated, the scale is a tiny object 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 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. You can use this feature once, and you must finish a long rest before you can use it again. Demi-Dragon Part 1 | Subclasses 16


Dragonweave 6th-level Arbiter feature The melding of body and the Weave of magic lies in your heritage. As a bonus action, you can call on your innate magic to grant yourself Dragonweave until the end of your turn. If you take the Attack action while you have Dragonweave, you can cast one of your cantrips in place of one of your attacks. The cantrip must have a casting time of 1 action. Focal Point 6th-level Arbiter feature You now regain use of your Scale Bind feature when you finish a short rest. Additionally, while the scale is detached from you and the spell remains bound, you can see and hear from the scale's location (no action required), using your own senses. Unmaker's Sight 10th-level Arbiter feature You've studied both the creation and destruction of magic, and have developed an unerring sight for the mystical. You gain the ability to cast detect magic and identify at will. Additionally, you add dispel magic and counterspell to your spells known, and you can cast them each once per long rest without expending a spell slot. Weave and Unweave 17th-level Arbiter feature You've learned how to fuel your spells with the sundered power of your enemies. Whenever you use Devour Magic or cast dispel magic, you can immediately use your bonus action to cast a spell of 2nd level or lower. The spell must have a casting time of 1 action or bonus action. Embodiment of the 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 type determined by the DM and has a reach of 20 feet, but cannot be used to make opportunity attacks. When you attack with the centerpiece item, you can optionally choose to conjure a spectral copy of it as part of the attack. Fortification of the Hoard. The centerpiece item takes the form of a piece of armor, a series of gemstones embedded in your hide, a lucky talisman, or some other protective object. The centerpiece item has a number of charges equal to your Charisma modifier. While the centerpiece item is in your possession, when you are hit by an attack or fail a saving throw, you can choose to expend 1 charge and roll a d6. You add the result both to your AC and to each of your saving throws that you make until the start of your next turn. You regain all charges when you finish a short or long rest. Magic of the Hoard. The centerpiece item takes the form of a piece of jewelry, a beloved plushie, a coin or other currency, a book, or some other precious object. When you first select this option for Heart of the Hoard, you can choose one cantrip and a number of spells from the sorcerer spell list. See the table below to determine how many spells you know and the highest spell level that is available to you. When you gain a level in this class, you can choose new sorcerer spells and cantrips. The centerpiece item acts as an arcane focus for you. While the centerpiece item is in your possession, you can cast the spells at the highest spell level available to you, using your Dragon Spark as your spellcasting ability. Once you cast a spell in this way, you can't do so again until you finish a short or long rest. At 11th level, you can cast two spells before a rest. Additionally, you can choose to expend a use of your Dragon's Breath feature to cast a spell without expending a spell slot, but you must then complete a short or long rest before doing so again. Demi-Dragon Part 1 | Subclasses 17


Demi-Dragon Level Spell Slots & Known Spell Level 3rd 1 2nd 5th 1 3rd 7th 1 4th 9th 1 5th 11th 2 5th True Treasure 3rd-level Fervent Hoarder feature Your fascination with a particular type of treasure manifests as a keen knowledge in a related field of artisanry, and a unique magical talent for handling your property. You gain proficiency in one set of artisan's tools of your choice. Additionally, as an action you can magically float up to 50 pounds of items which you own, which remain in place as you designate for 1 minute or until you are ever more than 20 feet away from the items, after which the items gently descend to the ground. As an action while floating the items, you can manipulate one item as if you were holding it, and can use any of your proficiencies with it. Manifest Lair 6th-level Fervent Hoarder feature 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 centerpiece item is moved from within the range of the established lair, until you manifest a new lair, or until you die. 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 return the item's enchantment. If you do, the item must remain in your possession for 1 hour, else the enchantment returns to the item at the end of the hour. You can use this feature a number of times equal to your proficiency bonus, after which you must finish a long rest to use it again. Homely Lair 10th-level Fervent Hoarder feature Given a little time to settle in, you can make improvements 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 the following list which takes effect: druid grove, guards and wards, programmed illusion, and project image. You determine the effects of the spell as if you had cast it, but all effects must be within the radius of your lair and cannot leave it. Only one of these spells can be active at any one time, and the spell immediately ends if Manifest Lair ends. The spell does not require you to concentrate on it. Splendor 17th-level Fervent Hoarder feature The crowning glory of your hoard is a true marvel. When you designate an item as your centerpiece item during a short or long rest, you can choose two of the features detailed in Heart of the Hoard. You gain the benefits of both. YOU ARE HEIR TO HIS CONTESTED MORTAL REALM Demi-Dragon Part 1 | Subclasses 18


Embodiment of the Packlord You've forged a powerful bond with a group of humanoid creatures who have become your minions. Perhaps you are an industrious taskmaster, or maybe you have befriended your dear minions, or shared the magical nature of your draconic power with them. Regardless, the pack stands ready to assist you. Unleash Pack 3rd-level Packlord feature Your minions stand ready to assist you with tricks and sheer numbers. As a bonus action, you designate an object or a creature on the ground that you can see that is within 60 feet of you. The target becomes the focus of your minions, who hinder the target and set up your attacks. The target's speed is halved, it has disadvantage on saving throws against your Dragon's Breath, and you have advantage on your attacks against the target. Your minions will harass the target for up to 1 minute or until you use this ability again, but the minions scatter if they take damage equal to 3 x your demi-dragon level. They use your AC and saving throws, count as a swarm of humanoids, and are immune to the element you chose for Dragon's Breath. You can use this feature twice, and must then complete a short or long rest to use it again. Pack Conductor 3rd, 6th, and 10th-level Packlord feature You always have eager minions willing to run errands or perform chores for you. As an action, you can invoke one of the following spells, but it does not count as a spell for you, and does not require material components. Each spell additionally has the noted changes: Animal Messenger. The messenger is a humanoid and takes the form of one of your minions. Alarm. You cannot choose a mental alarm, and the sound of the alarm is a warning given by one of your minions. Find Familiar. The familiar is immune to the element you chose for Dragon's Breath, is a humanoid with a CR no higher than 1/4th, and lasts for one hour. You can only have one familiar, as normal. Mage Hand. Your acrobatic minions work together to fetch or hold objects at your direction, but cannot float. Magic Mouth. The message is delivered by one of your minions who is a creature rather than an object, and will wait at most 8 hours before departing, ending the effect. Prestidigitation. Your minions use their talents to create the effect, but cannot produce any illusory effect. Tenser's Floating Disk. The disk is a mundane surface carried by a group of your minions. Unseen Servant. The servant is a humanoid and takes the form of one of your minions. Once you invoke one of these non-cantrip spells, you can't do so again until you finish a short or long rest. At 6th level, you can use this feature three times per rest. At 10th level, you can use this feature at will. OUR HOME STOLEN ALL HANDS AGAINST US WE YEARN FOR FRIENDS Raucous Pack 6th-level Packlord feature Your minions learn new tricks to hinder your foes. As part of the bonus action you use for Unleash Pack, or as a bonus action that you can take on subsequent turns, you can choose one of the following options to activate. One creature of your choice within 10 feet of the target of Unleash Pack has disadvantage on the first attack it makes before the start of your next turn. One creature of your choice within 10 feet of the target of Unleash Pack must make a Strength saving throw against your Dragon Spark save DC. On a failure, the target is either knocked prone or pushed 10 feet in a direction of your choice. Choose one ability. One creature of your choice within 10 feet of the target of Unleash Pack has disadvantage on ability checks made with the chosen ability until the start of your next turn. Choose a creature within 60 feet of the target. The chosen creature becomes the new target of Unleash Pack. Additionally, when the target of Unleash Pack is reduced to 0 hit points, you can choose a creature within 60 feet of the target. At the start of your next turn, the chosen creature becomes the new target of Unleash Pack. Packbearer 10th-level Packlord feature You carry your minions into battle. As a bonus action, your minions come to your assistance. You gain temporary hit points equal to your demi-dragon level + your Charisma modifier. These temporary hit points last for 10 minutes. While you have these temporary hit points, you can choose for damage you take to bypass your temporary hit points. Additionally, when you end your turn while you have these temporary hit points, you can use a reaction to command your minions to make a ranged weapon attack against a target of your choice within 60 feet of you that you can see, using your Dragon Spark attack modifier. On a hit, the target takes 1d4 + your Charisma modifier piercing damage. Once you use this feature, you must finish a short or long rest to use it again. Pack Morale 17th-level Packlord feature Your minions always have your back. Once per round when you fail a saving throw while Unleash Pack or Packbearer is active, you can choose to reroll the saving throw and must use the new roll. Demi-Dragon Part 1 | Subclasses 19


Embodiment of the Echo Every dragon is unique, but few know it like you do. You mystically draw on the essence of other dragons to embolden yourself with their powers and ideals. While you do not have precise control over the echoes you call upon to aid you, you have a breadth of experience that others cannot rival. Seek Echo 3rd, 6th, and 10th-level Echo feature You can seek inspiration from the echoes of your brethren. During a long rest, you can manifest the strength of another dragon, gaining some of the benefits of a different Draconic Embodiment. Roll 2d12 and consult the chart below. You can choose the result from either roll to become your echo. As your echo, you gain all 3rd-level features associated with the chosen Draconic Embodiment. Any spell slots, ability charges, or other limited resources unique to the Draconic Embodiment are treated as if you were 3rd level. For example, if you are a 10th-level Echo and choose the Embodiment of the Scion as your echo, you will receive one of the options from Bloodline Heritage, and one use of an Ardent Breath which scales in damage and range along with your normal Dragon's Breath. d12 Draconic Embodiment 1 Juggernaut 2 Behemoth 3 Shadestalker 4 Skyterror 5 Sibilant 6 Scion 7 Ascetic 8 Arbiter 9 Fervent Hoarder 10 Packlord 11 Metamorph 12 Choose any You can choose to seek a different Draconic Embodiment to echo every time you finish a long rest, rolling again on the table and gaining a new selection of features. At 6th level, you can roll 3d12 when selecting your Draconic Embodiment. At 10th level, you can roll 4d12 when selecting your Draconic Embodiment. Essence In Flux 6th-level Echo feature Your echoes change you fundamentally. Each time you use Seek Echo, you can select one skill to gain proficiency in. You keep the proficiency until you choose another skill to become proficient in. Additionally, whenever finish a long rest, you can choose to roll on the table below. Your Dragon's Breath changes to match the result. Instead of rolling on the table, you can choose to revert your Dragon's Breath element to your original choice. d10 Dragon's Breath Element 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder Distant Insight 6th-level Echo feature Experiencing different echoes grant you a deep understanding of the life they lived, distilled to aid you. Whenever you complete a long rest, you can choose to roll on the table below to determine your insight. You gain the associated benefit until you choose to change it during another long rest. d6 Insight 1 Change of Scales 2 Community of Stone 3 Explorer's Exuberance 4 Forgotten Champion 5 Rising Struggle 6 War of Tongues Demi-Dragon Part 1 | Subclasses 20


