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
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
-
2Part 1: Demi-Dragon
- 2Introduction
- 3Racial Traits
- 4Class Features
-
7Subclasses
- 7Embodiment of the Juggernaut
- 9Embodiment of the Shadestalker
- 10Embodiment of the Skyterror
- 10Embodiment of the Behemoth
- 12Embodiment of the Scion
- 14Embodiment of the Sibilant
- 15Embodiment of the Ascetic
- 16Embodiment of the Arbiter
- 17Embodiment of the Fervent Hoarder
- 19Embodiment of the Packlord
- 20Embodiment of the Echo
- 21Embodiment of the Metamorph
-
26Part 2: Character Supplements
- 26Feats
- 28Optional Class Features
- 29Items and Equipment
- 34Arbiter Spells
- 36Boon of Draconic Magic
- 37Societal Integration
- 38Metamorphic Transformation Ritual
- 39Backgrounds
-
45Part 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.
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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.
Part I
Race & Class
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 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
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.
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.
AND HEAR OF MY TRUTHS
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.
Elemental Adaptation
2nd-level demi-dragon feature
Your form continues to change as you adapt to your newly-attained elemental nature. You gain resistance to the 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.
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.
Leeching Strikes
6th-level demi-dragon feature
Your stolen magic empowers you. All of your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Flight
7th-level and higher demi-dragon feature
You gain a flying speed of 50 feet. You can only use this flying speed if you aren't wearing heavy armor and aren't encumbered. Your flying speed increases as you gain demi-dragon levels, as shown in the Glide & Fly Speed column of the Demi-Dragon table.
Eye of the Dragon
9th-level demi-dragon feature
Your senses are supernaturally honed. You gain proficiency in your choice of the Perception or the Investigation skill. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for that skill.
Additionally, you gain blindsight out to a range of 10 feet. You faintly sense the location of any magical effect that is within the range of your blindsight, and innately know if such a magical effect can be dispelled.
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
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.
- 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.
SIBLINGS LONG DIVIDED
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.
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).
- 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.
OPPOSING REFLECTIONS DEFYING OLD UNITY
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 mind-disrupting 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.
- 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.
- 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.
- 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.
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.
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.
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.
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.
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. While the item is in your possession, you can use it to conjure temporary replicas of your hoard, such as spectral swords or piles of coins. You can make melee weapon attacks with these replicas, and they count as a natural weapon for you. On a hit, you deal 2d6 bludgeoning, piercing, or slashing damage (your choice), and you add your Charisma modifier to the attack and damage rolls.
When you designate a centerpiece item, you can additionally choose from the following benefits to apply to it:
Reach of the Hoard. The centerpiece item takes the form of a weapon, a rod, a large gemstone, a collection of coins, or some other perilous object. You can magically float the centerpiece item while it remains within 30 feet of you. Additionally, when you attack with your replica weapon on your turn, its reach increases to 30 feet.
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 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.
CONTESTED MORTAL REALM
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.
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.
Embodiment of the Echo
Every dragon is unique, but few know it like you do. You mystically draw on the essence of other dragons to embolden yourself with their powers and ideals. While you do not have precise control over the echoes you call upon to aid you, you have a breadth of experience that others cannot rival.
Seek Echo
3rd, 6th, and 10th-level Echo feature
You can seek inspiration from the echoes of your brethren. During a long rest, you can manifest the strength of another dragon, gaining some of the benefits of a different Draconic Embodiment. Roll 2d12 and consult the chart below. You can choose the result from either roll to become your echo. As your echo, you gain all 3rd-level features associated with the chosen Draconic Embodiment. Any spell slots, ability charges, or other limited resources unique to the Draconic Embodiment are treated as if you were 3rd level. For example, if you are a 10th-level Echo and choose the Embodiment of the Scion as your echo, you will receive one of the options from Bloodline Heritage, and one use of an Ardent Gift which scales in damage and range along with your normal Dragon's Breath.
d12 | Draconic Embodiment |
---|---|
1 | Juggernaut |
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 |
- 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.
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.
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.
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.
CREATE YOUR TRUEST REFLECTION AND MAKE IT YOUR OWN
GREET THE DAWNING SUN WITH A PEERLESS VISAGE
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.
- 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.
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
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.
- 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.
- 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.