Change of Scales. You remember self-loathing, a dear friend, and the freedom to change. Whenever you miss an attack or fail a saving throw, you give yourself a fortuity dice, a d4. You can have up to three fortuity dice at once. Whenever you miss an attack or fail a saving throw, you can choose to roll one or more of your fortuity dice, expending the dice and giving yourself a bonus to the roll equal to the number rolled. Community of Stone. You remember a mountain, a family, and the sharing of truths. When you take damage, you can use your reaction to roll a d6. Add your Charisma modifier to the number rolled and reduce the damage by that total. Additionally, you can cast the detect thoughts spell once per short rest, using your Dragon Spark as your spellcasting ability. Explorer's Exuberance. You remember the energy of youth, leaping movement, and the accumulation of trinkets. Your Aided Jump now triples your maximum jump distances, and once on your own turn when you high jump, you don't need to spend movement as part of the jump. When you end your turn while gliding, you gain temporary hit points equal to your proficiency bonus. Forgotten Champion. You remember a broken people, a reversal of fortunes, and a systematic extermination of a dire threat. For up to 1 minute after you roll for initiative, you gain one use of Dragon's Breath that does not expend a use of the ability. Rising Struggle. You remember endless tunnels, struggle, and cunning plans. As an action, you prepare your companions with a sense of unity. Choose up to three creatures other than yourself. Whenever a target makes an ability check or a saving throw, the target can roll a d4 and add the number rolled to the ability check or saving throw. The benefit is lost if you choose new targets or after 8 hours. War of Tongues. You remember troop movements, fire, and a close companion. As an action, you can designate a friendly creature as your bond. When you or your bonded target start your turn within 10 feet of the other, you or the target gain advantage on the first attack roll made that turn. Additionally, you and the bonded creature can speak telepathically with each other while the two of you are within 300 feet of each other. The bond lasts for 8 hours or until you designate another target as your bond. Twinned Echo 10th-level Echo feature You can briefly imbue yourself with multiple echoes. Whenever you roll on the Draconic Embodiment table, you can choose an additional Draconic Embodiment from those you rolled, following the same rules as Seek Echo. You do not immediately gain the benefits of the chosen Draconic Embodiment, but must make your choices for it during the long rest. At the start of each of your turns, you can choose to activate your twinned echo. If you do, you immediately gain all the benefits of the chosen Draconic Embodiment in addition to those gained from Seek Echo. Your twinned echo lasts for 10 minutes, after which the benefits are lost. Once you activate your twinned echo, you cannot do so again until you finish a long rest. Devour Fate 17th-level Echo feature The fate and identity of the echoes you wield are yours to determine. When you use Devour Magic, you can choose to roll again on the tables for one or both of your current selections for Essence In Flux and Distant Insight. When you do, you additionally regain a number of hit points equal to the number rolled on each die that you roll for Essence In Flux or Distant Insight. BELIEVE NOT THE LIES OF PALADINE THE FAKE Embodiment of the Metamorph Metamorphs learn to master and manipulate the secrets that drove their initial transformation. They can reshape their own bodies, adapting themselves to overcome the challenges that are brought on by their surroundings, solve practical problems, enhance their draconic nature, or to express themselves freely by taking on fantastical traits of their choosing—such as by imitating the brightly-colored feathered wings of the coatl, or the flowing mane of a ki-rin. Adaptive Morph 3rd-level and higher Metamorph feature Your form is an ever-shifting canvas, constantly changing to reflect your circumstances. Morphs. You learn three morph categories of your choice, which are detailed under "Morphs" below. You learn two additional morph categories of your choice at 6th level, and one additional category at 10th and 17th level. Each time you complete a long rest, you can choose to replace one morph category you know with a different one. Active Category. As part of a short or long rest, you undergo a metamorphosis which grants you new benefits. Choose one morph category that you know. The morph category you choose becomes your Active category, granting you one of its two listed features (your choice). This morph lasts indefinitely, or until you choose to change it again. Waning Morph. When you change your Active Category to a different one, the morph you chose as part of that category becomes "Waning". You keep the benefits of the morph, but you are one step closer to forfeiting it. When you change your Active category again, the effect of the previously Waning morph is lost, and the morph of your previously Active category becomes Waning. In this manner, you are always gaining and discarding new effects. Swift Adaptation 3rd-level Metamorph feature You can rapidly adjust to new surroundings. If you spend 1 minute in deep focus, you can assume a new morph from among those you have learned. Choose a new Active Category and one of its morphs, and discard old morphs as if you had changed morphs during a rest. Once you use this feature, you can't do so again until you finish a short or long rest. Demi-Dragon Part 1 | Subclasses 21


Twinned Adaptation 6th-level Metamorph feature Your morphs carry side effects with them. Whenever you choose an Active Category, you gain both the benefits listed in that category. When you choose a new Active Category, you choose one morph from the previously Active Category to keep as a Waning morph and one to discard. Fueling the Transformation 6th-level Metamorph feature Your form needs only a spark of energy to change entirely. When you use Devour Magic, or upon completing the goal of your Resolution (see Optional Class Features), you can additionally choose to immediately change your form. If you do, choose a new Active Category that you know and one of its morphs, and discard old morphs as if you had changed morphs during a rest. Remake Self 10th-level Metamorph feature You can remake yourself from the ground up. As part of a long rest, you can choose to undergo a metamorphic ritual, during which you cocoon yourself as you rework the nature of your being. This allows you to change your past choices. Change each of the following to your liking: Dragon's Breath Damage Type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Dragon's Breath Area Effect: line or cone Elemental Adaptation Damage Type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Eye of the Dragon Proficiency: perception or investigation Upon completing the ritual, any ability score damage, scars suffered, or limbs lost are restored. Once initiated, the ritual can't be interrupted. You are helpless and unconscious for the full duration, and can only be stopped by an untimely death. Essence of Change 10th-level Metamorph feature You understand change like few others. Unless you choose to be affected, your form can't be changed against your will, such as by the polymorph spell or a Medusa's Petrifying Gaze. Flawless Metamorphosis 17th-level Metamorph feature You have nigh-total control over your transformation. You can retain one additional Waning morph, and when you change morphs, you can choose to change each of your previously Waning morphs to any morph from any category you know. FIND YOUR OWN ACUITY Morphs Aid Gold Luck. You harness the mystic fortuity of the gold dragon. Whenever you or an ally that you can see makes an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. You can take this action after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can use this feature once, and regain the ability to do so after finishing a short or long rest. Sheltering Wings. Flexible armor plating grows across your wings, allowing you to use them as shelter for your allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Courage Ivory Charge. Your horns split into a branching crown of antlers, capable of punching holes through hide and armor alike. You gain an antler natural weapon, which counts as a martial melee weapon for you. You can use it to make melee weapon attacks, with which you are proficient. Your antlers deal piercing damage equal to 3d4 + your Strength modifier. If you move at least 10 feet in a straight line during your turn, you gain advantage on the first attack you make with your antlers. 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. TO BEAR THE BLOOD OF DRAGONKIND IS TO BE PARAGON CREATE YOUR TRUEST REFLECTION AND MAKE IT YOUR OWN GREET THE DAWNING SUN WITH A PEERLESS VISAGE Demi-Dragon Part 1 | Subclasses 22


Creation Stone Scales. You assimilate available minerals in order to create a thick layer of defensive stone scales. Your Armor Class becomes equal to 16 + your Constitution modifier. You count as wearing heavy armor, but don't suffer any penalty to your Dexterity (Stealth) or as a result of not having heavy armor proficiency. Capable Form. Your body grows better suited to grasping and manipulating objects. You can ignore the disadvantage imposed on attack rolls by Mythic Build. Additionally, you gain proficiency with simple and martial weapons as well as with two tools of your choice. You can change your tool choices every time you finish a short or long rest. Disruption Tunnel Wyrm. You gain a burrowing speed equal to half your walking speed. You can tunnel through loose dirt, gravel, and similar materials, but not through solid materials. If you burrow at half speed, you can reinforce your tunnel as you move, allowing others to pass through —otherwise your tunnel slowly collapses behind you. Additionally, as an action while burrowing, you can hollow out a portion of space in the terrain into a 15-feet wide and deep sinkhole. If the sinkhole connects to the surface, it immediately collapses. Creatures caught in the area must succeed on a Dexterity saving throw against your Dragon Spark DC or fall into the sinkhole and drop prone. On a successful save, a creature can instead choose to move to the nearest available space without provoking opportunity attacks. If you spend 1 minute creating the sinkhole, it will instead collapse when the first creature that is Small or larger moves into its space. You can use this property twice, after which you must finish a short or long rest before you can use it again. Dominion Whispering Thoughts. You can speak telepathically to any creature within 120 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Additionally, as an action, you can choose one creature which you are aware of within 60 feet of you. The creature must succeed on an Intelligence saving throw against your Dragon Spark save DC or be stunned until the end of your next turn. You can attempt to stun a target with this feature once, and must then complete a short or long rest before you can do so again. Aberrant Limbs. Your tail splits into two grasping tentacles, each of which you can use to hold objects or creatures. Whenever you hit a creature with a tail attack, the creature must succeed on a Strength saving throw or become grappled by you. Save DC = 8 + your proficiency bonus + your Strength modifier Reverberating Roar. Your voice commands the attention of your foes. As a bonus action, you can roar, inciting fear and hesitation. Each creature of your choice within 20 feet of you are forced to make a Wisdom saving throw against your Dragon Spark save DC. A target is unaffected if it can't hear or see you. On a failed save, a target can't take reactions until the start of your next turn. A creature that succeeds on this saving throw is immune to your roar until the end of your next turn. Freedom Esoteric Ward. Runic glyphs carved across your body guard you against a variety of magics. You gain advantage on all Intelligence, Charisma, and Strength saving throws against magical effects. Veiled Wings. Your wings take on a new aspect. Your Glide & Fly speed increases by 10 feet, and you can take the Disengage action as a bonus action. Heritage Blasting Breath. Your elemental spark is always at the ready. You can use your action to exhale a bolt of elemental energy and spit it at a creature you can see within a range of 120. Make a ranged spell attack using your Dragon Spark. On a hit, the target takes 1d10 + your Charisma modifier damage. The damage is the same damage type as your Dragon's Breath. The number of damage dice increases by one at levels 5, 11, and 17. Demi-Dragon Part 1 | Subclasses 23


Wyrm Tongue. Your suave voice is confident and convincing. You have advantage on your choice of Charisma (Deception) or Charisma (Persuasion) checks. Additionally, you learn two languages of your choice. You can change your choices every time you finish a short or long rest. Instinct White Cunning. You instill yourself with the primal awareness of the white dragon. You have advantage on initiative checks and you ignore non-magical difficult terrain. Rending Jaws. Your jaw grows more powerful, and your fangs become serrated and cruel, capable of puncturing armor and rending flesh. When you hit with a bite attack, the target suffers a -1 to AC for 1 minute. This effect can only be applied once per creature. Might Driving Strikes. The tip of your tail develops a tough, bony club, and the force of your blows leaves your enemies reeling. When you make a tail attack on your turn, your reach for it is 5 feet greater than normal. Additionally, when you deal damage to a creature twice on the same turn with any combination of natural weapons, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you. Save DC = 8 + your proficiency bonus + your Strength modifier Elemental Maw. Volatile energy fills your gullet. Once on each of your turns when you hit with a bite attack, you deal an additional 1d6 damage of your Dragon's Breath damage type. Navigation Darting Predator. You adapt to better surprise your foes with short bursts of speed. You can take the Dash action as a bonus action. Drowning Terror. You gain a swimming speed equal to your walking speed, and you can breathe both air and water. Whenever you grapple a target that is unable to breathe freely—such as an aquatic creature on land or vice versa—at the start of each of its turns, the target of your grapple must succeed on a Wisdom save against your Dragon Spark DC or become frightened of drowning until it can again breathe freely. Additionally, when you are dragging or carrying a grappled creature with you, your speed is no longer halved. Pain Thorny Spines. You grow a series of sharp, slender spikes across your body. Whenever a creature within 5 feet of you hits you with a melee attack, they take 1d4 piercing damage. At the start of each of your turns you deal 1d4 piercing damage to any creature grappling you or any creature grappled by you. MIGHT LAYERED BY YEARS Skewering Quills. You develop clusters of sharp quills along your limbs which you can fire in an arc at your foes. You gain a quills natural weapon, which counts as a martial ranged weapon for you and which you are proficient with. You can use them to make ranged weapon attacks with a range of 60/120, and you add your Strength modifier to the attack and damage rolls when you attack with them. Your quills deal 2d6 piercing damage. Hit or miss, one square occupied by the targeted creature is then filled with quills, and you can additionally choose two squares within 5 feet of that square to also fill with quills as your inaccurate bombardment harmlessly scatters across the area. Any creature that subsequently enters a square filled with quills must succeed on a Dexterity saving throw against your Dragon Spark save DC or stop moving this turn and take 1 piercing damage. A creature moving through the area at half speed doesn't need to make the save. You can use this attack a number of times equal to 1 + your Constitution modifier (minimum 1), after which you must finish a short or long rest to use it again. Salvation Breath of Bolstering Essence. Your magical essence is a wellspring of vitality waiting to be shared. As an action, you exhale revitalizing power unto a creature of your choice within 10 feet of you, restoring a number of hit points equal to your demi-dragon level. At your option, you can expend one or more of your Hit Dice, up to half your demi-dragon level. For each Hit Die spent in this way, roll the die then add your Constitution modifier, and add the result to the total amount of hit points you restore to the target. Once you use this feature, you cannot use it again until you finish a short or long rest. Enthralling Dragonsong. You can sing a wordless aria that pacifies your audience. As a bonus action and at the end of each of your subsequent turns while your song lasts, every creature of your choice within 20 feet of you must succeed on a Wisdom saving throw against your Dragon Spark or become charmed by you until your song ends. A creature which starts its turn more than 20 feet away from you, which cannot hear you, or which has successfully saved against your song is immune to this use of your song. The song ends after 1 minute, if you are incapacitated, or if you do not maintain it with a bonus action each turn. Once you use this feature, you cannot use it again until you finish a short or long rest. Sanctuary Numinous Dragonsong. As a bonus action, you can sing a wordless hymn that bolsters your allies. Your song lingers until the start of your next turn, and while it lasts you and 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. Demi-Dragon Part 1 | Subclasses 24


NINEFOLD IO CAME FROM THE VOID FROM NOTHING HE SPUN THE WORLD UPON THE WORLD HE SET HIS PROUD CREATION FOR ONE WAS MADE TO SATISFY THE OTHER BUT THE WAR CAME AND IO DIED PROTECTING WHAT HE HAD SPUN OTHERS REMAINED WITH OTHER CREATIONS WE ARE ORPHANS REVILED BY CIVILIZATION BUT WE WERE THE FIRST THIS IS OUR WORLD TAKE IT BACK Shape Breath. When you breathe destructive energy, you can shape pockets of relative safety within the area of your breath. When you use your Dragon's Breath feature, you can choose a number of creatures that are within the area of the breath weapon and which you can see equal to 1 + your Charisma modifier (minimum 1). The chosen creatures need not make a saving throw, and take no damage from your Dragon's Breath. Subtlety Chameleon Scales. Your scales gain the ability to change color, letting you blend in with your surroundings. You can take the Hide action as a bonus action on your turn. You have advantage on Stealth checks made to hide in dim light and in natural terrain, such as rocks, plants, or sand. 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 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 additional 2d6 poison damage and is poisoned until the end of its next turn. Vantage 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. 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 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. Save DC = 8 + your proficiency bonus + your Strength modifier Additional Draconic Embodiments Further character options are available for your Draconic Embodiment. You can access them below. Voidmaw, a health-draining terror Protector, a supportive frontliner Genesis, a chaotic elementalist Dragon Queen, a versatile tyrant Platinum Dragon, a benevolent defender Dracolich, a pallid mastermind Demi-Dragon Part 1 | Subclasses 25


Feats Breath Versatility Prerequisite: Breath weapon You can alter your breath. You gain the following benefits: Increase your Constitution or Charisma score by 1, to a maximum of 20. 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 width of your breath from 5 feet to 10 feet. Dragon's Hoard Prerequisite: Demi-dragon, 8th level A deep-seated greed takes hold of you. During a long rest, you can magically link yourself to a location, claiming an area with a 60-foot radius as the location of your hoard. Coins, gems, art, and other nonmagical wealth located inside the area contributes to your hoard, calculated in gold pieces. You can only be linked to one hoard area at a time, and can only link yourself to a new hoard once every 7 days. If any treasure is removed from the hoard, you immediately know what is being taken. You gain the following benefits based on how much wealth is stored in the hoard area. If enough wealth is lost to put you below a wealth threshold, you lose all benefits associated with that threshold until you again have enough wealth to qualify. Absorb Magic Enchantments. The maximum limit of magic items that you can have absorbed with Absorb Magic increases by the listed amount for that threshold. Siphon Treasure. Your magical hunger extends across any distance to the items stored in your hoard. You can use any piece of non-equipment treasure, such as a potion or wondrous item, that is stored within your hoard as if you were holding it. The item functions as normal, and is consumed on use or expends charges if it normally would. If the item requires itself to function, such as an immovable rod or a figurine of wondrous power, you conjure a spectral projection of it. Any damage taken by such a spectral projection carries over to the real item. An unattended projection fades after 1d4 hours, after which you can call it forth again provided that all other rules are met. 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 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 level requirements on the use of magic items. Wealth Absorb Magic Enchantments Features 3,000 +3 Siphon Treasure 10,000 +1 Auric Slumber 30,000 +1 Unbound Attunement Loyal Minion Prerequisite: Demi-dragon You gain the services of a loyal minion, which takes the form of a Small humanoid or monstrosity of your choice. The minion has the statistics detailed below. Your minion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A minion can't attack, but it can take other actions as normal. Additionally, you learn one new language or gain a skill or tool proficiency of your choice. If you lose your minion, you can revive the minion or recruit a new minion at the end of a long rest. If you select this feat multiple times, the number of loyal minions you have increases by 1 for each, and you can select an additional language, skill proficiency, or tool proficiency. Misfit's Adaptation Prerequisite: Demi-dragon Your body continues to change in unexpected ways. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Choose one individual feature from a morph category available to the Embodiment of the Metamorph. You gain the chosen effect, which is permanent. If you already had access to morphs and have learned the associated morph category, you can choose whether to change this or your other Waning morph whenever you change morphs. You can take this feat multiple times. Each time you do, choose a different morph. OUR LEGACY UNDONE CHRONICLES UNKEPT LEARN ANEW OR DESPAIR Demi-Dragon Part 2 | Feats 26