FROM NOTHING HE
SPUN THE WORLD
UPON THE WORLD HE SET
HIS PROUD CREATION
FOR ONE WAS MADE
TO SATISFY THE OTHER
AND IO DIED PROTECTING
WHAT HE HAD SPUN
OTHERS REMAINED
WITH OTHER CREATIONS
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
Part II
Feats, Items, Spells
& More
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.
CHRONICLES UNKEPT
LEARN ANEW OR DESPAIR
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.
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.
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.
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.
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 demi-dragon, and it can't curse more than one target at a time.
Dragonrider's Saddle
Mundane, 75 gp, 30 lbs
Each of these heavily-cushioned saddles are constructed to individual specifications. A dragonrider's saddle braces the rider 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 demi-dragon)
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 demi-dragon)
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.
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.
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.
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.
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 demi-dragon, dragonborn, or half-dragon)
This ornamental mask of burnished brass is stylized with the back-swept crest of a brass dragon. While you are wearing the mask 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 demi-dragon, dragonborn, or half-dragon)
This ornamental mask of polished bronze is stylized with the ribbed crest of a bronze dragon. While you are wearing the mask 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.
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 demi-dragon, dragonborn, or half-dragon)
This ornamental mask of ruddy copper is stylized with the prominent brow plates of a copper dragon. While you are wearing the mask 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 demi-dragon, dragonborn, or half-dragon)
This ornamental mask of gleaming gold is stylized with the sagely whiskers of a gold dragon. While you are wearing the mask 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.
Warmask of the Silver Dragon
Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)
This ornamental mask of shimmering silver is stylized with the spiny frill of a silver dragon. While you are wearing the mask you gain the following properties.
Damage Protection. You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage.
Paralyzing Breath. As an action, you can use a charge of your breath weapon to exhale paralyzing gas in an area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution saving throw with a DC equal to your breath weapon or be paralyzed until the end of their next turn. You can use this property without expending a charge of your breath, but must then wait until the next dawn to do so again.
Zephyr of a Starstorm
Wondrous item, legendary (requires attunement by a demi-dragon)
This bottle of billowing stardust stirs ancient visions of when the stars were put in the night sky. As part of attuning to it, you must absorb it with Absorb Magic, infusing you with an aspect of creation. You gain the following benefits.
Damage Protection. You have resistance against force damage. If you already have resistance to force damage from another source, you instead have immunity to force damage.
Distant Glimmer. You can attempt to hide when you are backlit by the night sky, and can do so as a bonus action.
Shooting Star. As a reaction which you can take after moving at least 100 feet on your turn, you can make a ranged spell attack using your Dragon Spark against a target which you can see within 300 feet of you. On a hit, the target takes 10d6 force damage and is blinded until the end of their next turn. You can use this property three times, and must then wait until dusk to use it again.
SHE TIGHTENS THE WEAVE
AND STEALS OUR MAGIC
RULES WEIGH US DOWN
Arbiter Spells
The following spells are additionally available to demi-dragons practicing the Embodiment of the Arbiter, in addition to the sorcerer spells available to them. These spells don't count against the usual restrictions on spell schools.
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.
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 ELDERS KNOW WHAT HAS BEEN TAKEN FROM US
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.
DREAMING OF MAGIC
AND OUR GODGIVEN GIFTS
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.
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 demi-dragons 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.
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 re-examine their place in a world they once dominated. |
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.
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
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. |
TO CITIES AND SOCIETY
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. |
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. |
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. |
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. |
WE ARE FEW AND POWERFUL AND ISOLATED
WE ARE SCORNED LIKE LONE WOLVES AMONG SHEEP
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. |
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) |
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. |
OUR OWN WORLD HOME
LEFT WITHOUT GUIDANCE
TAKEN FROM US WILL BE
OUR SCALES HARVESTED
OUR BLOOD DRAINED
Part III
Documentation
& Changelog
Updated August 2nd 2023
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Latest Version Available Here
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Added the Embodiment of the Packlord, with the features Unleash Pack, Pack Conductor, Raucous Pack, Packbearer, and Pack Morale. Added the Embodiment of the Echo, with the features Seek Echo, Essence In Flux, Distant Insight, Twinned Echo, and Devour Fate. Added a new spell, Pattern Draconic Essence. Added a new maneuver, Mighty Toss. Launch Ally additionally grants the ally THP equal to your proficiency. Increased the damage of Fearsome Wound to 1d8, from 1d6. Defiance additionally grants advantage on Intelligence, Wisdom, and Charisma saves. Anvil of Will now recharges on a short rest. Increased baseline Fury to 5, from 4. Replaced Scion's Delusion Zone, Mirage Synthesis, Thunderous Disruption, and Awesome Shockwave with Discordant Disruption, Lingering Soundburst, Trembling Thunder, and Imposing Fear, to be more lore-accurate with emerald and sapphire dragons. Increased the damage of Skewering Quills to 2d6, from 1d10. Added a new morph category, Dominion. Added a new item, Skybound Bolt. Added a new page section, Societal Integration. Added one new artwork by Zephyryshka. Heart of the Hoard now grants a Cha-scaling melee weapon by default, and Reach of the Hoard instead extends its reach to 30 feet.