MAGIC IS A BIRTHRIGHT WE CHANGE OURSELVES BY INTENT AND WILL Natural Ferocity Prerequisite: Demi-dragon You've grown used to using your body as the weapon it was meant to be. You gain the following benefits: You gain 3 points of fury, as described under the Embodiment of the Juggernaut. You can spend them on any Juggernaut maneuver you know and which you can pay the fury cost for. If you already had fury, your total increases by 3. You regain your expended fury when you finish a short or long rest. You learn two maneuvers of your choice from those available to the Embodiment of the Juggernaut. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. If the maneuver makes use of a horn or wing natural weapon, you add it to your list of natural weapons. War Plating Prerequisite: Demi-dragon You've trained in wearing heavy armor into combat. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. You gain proficiency with heavy armor. When you don a heavy armor, you can choose to forgo using its AC calculation. If you do, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. Wearing heavy armor no longer restricts the Flight or Stride features.     SHAPE YOURSELF       FREELY Demi-Dragon Part 2 | Feats 27 Loyal Minion Small Humanoid or Monstrosity, Shares Your Alignment Armor Class 13 Hit Points 5 + twice your level (the minion has a number of Hit Dice [d4s] equal to your level) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 11 (+0) Saving Throws determined by the minion's Gifted Adaptation trait Skills Shares your proficiencies Damage Resistances determined by the minion's Gifted Adaptation trait Condition Immunities charmed Senses darkvision 60 ft., passive perception 12 Languages Shares your languages known Challenge — Gifted Adaptation. The minion is resistant to the damage type you chose for Dragon's Breath, and is proficient in the saving throw you use for that feature. Shared Skillset. The minion shares your proficiency bonus, knows all of your languages, and shares your skill and tool proficiencies. Actions Deploy Trap (2/Day). The minion sets up a trap in a square adjacent to itself. Any creature that subsequently moves into that square must make a Dexterity saving throw against your Dragon Spark save DC or become restrained. A restrained creature can as an action make a Strength saving throw 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.


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. Demi-Dragon Part 2 | Optional Class Features 28


Items and Equipment Though dragons don't have need of weapons and armor, many still find a variety of specialized equipment useful. Clawguards Mundane, 20 gp, 10 lbs These sturdy kite-shaped steel spades are made to fit over a creature's claws, serving as gauntlets. They are intended to reduce the strain of manual labor, and you can use them to perform the functions of a shovel, crowbar, or hammer. While wearing them, your claw attacks deal piercing damage. Crown of the Platinum Savior Wondrous item, very rare (requires attunement by a creature that has a breath weapon and is of neutral or good alignment) This platinum filigree ornament clasps a softly glowing sapphire spindle. It signifies one who is favored by Bahamut. Protection. You gain a +1 bonus to AC and saving throws while you wear this crown. Radiant Blessing. When you use a breath weapon while wearing the crown, you can choose to change your elemental exhalation into a burst of radiant energy. If you do, your breath deals radiant damage. Breath of Life. When you use a breath weapon while wearing the crown, you can choose to change your destructive breath into a burst of healing energy. If you do, you and each creature in the area of your breath's exhalation instead regain a number of hit points equal to the damage normally dealt by your breath. Once you use this property of the crown, you can't use it again until the next dawn. Crystallized Blood of Io Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a demi-dragon) While you are wearing this ornate ruby-red jewelry, you can use it as a spellcasting focus for any spells you have, and you gain a bonus to Dragon Spark attack rolls and to the saving throw DC of your Dragon Spark features, as well as to spells. The bonus is determined by the rarity. When you roll a 1 on a damage die for your Dragon's Breath feature, you can reroll the die and must use the new roll. Dragongilded Armring Wondrous item, uncommon (requires attunement) This ornate armring was forged from gold mixed with dragon's blood. It is made up of looping segments that can be adjusted to fit onto practically any limb, and bears a subtle magical enchantment that protects its wearer. While wearing the armring, you can choose to calculate your Armor Class as 13 + your Constitution modifier. TREASURES ARE IOS GIFT AN ANCHOR FOR OUR LAIR Formshifter's Armring Wondrous item, very rare (requires attunement) This gleaming gold armring appears to be a dragongilded armring to anyone who tries to identify it, and it confers that item's property when attuned to. Curse. This item is cursed. When attuned to, you fall unconscious for 2d4 hours, during which you are transformed into a demi-dragon using Transformed Power and Indefinite Mind. The DM determines the shape and damage type of your Dragon's Breath, but you otherwise make your own class choices. The armring can be removed with the remove curse spell or similar magic, but doing so doesn't return you to your old form. Only a remove curse spell cast at 6th level or higher, the wish spell, or obtaining the blessing of a true dragon can restore you to your old form. This curse has no effect on a character that is already a demidragon, and it can't curse more than one target at a time. Dragonrider's Saddle Mundane, 75 gp, 30 lbs Each of these heavily-cushioned saddles are constructed to individual specifications. A dragonrider's saddle braces the rider and comes with straps and handholds to hold the rider in place during flight or battle, providing advantage on any check to remain mounted. The saddle also has space for pouches and saddlebags, positioned within the reach of the dragon wearing it. Essence of Fury Wondrous item, legendary (requires attunement by a demidragon) This crimson orb of intangible power roils with passionate intensity. As part of attuning to it, you must absorb it with Absorb Magic, infusing you with its fervor. While you are attuned to the essence, you gain 4 Fury points, and learn the Lockjaw, Reprisal, Rising Wing, and Wrath maneuvers, and can use the horns and wings natural weapons as described under the Embodiment of the Juggernaut. Additionally, you can choose to go berserk (no action required). When you do, and again at the start of each of your turns, you regain all your Fury points. Your berserk lasts for 1 minute, and you can't activate it again until you have finished a long rest. Essence of Transformation Wondrous item, very rare (requires attunement by a demidragon) This viridian orb of intangible power stirs with subtle restlessness. As part of attuning to it, you must absorb it with Absorb Magic, infusing you with its flexibility. While you are attuned to the essence, during a short or 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. 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 so again until you have finished a long rest. Demi-Dragon Part 2 | Items 29


Green Dragon Gizzard Stone Wondrous item, uncommon (requires attunement by a creature with a poison breath weapon) This noxious green jewel writhes with vile smoke. Exposed to centuries of magical corruption, the hazardous vapor it emits would kill a lesser creature. As part of attuning to it, you must swallow it in order to gain its benefits. While attuned to the gizzard stone, you are immune to the poisoned condition. Additionally, any creature that fails their saving throw against your breath weapon is poisoned for 1 minute. A creature can repeat the same saving throw they made against your breath weapon at the end of each of their turns, ending the effect on themselves on a success. Inkbound Jewel Wondrous item, common This small gem bears a simple enchantment. By focusing on the jewel and passing it across a surface, you can sketch a simple picture or write a short message in a language you know as an action. The image or message appears on a suitable surface that is within 5 feet of you, and is written in ink. Medallion of Change Shape Wondrous item, rare This rune-inscribed medallion, with a core of willow wood inset in a steel frame, grants the ability to change one's physical shape. As an action while wearing the medallion, you magically polymorph into a humanoid that has a challenge rating no higher than 1. You revert to your true form if you die, if you lose the medallion, or if you use a bonus action to do so. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). Once you have used the medallion to polymorph into a new form, you cannot use the medallion to assume the form of a different humanoid until you next finish a short rest, but can still use the medallion to change between the chosen humanoid form and your true form. In a new form, you retain your personality, alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features (including spell casting) or legendary actions of that form, and you additionally gain proficiency with simple weapons, light armor, and medium armor if you don't already have those proficiencies. Potion of Change Shape Wondrous item, uncommon This grayish, murky potion swirls and shifts when shaken. When you drink it, you magically polymorph into a humanoid that has a challenge rating no higher than 1 for 2d4 hours. This form is determined when the potion is initially created. You revert to your true form if you die or at the end of the duration. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). In a new form, you retain your personality, alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores. Your statistics and capabilities are otherwise replaced by those of the new form, except any class features (including spell casting) or legendary actions of that form, and you additionally gain proficiency with simple weapons, light armor, and medium armor if you don't already have those proficiencies. Myrielle's Razors Wondrous item, uncommon (requires attunement by a winged creature) These elegant fan-shaped razors come as a pair, and are decorated with artistic patterns of seafoam. They are intended to be worn on the wing limb and used as a slicing weapon. While wearing the razors, you gain a wing attack, which is a natural weapon and which counts as a martial melee weapon for you, and you are proficient with it. You can use it to make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with it. Your wing attack deals 1d6 slashing damage. While you wear the razors and are attuned to them, you additionally gain 2 Fury points, and learn the Suppressing Gale and Thieving Talons maneuvers, as described under the Embodiment of the Juggernaut. Obsidian Blast-Sphere Wondrous item, uncommon This spherical chunk of shaped obsidian is hollow on the inside, and its dark surface is inscribed with runes of protection. A gilded lid on one side gives access to the interior. If you have a breath weapon, you can breathe into the inert Blast-Sphere, sealing one use of your breath weapon within the sphere for up to 1 hour. As an action, you can unseal a charged Blast-Sphere, causing the stored breath to burst forth in a direction of your choosing. Alternatively, the Blast-Sphere can be thrown up to 30 feet as an action. When thrown, roll a d8 to determine which direction the breath bursts forth in. After being used, a charged Blast-Sphere becomes inert. Ring of Draconic Deception Wondrous item, rare (requires attunement by a creature with the dragon type) This ornate silver jewelry is inlaid with jade and takes the form of a bracelet, hornring, tailring, or other suitable ornament. It was once the prized possession of the green dragon known as Old Gnawbones. While wearing it, as an action you can alter your appearance to mimic the form of any creature with the dragon type which has the same basic arrangement of limbs as yourself. This change holds up to physical and sensory inspection, but magic may reveal your true nature. The ring has 3 charges. Whenever you use a breath weapon, you can expend 1 charge to change the damage type of your breath to one of the following of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The ring regains all charges daily at dawn. Demi-Dragon Part 2 | Items 30


Sapping Lattice Wondrous item, rare (requires attunement by a creature with a Constitution saving throw breath weapon) This net of white-gold filigree jewelry is made to wrap around the neck, and is shaped in arcane patterns that resonate with draining energy when in use. Your breath save DC or your Dragon Spark save DC and attack bonus increases by 1. When a creature fails their saving throw against your breath weapon, its speed is reduced by 15 feet until the start of your next turn. Skybound Bolt Weapon (javelin), very rare (attunement optional) This gilded lance is the symbol of an ancient order of dragon riders, once wielded interchangeably by both dragon and rider. You have a +1 bonus to attack and damage rolls made with this magical javelin, and it returns to the wielder's hand immediately after it is used to make a ranged attack. If you are attuned to the javelin, you additionally gain the following benefits. Spells. The javelin has 10 charges. While holding it, you can expend one or more of its charges to cast one of the following spells from it, using your highest mental ability score as your spellcasting ability for the spells: feather fall (1 charge), elemental javelin (2 charges), spurious glide (2 charges), or elemental stake (3 charges). The javelin regains 1d6 + 4 expended charges daily at dawn. Standard of Unity. As a bonus action, a spectral banner unfurls from the javelin, infusing you with an aura of unity for 10 minutes while you are holding the javelin. Creatures of your choice within 10 feet of you have advantage on Charisma (Intimidation) and Charisma (Persuasion), checks, and on saving throws against being frightened. Once you use this property, you can't use it again for 1 hour. Skybound Grip. As a bonus action, the javelin becomes a lance, or vice versa. While in lance form, if you take the Ready action to make an attack with the lance, your attack deals an additional 1d12 lightning damage on a hit, and the target must make a Strength saving throw DC 15 or fall prone. PLEDGE YOURSELVES TO REVENGE AND TRUE JUSTICE THEY SHALL NAME YOU AS HATEFUL MONSTER Skybreaker's Wing Spurs Wondrous item, rare (requires attunement by a winged creature) This set of elaborate mithral plates are of a distinctly elven design, and end in talon-like spurs inset with sapphires. They are worn on a creature's wings, protecting the main limb. While wearing them during flight, you have advantage on checks made to resist being knocked prone. The spurs have 5 charges, which are used to fuel the spells within them. While wearing the spurs, you can use your action and expend 1 charge to cast one of the following spells (save DC 15) from the spurs: gust of wind, thunderwave (2nd level), or warding wind. The spurs regain 1d4 + 1 expended charges each day at dawn. If you expend the spurs' last charge, roll a d20. On a 1, the sapphires set into the spurs crack, and they can no longer be used to cast spells. Spell Slinger's Chains Wondrous item, very rare (requires attunement) This set of thick iron chains connects to a ruby pendant, intended to be worn on the limbs and chest, respectively. The set was created by a gallant 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. Demi-Dragon Part 2 | Items 31


Stone of Avarice Wondrous item, uncommon (requires attunement) This lustrous gemstone appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person. Curse. This item is cursed. While it is on your person, you are seized by boundless greed. Whenever you are presented with a clear chance to add to your fortune, you must make a DC 10 Wisdom saving throw. On a failure, you must act on your desire, even if doing so would put you in danger. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. Talrion's Gatecrasher Wondrous item, rare (requires attunement) This sturdy adamantine-plated helmet conforms to the shape of a dragon's skull, and is padded on the inside. Forward-facing adamantine horns are designed to splinter wood and puncture armor. While wearing the helm, you gain a ram attack, which is a natural weapon and which counts as a martial melee weapon for you, and you are proficient with it. You can use it to make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with it. Your ram attack deals 2d4 piercing damage, and whenever you hit an object with it, the hit is a critical hit. While you wear the helm and are attuned to it, you additionally gain 3 Fury points, and learn the Hammering Lunge, Reprisal, and Battering Ram maneuvers, as described under the Embodiment of the Juggernaut. Warmask of the Brass Dragon Wondrous item, very rare (requires attunement by a demidragon, dragonborn, or half-dragon) This ornamental mask of burnished brass is stylized with the back-swept crest of a brass dragon. While you are wearing the mask you gain the following properties. Damage Protection. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. Sleep Breath. As an action, you can use a charge of your breath weapon to exhale sleep gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. You can use this property without expending a charge of your breath, but must then wait until the next dawn to do so again. Warmask of the Bronze Dragon Wondrous item, very rare (requires attunement by a demidragon, dragonborn, or half-dragon) This ornamental mask of polished bronze is stylized with the ribbed crest of a bronze dragon. While you are wearing the mask you gain the following properties. Damage Protection. You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. OUR MAGIC IS DIMINISHED FEW RECALL GIFTS LOST Repulsion Breath. As an action, you can use a charge of your breath weapon to exhale repulsion energy in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Strength saving throw with a DC equal to your breath weapon or be pushed 60 feet away from you. You can use this property without expending a charge of your breath, but must then wait until the next dawn to do so again. Warmask of the Copper Dragon Wondrous item, very rare (requires attunement by a demidragon, dragonborn, or half-dragon) This ornamental mask of ruddy copper is stylized with the prominent brow plates of a copper dragon. While you are wearing the mask you gain the following properties. Damage Protection. You have resistance against acid damage. If you already have resistance to acid damage from another source, you instead have immunity to acid damage. Slowing Breath. As an action, you can use a charge of your breath weapon to exhale slowing gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. You can use this property without expending a charge of your breath, but must then wait until the next dawn to do so again. Warmask of the Gold Dragon Wondrous item, very rare (requires attunement by a demidragon, dragonborn, or half-dragon) This ornamental mask of gleaming gold is stylized with the sagely whiskers of a gold dragon. While you are wearing the mask you gain the following properties. Damage Protection. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. Weakening Breath. As an action, you can use a charge of your breath weapon to exhale weakening gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Strength saving throw with a DC equal to your breath weapon or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this property without expending a charge of your breath, but must then wait until the next dawn to do so again. Demi-Dragon Part 2 | Items 32


Warmask of the Silver Dragon Wondrous item, very rare (requires attunement by a demidragon, dragonborn, or half-dragon) This ornamental mask of shimmering silver is stylized with the spiny frill of a silver dragon. While you are wearing the mask you gain the following properties. Damage Protection. You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. Paralyzing Breath. As an action, you can use a charge of your breath weapon to exhale paralyzing gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon or be paralyzed until the end of their next turn. You can use this property without expending a charge of your breath, but must then wait until the next dawn to do so again. Zephyr of a Starstorm Wondrous item, legendary (requires attunement by a demidragon) This bottle of billowing stardust stirs ancient visions of when the stars were put in the night sky. As part of attuning to it, you must absorb it with Absorb Magic, infusing you with an aspect of creation. You gain the following benefits. Damage Protection. You have resistance against force damage. If you already have resistance to force damage from another source, you instead have immunity to force damage. Distant Glimmer. You can attempt to hide when you are backlit by the night sky, and can do so as a bonus action. Shooting Star. As a reaction which you can take after moving at least 100 feet on your turn, you can make a ranged spell attack using your Dragon Spark against a target which you can see within 300 feet of you. On a hit, the target takes 10d6 force damage and is blinded until the end of their next turn. You can use this property three times, and must then wait until dusk to use it again. MAGIC IS OUR RIGHT EACH CYCLE OF REBIRTH SHE TIGHTENS THE WEAVE AND STEALS OUR MAGIC RULES WEIGH US DOWN Demi-Dragon Part 2 | Items 33


Arbiter Spells The following spells are additionally available to demidragons practicing the Embodiment of the Arbiter, in addition to the sorcerer spells available to them. These spells don't count against the usual restrictions on spell schools. Férend's Tempestuous Tail-Lash Transmutation cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: S, M (a tail natural weapon) Duration: Instantaneous You call forth a tempest and direct it at an enemy with a tail natural weapon that you have. Make a melee weapon attack with your tail against one creature within 10 feet of you. On a hit, the target suffers the tail weapon's normal effects and is pushed 10 feet away from you. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 slashing damage to the target on a hit. It increases again at 11th level (2d8) and 17th level (3d8). Malygris' Cadaverous Tail-Sting Transmutation cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: S, M (a tail natural weapon) Duration: 1 round You warp your own body with bone and lash out with a tail natural weapon that you have. Make a melee weapon attack with your tail natural weapon against one creature within 10 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 next turn within 5 feet of any other creature, the bone spur erupts and deals an additional 1d4 piercing damage. This spell's damage increases by 2d4 when you reach 5th level (3d4), 11th level (5d4), and 17th level (7d4). Talon's Freezing Tail-Strike Evocation cantrip Casting Time: 1 action Range: Self Components: S, M (a tail natural weapon) Duration: Concentration, up to 1 hour You imbue a tail natural weapon that you have with numbing icicles. The next time you hit a creature with a tail attack during this spell's duration, the icicles are released in a crippling spray, the attack deals an extra 1d8 cold damage, and the target's speed is reduced by 15 feet until the start of your next turn. The spell then ends. 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. SOAR ACROSS OUR LANDS Rogoth's Caustic Tail-Swipe Evocation cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: S, M (a tail natural weapon) Duration: Instantaneous You coat a tail natural weapon that you have with seeping acid. Make a melee weapon attack with your tail natural weapon against one creature within 10 feet of you. On a hit, the target suffers the weapon attack's normal effects. On a miss, acid splashes the target, and you instead deal 1d4 acid damage. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 acid damage to the target on a hit, and the acid damage dealt on a miss increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and 17th level (3d8 and 4d4). Repulsion Wave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous You release repulsion energy in a cone in front of you. Each creature in the area must succeed on a Strength saving throw or be pushed 30 feet away from you. At Higher Levels. When you cast this spell using a spell level of 2nd level or higher, the range of the cone increases by 10 feet for each slot level above 1st, and the range you push each target increases by 20 feet for each slot level above 1st. Elemental Javelin 2nd-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You form a mote of elemental power in your palm. Choose acid, cold, fire, lightning, or poison. When you cast the spell— and as a bonus action on each of your turns thereafter—you can evoke a javelin of the chosen elemental energy from the mote and hurl it at a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes damage equal to 2d8 of the elemental type you chose. The spell ends when you have made six javelin spell attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 2nd. THE WEAVE GODDESS RESTRICTS OUR NATURAL MAGIC THE ELDERS KNOW WHAT HAS BEEN TAKEN FROM US Demi-Dragon Part 2 | Spells 34