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Obfuscate Consciousness now requires you to concentrate on the effect. Dominion of Perception now works off the initial concentration. Enthralling Dragonsong now applies saving throws at the end of your subsequent turns, and automatically ends on any creature starting its turn further than 20 feet away. Changed the spell selection of Boon of Draconic Magic to be more lore-accurate. Increased the range of Telepathic to 120, from 60, and it now permits a response. Overwhelming Desolation can now be used against any target damaged by Dragon's Breath. Sibilant Mind can now be changed at the start of your turn, rather than as a bonus action, and Bolstering Backlash's bonus to saving throws lasts until the start of your next turn.
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Added a new subclass, the Behemoth, a dedicated tank as concepted by Robert Sparda, with the features Lumbering Behemoth, Natural Overdrive, Hulking Beast, Overpowering Force, Frightful Display, Wounded Defiance, and Earthshaker. Redesigned and reimplemented a very old subclass, the Skyterror, in the style of an aerial weapons-expert, with the features Wing Surge, Draconic Armory, Dive and Soar, Aerial Acrobatics, and Unfettered. Added Embodiment of the Dracolich to Additional Content, as written by Atrox_Primus. Removed the feat also named Skyterror, which has always gone against my design beliefs. Added a new feat, Loyal Minion. Added three new high-level items, Essence of Fury, Essence of Transformation, and Zephyr of the Starstorm. Added two new spells, Repulsion Wave and Gale Wings, and redesigned Malygris' Cadeverous Tail-Sting to require the target to end its turn to an adjacent creature, rather than to be simply hit. Obfuscate Consciousness can now be used twice before a rest (from once). Fervent Hoarder's Ingenuity of the Hoard can now replace a charge of Dragon's Breath with a spell once per short rest, and renamed it to Magic of the Hoard, to better satisfy those asking for a caster dragon. Added two new artworks by Svetlin Velinov and Filip Burburan.
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Rend and Ruin can now trigger on any attack (from any natural weapon attack), and moved Rend and Ruin up to start at level 13 with 1d6. Added a sidebar segment about falling. Changed the Juggernaut's wings and horns to count as simple weapons, to communicate they're meant to be worse. Increased Elemental Javelin's damage to d8s, from d6s. Increased Elemental Stake's damage to d10s, from d8s. Frightful Roar is now a bonus action. Demi-Dragons can now choose to be Small.
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Reworded Scale Bind, and gave the detached scale further clarification. Warmask items no longer have the Dragon Tongue trait, but now provide one free use of the alternate breath. Skittering Crawl now requires you to move in a straight line, but requires only 15 feet to activate (from 20). Snatching Tail now only lets you drop targets on solid ground. Broadened Breath now lets you toggle between cone and line breaths, and has been renamed Breath Versatility. Converted the contents of this doc into .json for use with tools such as Plutonium and BetteR20. Added Embodiment of the Platinum Dragon to Additional Content, as written by Atrox_Primus
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Reduced the rarity of Talrion's Gatecrasher to rare, from very rare, and Green Dragon Gizzard Stone to uncommon, from rare. Focal Point no longer requires you to spend an action to perceive from its position. Manifest Lair now recharges on a short rest. Replaced Overbearing Sweep with Rising Wing, a new maneuver. Added Dragonweave as a 6th-level Arbiter feature. Added Férend's Tempestuous Tail-Lash, Malygris' Cadaverous Tail-Sting, Rogoth's Caustic Tail-Swipe, Talon's Freezing Tail-Strike, Elemental Javelin, Spurious Glide, and Elemental Stake as new Arbiter spells, and removed Helpful Hand, Warding Rune, Wyrm-Mantle, and Illusory Self for not meeting quality expectations. Increased the breadth of time of Faded Imprint to 4d4, from 2d4, increased the duration to 1 hour, and added upcasting. Added five more entries to the Draconic Magic boon, and five entries to True-Born Dragon's Inherent Nature. Replaced the Curse of Greed background with Curse of Transformation. Natural Ferocity now grants 3 Fury, up from 2.
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Frightful Roar no longer autofails if the target can't both hear and see you, but requires the target to be aware of you. Overhauled the document layout. Added three new pieces of artwork by Sandara Tang, Lisa Lenz, and Howard Lyon, removed two old images, and added a new footer by Lichen Fischer. Heat of Battle now grants you THP on rolling initiative, rather than every time you spend Fury. Scintillating Radiance now adds Con mod to THP. Crown of the Platinum Savior now also increases AC by 1. Added Ring of Draconic Deception, Sapping Lattice, Myrielle's Razors and Crystallized Blood of Io to items. Umbral Lunge can now be halted by reducing the Shadestalker's speed to 0. Force of Self now lets you choose Intelligence or Strength saving throws if you are already proficient. Increased the range of Wrest Magic to 60, from 30. Wyrm Tongue's languages and Capable Form's tools are no longer permanently locked. Numinous Dragonsong now boosts all Constitution checks (rather than just concentration) but no longer grants blindsight.
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Dragon's Breath now offers five additional choices of damage type. Freezing Mist is now a cylinder instead of a sphere, and uses radius instead of diameter. Induce Torpor can now be used on any target poisoned as a result of Beguiling Miasma, and not just the initial charmed target. Renamed Ardent Breath as Ardent Gift. Added five new gem dragon bloodlines, five Ardent Gift abilities, and five Ardent Focus upgrades. White Scions now get to choose whether they want a burrow or swim speed. Fortification of the Hoard now has a number of charges equal to Cha mod. Replaced Spring Attack with Umbral Lunge, which gives the Shadestalker a different type of freeform mobility. Fade and Ambush no longer requires you to be invisible or heavily obscured, and reduced the immunity lockout to 8 hours (from 24). Keen Predator now lets you swap Dexterity for Charisma on Dexterity checks and saving throws. Replaced Veil of Smoke with Shade Veil.
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Reverberating Roar's immunity lockout is now only one round long (from 24 hours). Venomous Sting no longer requires a reaction to activate. Silver Mist now additionally lets you move the cloud up or down as part of creating it. Increased the damage of Skewering Quills to 1d10. Snatching Tail no longer requires a bonus action to activate. Increased the volume of Tunnel Wyrm's sinkhole to 15 feet, from 10. Re-paired Draining Scales with Silver Mist and Reverberating Roar with Tunnel Wyrm, to better fall into clearer categories. The Metamorph can now swap out a morph category every time they finish a long rest, up from every level, but reduced the additional morph categories they learn at subclass levels 10 and 17 to 1, from 2. Capable Form no longer has a permanent lock-out on tool proficiencies. Imbue Breath now adds 2d4 damage (from 1d4) and can be applied to any damage roll, but only once per turn. Crown of the Irrepressible now grants a bonus to saving throws instead of making you immune to a bunch of conditions.
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Racial languages now grant just Common + Draconic, from Common + Draconic + one of your choice. Reworded True Treasure to not be abusable. Drowning Terror now makes the target frightened of drowning rather than of you, to prevent choking a creature to death due to not being allowed to move closer. Enthralling Dragonsong now continues to charm targets on subsequent turns. Mythic Build now only doubles the cost of custom armors (from triples), and only imposes disadvantage when using a weapon with the ammunition or two-handed properties. Capable Form now allows you to wield ranged weapons. War Plating now also lets you choose to gain damage reduction instead of AC, and now grants Strength instead of Constitution. You can now choose to not activate Broadened Breath's benefit.