Gale Wings 2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: S, V Duration: Concentration, up to 1 minute You imbue your wings or another set of limbs with the force of a storm. For the duration, your speed increases by 15 feet and moving doesn't provoke opportunity attacks. Once on each of your turns at your choice when you move within 5 feet of a creature, the creature must make a Strength saving throw. On a failure, the creature is knocked prone by a blast of wind. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can force one additional saving throw against a different creature, and you increase your speed by 10 feet for each spell slot level above 2nd. Pattern Draconic Essence 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You forge a connection to a draconic bloodline to gain some of its power. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, or poison. Each time during the duration that you deal damage, you can change the damage type to the chosen type. If you successfully deal damage of the chosen type to any target, you gain a bonus to one of the damaging effect's damage rolls and apply the appropriate effect listed below. Acid. Roll 1d6 and add it to the damage roll. One attack roll made against the target before the start of your next turn has advantage. Cold. Roll 1d8 and add it to the damage roll. The target has its speed reduced by 15 feet until the start of your turn. Fire. Roll 1d4 and add it to the damage roll. The target must succeed on a Wisdom saving throw against your spell save DC. On a failure, the target is frightened of you until the start of your next turn. Lightning. Roll 1d10 and add it to the damage roll. The target can't take reactions until the start of your next turn. Poison. Roll 1d8 and add it to the damage roll. The target must succeed on a Constitution saving throw against your spell save DC. On a failure, the target is poisoned until the start of your next turn. WE LEARN IN THE SHELL DREAMING OF MAGIC AND OUR GODGIVEN GIFTS GOD AND MAGIC ARE GONE Spurious Glide 2nd-level conjuration Casting Time: 1 reaction, which you take when you or a creature within 120 feet of you falls Range: 120 feet Components: V, S Duration: 1 minute 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 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. 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. Elemental Stake 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You summon a lance of elemental energy and hurl it at a 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 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 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. Caesar's Faded Imprint 4th-level divination Casting Time: 1 minute Range: Touch Components: V, S, M (a fried pastry) Duration: Concentration, up to 1 hour You touch a point on the ground from which you call forth the memories of all that transpired within a radius of 20 feet within a breadth of 4d4 hours before the spell was cast. While the spell lasts, you can take an action to focus upon a particular point in time within that duration. The events that took place at that time replay as an illusory imprint that acts out everything that happened within the radius of the spell exactly as it transpired. The projection is obviously illusory to anyone who observes it, and can't be interacted with. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the breadth of duration increases by 4d4 for each slot level above 4th. Demi-Dragon Part 2 | Spells 35


Boons The following boon can be bestowed on a character by a DM as an alternative reward. Boon of Draconic Magic When you gain this boon, choose a dragon type. You gain the spells associated with that dragon type listed in the Boon of Draconic Magic table at the indicated level, and can cast each of them without requiring material components once per long rest. Charisma is your ability for Draconic Magic spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Boon of Draconic Magic Type 1st 3rd 5th 7th 9th 11th Black animal friendship (reptiles only) darkness — — insect plague — Blue create or destroy water — major image hallucinatory terrain — — Green — pass without trace, suggestion plant growth — — — Red cause fear locate object — — — find the path White — gust of wind sleet storm freedom of movement — — Brass speak with animals — tongues locate creature — — Bronze — detect thoughts, zone of truth — control water — — Copper jump — — stone shape — move earth Gold bless fortune's favor — — geas — Silver fog cloud — — polymorph control winds — Amethyst — protection from poison water walk resilient sphere — — Crystal color spray — daylight — dawn — Emerald — hold person enemies abound compulsion — — Sapphire — continual flame fear — passwall — Topaz protection from evil and good — blink blight — —


Societal Integration Dragons are mythical creatures out of legend—but what does that mean for a dragon player character? Many DMs will be hesitant to give a dragon PC constant special treatment—and no DM should feel forced to do so. Fortunately, dragons are flexible, and you can implement dragons into your own world in any way that you prefer. Atypical Dragons You do not have to take the lore that defines dragons for granted. Even if you wish to keep true dragons in their classical role, you may wish to give the playable demi-dragons a very different context for how they belong in the world, to make them better fit into a society or as a member of an adventuring party. Perhaps a powerful faction of true dragons wanted closer ties with humanoid societies, and sent demidragons as an experiment to explore the merits of cooperation. In such a humanoid society, the appearance of these dragon envoys is a sign of times changing, but only the most paranoid individuals would view it with hostility. In another world, perhaps attaining a demi-dragon transformation is a mark of great honor that makes the character's commitment to self-improvement evident to all due to the great difficulty associated with reaching such a status—demi-dragon characters might be hailed as noble dragon-slayers whose heroism won them the right to a blood transformation, or perhaps it is rather a result of a monk's dedication and mystic teachings that impart a portion of a dragon's power onto them. Refer to the chart below for different implementations. The Merit of Transformation While it is not necessary to depict playable dragons as being transformed humanoids, some narrative benefits are gained by doing so. First, because they are not the same as true-born dragons, and can therefore have the flexibility to be different and yet co-exist with true dragons. Second, because it is difficult to understand how to roleplay a dragon who grew up in a cave, but it is easy to picture what it would be like to transform into something new and how such a character's past identity as themselves or within a society would help inform how they would view such a transformation. And third, because a character who is transformed does not need to inherit traits such as classical draconic arrogance that drives them to depict themselves as better than those around them —something that is bound to be grating when acting as a member of an adventuring party. A transformed character is better positioned as an underdog who must rediscover who and what they are and earn their place in a world that may not understand them. WE ARE MISTRUSTED AND ILL UNDERSTOOD TOIL TO BRING CHANGE Devouring Magic True dragons gain their powers inherently from their magical bloodline, acting like a generator for elemental power which grants their extraordinary abilities, enabling not just elemental breath, but an array of other properties such as the supernatural strength to fly. But a player character cannot well have such tremendous and constant abilities given at a low level—thus the identity of the demi-dragon is as a type of dragon with a poor ability to generate their own power, and limiting them from being able to wield the kind of power that true dragons have. As the Absorb Magic feature is a strict necessity for a player character to be able to participate in the loot system already present in the game, the demi-dragon takes on a thematic focus to empower themselves with one of the basic necessities of dragonkind—they must steal magic to gain some of those same gifts. It is not a classic ability attributed to dragons, and some may therefore prefer to ignore it—but thereby distances demi-dragons from true dragons, and presents a different angle for storytelling. Perhaps some societies praise demi-dragons for their ability to detect and eliminate magic, employing them as inquisitors, mage hunters, or item appraisers. d10 Implementation 1 Demi-dragons are so rare that they are mistaken for dragon wyrmlings, and treated accordingly—with fear and mistrust for chromatics, or reverence for metallics. 2 Demi-dragons are common knowledge, but are difficult to create. Anyone who can overcome the trials associated with becoming one earns great respect. 3 Demi-dragons are treated much like any other race, and are welcomed into any society as swift messengers, fierce warriors, or strong workers. 4 A powerful guild is known to employ demi-dragons and other odd individuals. As long as you carry a guild badge, you won't be questioned. 5 A xenophobic society views dragons as mere animals —which makes it easy to escape notice if you play the part, but hard to earn respect. 6 Demi-dragons have only recently emerged in the world, and society is uncertain how to treat them. Your actions will help determine the public response. 7 People fear dragons, and a disguise is necessary to avoid trouble. Fortunately, magical solutions are plentiful and effective. 8 There is a crisis going on, and as long as you are willing to help, the locals are too grateful to turn away even a dragon. But that won't stop them from gawking. 9 Demi-dragons are envoys sent by true dragons to integrate into society. A good way to integrate may be to win fame and fortune by becoming an adventurer. 10 Demi-dragons are true dragons who lost their power and regressed to a weaker state, and must now reexamine their place in a world they once dominated. Demi-Dragon Part 2 | Integration 37