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Breath Recharge is no longer barred to the Ascetic. Imbue Breath now has its own charges. Removed Radiant Spark and Bond of Sacrifice from the Ascetic. Added Anointed Blessings and Ineffable Paragon to Ascetic. Renamed Bestow Flight to Bestow Grace, the bestowed creature no longer has to spend a bonus action to gain the flying speed, and added an alternative option, Crown of the Irrepressible. Removed Assimilate and Legendary Resistance. Added Fabled Resistance at levels 14 and 20. Maneuver Versatility now applies at every level, rather than only ASI levels. Added Talrion's Gatecrasher to items. Added the Draconic Magic boon. Added one new artwork by Agnieszka Firla. Added Embodiment of the Dragon Queen to Additional Content, written by Atrox_Primus.
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Added a new subclass, the Embodiment of the Fervent Hoarder, with the features Heart of the Hoard, True Treasure, Manifest Lair, Claim Item, Homely Lair, and Splendor. Beguiling Miasma now continually poisons nearby targets. Silver Scions now gain Silver Mist instead of a climb speed. Increased Silver Mist range to 60 feet, from 30. Frightful Roar no longer allows another save upon taking damage. Obfuscate Consciousness no longer lets the target make a new save upon taking damage, rather the charm breaks but the secondary effect remains. Obfuscate Consciousness has an additional secondary effect to choose from, for a total of 3. Added Clarity of Thought to the Sibilant at level 6. Sibilant Mind now scales at level 10, rather than 6. Added a ko-fi page.
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Lightning Lance and Freezing Mist now follow full breath weapon progression but use d4s instead of d8s for damage, instead of halving and rounding up damage dice, resulting in a minor damage loss. Lockjaw now replaces one attack that is part of the Attack action rather than being a bonus action, but reduced its cost to 1. Reworded Brutal Dive, increased the range you can dive at, and the dive no longer consumes regular movement. Doubled the range of Launch Ally. Tail Sweep no longer requires targets to be close to each other. Dragon's Hoard now specifies that the hoard counts wealth in a 60-foot radius. Renamed Capable Claws as Capable Form.
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Removed Spellsnap and added Focal Point. Unmaker's Sight now adds dispel magic and counterspell to the Arbiter's spells known and lets them cast each of them once per long rest, rather than granting advantage on dispels after studying the target. Added Swift Adaptation and Flawless Metamorphosis, but removed Ceaseless Metamorphosis. Added a new front cover by Tatii Lange. Removed two artworks, and added one new artwork by Jack Kozitza.
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Redesigned the Shaper from the ground up as a telepath instead of a telekinetic, and renamed it the Sibilant. Renamed Force Thrust to Beckoning Influence, and changed it to instead be a Wisdom saving throw (from Strength). Bolstering Backlash no longer allows a saving throw. Removed Telekinetic Hand, Mental Fortress, Enforced Reality, and Unfettered Mindscape. Added Telepathic, Obfuscate Consciousness, Overwhelming Desolation, and Dominion of Perception. Beckoning Influence and Bolstering Backlash now gain their increase at 6th level, from 10. Moved the grapple move speed benefit of Darting Predator to Drowning Terror. Crown of the Platinum Savior now also lets you deal radiant damage with a breath weapon. The racial ASI now gives you a choice of +1 to any stat, instead of +1 Con. Moved Fly Speed increases by one increment (starting at level 9 rather than 10). Venomous Sting is now 2d6 at all levels.
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Reworded natural weapons to now count as martial melee weapons in order to avoid any confusion. Brass Tongue now lets you pick between Persuasion and Deception, and has been renamed Wyrm Tongue. Eye of the Dragon now also informs you if spell effects can be dispelled. Absorb Magic now lets you return an effect during a short rest, and when doing so does not require the original item to be in your possession. Skewering Quills now fills an additional two squares with quills per shot. Bolstering Roar has been redesigned to add a one-use 1d4 to any saving throw for all affected, but its range has been reduced to 20 feet. Reprisal no longer pushes a target, it instead renders it unable to take reactions on a failed Con save.
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Redesigned the Shadestalker to be less of a one-trick pony. Spring Attack moved to level 3 and now grants advantage on one attack roll, now acts fully as a disengage, but no longer grants extra movement. Harrying Predator no longer has a slow effect, and has been renamed Keen Predator. Veil of Smoke moved to level 6, no longer gains additional ability uses, but it can now move up to 20 feet on a reaction, from 15. Mist Lurker now instead allows the Shadestalker to Hide as a reaction while invisible or heavily obscured, and has been renamed Fade and Ambush. Blood and Smoke now turns the Shadestalker invisible if they start their turn hidden or heavily obscured, rather than specifically in their Veil of Smoke.