Metamorphic Transformation Ritual The following content is representative of how a demi-dragon transformation could proceed, but isn't necessarily the only way it could be performed. My research into the second-hand application of magical metamorphosis has borne fruit. My predecessor's work on simplistic half-dragon blood rituals, while a useful guiding point, pales in comparison to my achievements. During my work, other avenues to similar results have cropped up—such avenues demand further study, but this technique stands as integral to current practical application. In furthering magical understanding and in upholding the Farfire Pact, I present the demi-dragon metamorphic transformation procedure. —Firn el Din, Inquiry of Teór Aradel Required Materials: A creature of humanoid origin within acceptable size parameters (the subject) A minimum of 30 gallons of dragon's blood (to bathe in) A fresh dragon's heart (to be consumed) Wing bones of an appropriate size (need not be draconic) An arcane focus, preferably crystal (as a lens) Ash of oak (to bind and stabilize) Procedure: The procedure should take place in a clean and controlled environment. It is strongly recommended to make use of warding incenses, before and throughout the procedure, in order to prevent the interference of unwanted elements. The subject is stripped of all clothing and other paraphernalia—such as any metals that pierce flesh or other jewelry—and is anointed with a balm made of ash of blackest oak. From this point on, don't let the subject come into contact with materials other than those used by the procedure. The subject is submerged in a pool of dragon's blood. The pool must be large enough to fully submerge the subject, and should be constructed with ideal measurements to the specifications of both humanoid and draconic shapes. A lid or grille can be employed, to prevent the subject from bursting to the surface prematurely. Avoid using shackles to ground the subject, as they will interfere with metamorphosis. The submerged subject will be unable to breathe, and may flail during the procedure. Transmutation or enchantment magics can relieve the need to breathe or keep the subject calm, but are not necessary to complete the procedure. Before immersion, the subject should be supplied with a dragon's heart, or one should be placed within the pool where the subject can reach it. As soon as the subject is fully submerged, establish an arcane feedback loop by channeling as much magical power through the dragon's heart and into the subject as possible. The type of magic employed is irrelevant, only the magnitude matters. If the subject establishes a viable connection with the magical energies channeled through the heart, the subject will proceed with metamorphosis. If not, the subject will expire, and all spent materials will be wasted. At the height of the procedure, when the subject begins to show signs of metamorphosis, the subject must consume the imbued heart while remaining submerged. An unwilling or unaware subject will expire, so make certain that the subject is adequately informed. A particularly rebellious subject may choose to refuse in spite of their demise. In such a case, enchantment magics must be employed to force the subject. Once the heart is consumed, the application of channeled magic can cease. At this point, the subject will be deep in the throes of metamorphosis and will lose consciousness, at which point no further action is required. However, it can be useful to supply the subject with wing bones by way of telekinesis, in order to encourage the growth of new limbs. These bones must be in undamaged condition, but need not consist of a full set of an entirely accurate size fit, as the subject will compensate for a lack of accuracy in their own time. The development of wings seems to be more difficult than that of the tail, and therefore little encouragement is needed in that regard. Depending upon the type of dragon that the heart belonged to, additional measures can be taken to cement the subject as matching that type. This includes ensuring that both the blood and heart used belongs to the same type of dragon, and making additions to the ritual based on the habits and personality of the dragon in question—such as mixing in brackish water corrupted by a black dragon—or casting spells matching the characteristics of the dragon type during the ritual, such as stone shape for a copper dragon. A failure to appropriately address the subject in this manner will manifest as cosmetic inconsistencies, such as unusual scale colors and physical features matching no known true dragon. As this is ultimately not harmful to the health of the subject, adhering to a specific dragon type can be encouraged or forfeited as desired. The subject will gradually absorb a portion of the dragon's blood. Allow the subject to lie or float freely during this time. In most cases, the subject will be left unconscious for several hours. Don't disturb the subject, but ensure that they can breathe freely at this stage. Most subjects will be left scaleless, and with clearly underdeveloped limbs. This is normal, and will correct itself over time. Some subjects have been observed to form 'dewdrops of blood', which resolve into fully-formed scales within a matter of hours. These subjects tend to be healthier and more active following the procedure. While a fascinating occurrence, it is unclear what causes the phenomenon. Allow the subject to sleep. Any blood remaining in the pool is tainted and useless, and should be disposed of. In the following days, the subject will experience a craving for magical energy and an inexplicable ability to extract it from any valid source. While it can be useful to make use of this craving to establish your relationship as a superior with the subject, it is recommended to indulge it at first, as it seems to have a positive effect on the subject's condition. Sustenance both physical and magical should be presented once the subject regains consciousness. Some subjects of unusual species have been observed to retain features of their former countenance. One avian subject maintained beak features, while another did not. Tests have proven inconclusive, and the matter is discarded as irrelevant. Demi-Dragon Part 2 | Ritual 38


Backgrounds Though any demi-dragon character could make use of existing official backgrounds, these don't always fit the extraordinary tale of a commoner transformed into a new form, or a character born as a true dragon. The backgrounds in this section provide demi-dragon characters with additional story cues and options for character identity. Chosen of the Community You were chosen by a small community of individuals to undergo transformation. Perhaps you were a promising young warrior who was deemed ready to take part in an ancient ritual, or maybe you were part of a group of zealous dragon worshippers, honored to be selected as a vessel for their devotion. Regardless of how the rest of the world may view you now, you can always count on the small group of people that support you, perceiving you as an exalted idol. Skill Proficiencies: Persuasion, Religion Tool Proficiencies: One type of artisan's tools Languages: One of your choice Equipment: A set of artisan's tools (one of your choice), a mark of your community (a signet ring, a religious emblem, or a branded scale), and a pouch containing 10 gp Shared Society You previously pursued a simple profession among your community before you were chosen. Your community and your role within it have played a defining part in your life. Choose or randomly determine the nature of your community from the table below. d6 Community 1 You are part of an isolated clan of barbarians. Each century, a warrior is selected to take on the role of guardian and maintain balance between the elements. 2 You are a member of a secret society that is searching for a way to prolong life. You are the latest experiment. 3 A small group of demi-dragons travel the country-side, offering transformation to those who are willing. You accepted, and found a start to a new life. 4 Selected by your village to confront an ancient dragon, you had expected to meet death. Instead, the dragon agreed to your terms, but bound you in a magical pact. 5 As an acolyte of a dragon god, your prayers for strength were one day answered. The priesthood has since recognized you as a minor saint. 6 You were part of an adventurer's guild for years before an unfortunate accident caused your transformation. Feature: Community Support You are accepted as part of a community that will care for you and provide you with shelter, food, and any information that they can. Your community will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Suggested Characteristics Though different from those around you, you've been accepted as part of the community, and have shared in local values, customs, and daily practices. d8 Personality Trait 1 I always put others ahead of myself. 2 I prefer to listen to the opinions of those around me before speaking my mind. 3 I like to hear myself talk. 4 I am loyal and dependable to the end. 5 My life is built on secrets, as is my community. 6 I always act with great solemnity and ceremony. 7 I have adopted the persona that my community believes me to be, but that's not the real me. 8 I feel like an outsider and a fraud, unable to really connect with those around me. d6 Ideal 1 Dedication. I have an important cause that I devote myself to which will benefit everyone. (Good) 2 Tradition. I uphold the traditions of my community and bring honor to us all. (Lawful) 3 Peace. We can only be truly happy in those rare moments of quiet. (Neutral) 4 Adventure. Home is well and good, but I only truly live when I break away from daily life. (Chaotic) 5 Prestige. I will spread my influence far and wide, and use it for my own ends. (Evil) 6 Bravery. To act when others quake in fear—this is the essence of the warrior. (Any) d6 Bond 1 I used to work as a craftsman, and I still have a close relationship with the artisan who taught me. 2 I am a natural-born leader, and have worked for years to coordinate with my community. 3 My family has taken my transformation poorly. 4 My community is split into opposed factions, with me at the center of the conflict. 5 My community has entrusted me with a mission. I must live up to what is expected of me. 6 I have grown distant from those around me since my transformation. Things can't ever be the same again. WE DO NOT BELONG TO CITIES AND SOCIETY Demi-Dragon Part 2 | Backgrounds 39


d6 Flaw 1 I desperately crave acceptance from those around me. I am terrified of being rejected. 2 I worry that others now think of me as strange, and obsess over the smallest comment or glance. 3 I have certain traditions and rituals that I follow routinely. I must never fail to uphold them. 4 I secretly believe that I am more important than others. 5 I believe in complicated conspiracy movements that explain the real truth of this world. 6 I have trouble acknowledging that I have flaws. I get aggressive about it if others confront me about it. OUR PLIGHT UNHEARD Curse of Transformation You've been changed by mystical means. Some creature or event has cursed you with a magical transformation, giving you your current form. Perhaps you gave offense to a vengeful god, wore a cursed item, signed an arcane contract, or were tricked by an entity such as a fey or elder dragon. Whatever the reason, you are stuck with your curse until some condition is fulfilled, and must learn to see the world from a new perspective. Skill Proficiencies: Arcana, Insight Tool Proficiencies: One type of gaming set Languages: One of your choice Equipment: An item that signifies the nature of your curse (a contract, a mystic sigil, or a cursed item that you wear), one gaming set of your choice, and a pouch containing 20 gp Feature: Shelter for the Stricken Your story evokes sympathy in a select few, and those few are willing to offer you food, shelter, and secrecy. Perhaps you have loved ones who keep a space for you ready, or maybe you excel at finding those who are willing to listen to your story and offer support. Your allies will help you as they can, but they will not risk their lives for you. d6 Nature of Curse 1 I earned the ire of a god and have been given a set of tasks to complete that will lift my curse. 2 I was tricked by a fey or other creature and lost my humanity until the day I forget my past life. 3 I awoke in a wizard's workshop, having been gifted life from nothing. Now I must earn my further existence. 4 I signed a contract that would change me into something I was not. In return, I owe a debt. 5 A dragon or other creature cursed me to walk ten thousand miles in a form of their likeness. 6 The magic of a cursed item changed me. If the source of your curse is an item, choose from the table below, or decide on an appropriate item yourself. d6 Cursed Item 1 A golden armring 2 A pendant bearing a mystic symbol 3 A book of indecipherable lore 4 An elaborate magical machine which swapped my old body for the form I now bear 5 A soulgem of a creature whose visage I now share 6 A polished chunk of amber with a tiny creature within Suggested Characteristics 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 1 My curiosity comes with a price, and that's okay. 2 I've grown more comfortable in my new form. 3 I've become obsessed with experimenting with and resolving the terms of my curse. 4 I try to go on living as always, but things are different. 5 My life has been turned around and I deeply resent it. 6 Being cursed has kindled an occult interest in me. 7 I'm not cursed, I'm blessed! I wish I could share this. 8 I deserved this curse for all the sins I've wrought. d6 Ideal 1 Selflessness. Whatever befalls me, I want to help others in any way I can. (Good) 2 Discipline. It is more important than ever that I remain vigilant and in control. (Lawful) 3 Acceptance. The mistakes of the past are better left forgotten. I lead a new life now. (Neutral) 4 Exuberance. Who cares about consequences? I'll live life to the fullest! (Chaotic) 5 Greed. I was cursed for my tainted greed, yet still I want more. (Evil) 6 Pride. I deserve my own success, and will fight fiercely for every victory. (Any) d6 Bond 1 I have a close friend who readily accepts my change. 2 I still keep in loose contact with my family. They don't know about my curse. 3 I've found it difficult to relate to the people I used to, and instead prefer the company of a beloved pet. 4 My curse was inflicted in service to the love of my life. 5 It was my hated rival who cursed me. 6 Since being cursed, I increasingly prefer the company of others that are like myself. Demi-Dragon Part 2 | Backgrounds 40


d6 Flaw 1 I dwell long on my mistakes and fall into despair. 2 I get angry when reminded of what cursed me. 3 I think everyone is constantly judging me. 4 I failed, and I can never make up for it. 5 I don't believe anyone can ever love me like this. 6 I won't acknowledge that I did anything wrong to deserve this curse. WHETHER YOU ARE OUR FLESH AND BLOOD OR MERELY IMITATION IT MATTERS NOT YOU ARE DRAGON KIN True-Born Dragon Born a true dragon, you are legend embodied and heir to countless myths and stories. Though true dragons don't usually lead lives of adventure—often preferring to safely amass power by growing older—something has pushed you to seek out such a life. Skill Proficiencies: Perception, Stealth Languages: Two of your choice Equipment: A meager hoard, containing cheap gemstones and a mix of various coins totaling a value of 30 gp Optional Class Features: Use the rules for Resolution, replacing Devour Magic Feature: Dragon's Lair Your natural lifespan is counted in the thousands of years, and you never suffer any ill effects from old age. Additionally, you have a knack for locating a suitable lair. This lair can be anything from an abandoned cave to an underwater cove, an old fort, a forest glade, a hollow glacier, or a forgotten house. The lair gains no special benefits, but readily provides you with a safe haven away from prying eyes. Inherent Nature Each of the fifteen draconic bloodlines share certain traits common to their kind. Although it is possible for an individual to defy their nature, they can never get rid of it. A chromatic dragon may be raised with difficulty to act out of sincere kindness, but the temptation to give in to their darker side will always remain—likewise, a metallic dragon may fall prey to evil influence, but must actively reject their own tendency towards virtue in order to be swayed to an evil worldview. Type Inherent Nature Black You have a predisposition towards cruelty, and find great satisfaction in bringing ruination to all that is more beautiful than you. You are best at home when you are unseen, hidden by darkness or beneath fetid swamp waters. Blue To your ordered mind, everything has its place in the world—it's just that most of it exists purely for your benefit. Other creatures are merely a means to an end, and those who don't understand their place deserve to be made an example of. 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 often strongly motivated by short bursts of emotion such as anger, fear, or envy. Red You are better than everyone and everything, and all should learn to grovel before you or face your wrath. You revel in destruction, brutality, and conquest, and often invent complex strategies to improve your odds of victory. White You delight in your physicality, living in the moment and expressing yourself through movement and action, viewing all others as prey to be chased. You disdain speech, and have trouble grasping abstract concepts or promises. Brass You can't help but enjoy the sound of your own voice, and can talk ceaselessly for hours on end about practically anything. You find gossip and the motivations of lesser creatures to be fascinating. Bronze You have an inquisitive mind, and can't help but want to right wrongs and bring evildoers to justice. You tend to prefer anonymity, and only open up to the few that are closest to you. Copper You have an appreciation for wit, wordplay, and humor. Dazzling others with your cleverness— whether by pranking them, sharing an insightful story, or causing them to laugh—has a certain intrinsic appeal to it. Gold Reserved and insightful, you tend to consider before speaking, and view others in the light of your own high standards of order, piety, and morality. You come up with complicated plans that are meant to help others, but often miss the obvious in favor of the esoteric. Silver You are open, honest, and tolerant, and you can't help but sympathize with those in need— especially lesser creatures who are down on their luck. The history and actions of the mortal races is a subject of your endless fascination. Amethyst You are detached and aloof. You believe yourself the wisest of dragonkind, seeking neutrality and knowledge—the prattling and conflicts of your lessers will not distract you from unraveling the true secrets of the world. Demi-Dragon Part 2 | Backgrounds 41


Type Inherent Nature Crystal You are curious and friendly, always pleased to meet new people and learn new things. You wish everyone could just get along, but you won't miss a chance to have a good snow fight or engage in some other mischief. Emerald You are paranoid and isolationist. You stick together only with others for the safety that comes with strength in numbers, but you don't trust anyone easily and prefer your own kind or that of the sapphire bloodline over all others. Sapphire You are confident in yourself and dependable to friends, but distrustful of strangers. You don't like when others intrude into your space, and you can be quite menacing, but really you just want to be left alone. Topaz You can't help but be unfriendly and curmudgeonly. Your patience is short and you hate the nosy interference of others, especially the bronze bloodline. You like the peace of a quiet day spent sunning yourself and enjoying the breeze. Moisture annoys you. Suggested Characteristics Dragons view the world differently than the humanoid races, with their perspective shaped chiefly by their inherent nature, and secondarily by their surroundings and experiences. Most dragons are lonesome outsiders that never truly belong around others—and prefer it that way—and only a few ever find genuine companionship. d8 Personality Trait 1 I want to be remembered as a mythical dragon of which tales are told and songs are made. 2 I consider myself a knowledgeable scholar of a particular subject, which holds my eternal fascination. 3 I love exploring the land and trying new experiences. 4 I want to change how mortals view dragonkind. 5 I want to defy my inherent nature through great effort, but it is a constant, daily struggle. 6 I am faithful to a god, whose decree I seek to carry out. 7 I idolize a particular ancient dragon, whose stories and legends I model myself after. 8 I try to rebel against the expectations that people often have of dragons, and go out of my way to be different. d6 Ideal 1 Justice. I will use my strength to protect others from those that would cause harm. (Good) 2 Authority. The mortal races must be led by those who know better. (Lawful) 3 Freedom. I will not be beholden to anything or anyone. My path is mine alone. (Chaotic) 4 Might. The power to do as I please is all that matters. (Evil) 5 Treasure. Wealth is an anchor for dragon magic. I must amass treasure to expand my domain. (Any) 6 Arrogance. In fact, I am better than everyone else. (Any) d6 Bond 1 My relationship with my siblings or parents drives me to continually seek to exceed expectations. 2 I was all alone when I hatched, and an unpleasant experience soon taught me not to trust strangers. 3 I was raised by a humanoid, and though I love my foster parent, I never really fit in. 4 I haven't had many to speak with, and have filled the void with an imaginary friend that I talk to. 5 One day, I met and befriended an explorer. We still regularly speak or exchange letters. 6 My only companions are the weak minions that I subjugate to do my bidding. d6 Flaw 1 I am flawless. Those who say otherwise earn my ire. 2 I like to be worshiped or praised, and will aggressively encourage others to do so. 3 I am full of boasts and clever jests that drive home how much better than the mortal races I am. 4 I hate being questioned or second-guessed. 5 I am often unpleasantly surprised when others don't give me the attention that I clearly deserve. 6 As I view it, in this world, there are only predators and prey, and I will be a predator. 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 Demi-Dragon Part 2 | Backgrounds 42


Victim of Thaumaturgy You've met an unfortunate fate. Against your own will, you were plucked from your old life and forced to give up your humanity at the behest of your captor. Transformed and held against your will, you had plenty of time to plan, and eventually mustered an escape or reached an agreement with your captor or another entity. Regardless of how you've won your freedom, your life can never be the same again. Skill Proficiencies: Arcana, Insight Tool Proficiencies: Choose between alchemist's supplies, tinker's tools, poisoner's kit, and thieves' tools Languages: One of your choice Equipment: A set of tools (one of your choice), a token belonging to your captor, a sack of stolen or gifted valuables totaling 15 gp Feature: Thaumaturgic Rites You've witnessed firsthand the application of blood magic or some other form of metamorphic power. With the right preparation, research, and access to materials, you believe that you could duplicate the same rites that were inflicted upon you, creating another demi-dragon. Oppressive Captor Your captor has been a brief but influential figure in your life. You may have had time to watch them perform their thaumaturgic work, or perhaps even gotten to know them. While a captor may be a cruel and selfish lunatic from whom you must escape, they may just as easily be eccentric or misguided, and may have offered you your freedom of their own choice. Work with your DM to determine who your captor is, what your relationship to them is like, or use the table below. d6 Captor 1 A crazed wizard abducted you and used you as a test subject in their mad pursuit for immortality. 2 An ancient dragon destroyed your home and offered you a choice: die, or serve and be transformed. 3 The Cult of the Dragon chose you to trial their blood magics, as the first of many more to come. 4 You were a ritual offering to a god. The god offered you transformation in exchange for servitude. 5 An abishai used you as part of an experiment to break free from Tiamat's control, and now roams the Material Plane with an agenda of their own. 6 A powerful entity punished a wyrmling dragon with mortality, and swapped your form for the dragon's. Now the dragon roams the world with your old body. Lingering Quirk Your unique experiences have left their mark on you. Choose what this means for you, or roll on the table below. d6 Quirk 1 Your form is a mishmash of different dragon types. 2 You are haunted by the voice of your captor or another captive, and sometimes hear that voice speak to you. 3 Your body is artificial and is made of stone, wood, or metal, akin to a gargoyle or draconic warforged. 4 When you look at your reflection, it's the old you staring back. 5 You bear the memories of a wyrmling dragon, which you've learned was slain by your captor. 6 You are scaleless—flawed and incomplete. Suggested Characteristics You've had your body changed against your will. You might embrace this change, or rage against it. d8 Personality Trait 1 I am cautious in my dealings with others. 2 I am always fiddling with tools, vials, and other components relevant to my new studies and research. 3 The life I left behind was dull, and I don't regret trading it for one of adventure. 4 I judge people by how they treat others, rather than by what they say or how they appear. 5 I joke about my condition as if it doesn't matter to me. 6 It's not all bad. I love flying and exploring new places! 7 I get angry easily, and afterwards, I can't help but be a little afraid of myself. 8 I must battle this monster I've become, lest I slip and hurt someone I care for. d6 Ideal 1 Confrontation. I adventure to make the world a safer place, and to exorcise my own demons. (Good) 2 Progress. We must advance our knowledge for the good of the world, even of darker subjects. (Lawful) 3 Self-Determination. Everyone should be free to make their own choices, be they good or bad. (Chaotic) 4 Depravity. I've seen what one dark ritual can do, and I harbor an unshakable hunger to know more. (Evil) 5 Change. Life is constant change, and I will learn to adapt to any circumstance. (Neutral) 6 Destiny. I believe that my circumstances are a road to be traveled, and that my journey has just started. (Any) OUR HEART WEEPS BLOOD YOU PLAY AT CREATION WITH OUR GIFT OF BLOOD Demi-Dragon Part 2 | Backgrounds 43


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 Demi-Dragon Part 2 | Backgrounds 44


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