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Increased the damage dice of Dragon's Breath to d8s; this is a major buff to a core class feature. Redesigned Breath of Bolstering Essence to have a baseline heal and give you the option of expending a number of Hit Dice to increase the heal, instead of inflicting Exhaustion. Redesigned Enthralling Dragonsong to instead be a per shortrest ability, with significantly less restrictions tied to it. Numinous Dragonsong now grants a bonus equal to your Charisma modifier instead of granting advantage, and now no longer requires the target to hear you in order to actually work on downed allies. Medallion of Change Shape now locks you to a chosen form until you finish a short rest, to reduce its versatility. Hammering Lunge now lets you move up to 10 feet, from 5. Skylaunch is now a bonus action. Added Milokot's DnD Class Damage Output DPR Calculator to credits, and used it to confirm that a bunch of math matches the expectations. Warmask of the Silver Dragon's Paralyzing Breath no longer causes a new saving throw upon taking damage.
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Thorny Spines now deals its damage at the start of your turn during which you are in a grapple, rather than at the end of it. Removed Branching Ivory for being too powerful of an effect for what a morph should allow. Added Numinous Dragonsong to the Sanctuary morph category. Added the morphs Breath of Bolstering Essence and Enthralling Dragonsong to the new Salvation category. Capable Claws now also grant proficiency with martial weapons. Driving Strikes now pushes its target 10 feet, up from 5 feet. The lingering property of Skewering Quills now only deals 1 damage, from 1d8. Renamed Goring Charge to Ivory Charge. Devour Magic no longer requires you to successfully dispel an effect in order to heal. Increased the range of Bolstering Roar to 60 feet, from 30. Reworded several features that refer to size categories to be directly tied to your size, such that they respect if you have a size category other than Medium. Beguiling Miasma is now a bonus action. Induce Torpor is now an action. Removed one piece of artwork. Increased the damage of Rend and Ruin to 3d6, from 2d6, to better fall in line with other martial damage progression at this level. Veil of Smoke now requires a reaction to be moved. Harrying Predator now only reduces speed by 10 feet, rather than halving the target's speed. Added Crown of the Platinum Savior to items.
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Added Inheritance to racial traits, reduced class skill proficiencies to 2, and reduced class skill options. Multiclassing no longer gains an extra skill proficiency. Absorb Magic can no longer be used on shields. Removed Arc Lightning and System Shock. Added Lightning Lance and Sweeping Lightning. Moved Elemental Suffusion to 10th level, and Ardent Mastery to 6th level. Renamed Ardent Mastery to Ardent Focus. Freezing Mist can no longer deal damage to the casting Scion. Changed the healing of Disciple's Meditation to 2d6 +1d6 at 6th, 10th, and 17th. Reduced the Arbiter's spell list from the whole sorcerer spell list to only evocation, transmutation, and abjuration from the sorcerer's spell list, to better match 1/3rd caster precedent. Removed Mythical Adaptation and Breath of Life. Moved Sheltering Wings to Aid. Added Essence of Change and Silver Mist. Made countless formatting adjustments. Merged Incompatible Build and Powerful Build into Mythic Build. Changed Languages to be Common, Draconic, and one other language of your choice, and changed Chosen of the Community and True-Born Dragon to provide one language of your choice instead of Draconic.
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Removed Product of Design to reduce design bloat. Removed Devoted Purpose, and replaced it with Sage Wisdom. Increased racial lifespan to 400. Removed Coin of Good Luck. Changed Coin of Avarice to Stone of Avarice and added a DC to it. Renamed Metamorphic Drain to Transformed Power. Helpful Hand is now a 1st-level spell. Removed the statblocks for being unnecessary. Wrath now costs 3 Fury and no longer deals damage to friendly targets. Battering Ram now allows you to move through enemy spaces. Launch Ally now scales based on your Strength score rather than on the target's speed. Skylaunch and Suppressing Gale are now canceled if you are incapacitated. Suppressing Gale can additionally be canceled at any time. The slow from Rend and Ruin and Harrying Predator now once again lasts until the start of your turn. Rend and Ruin is now limited to once per turn. Unfettered Mindscape can now move cubes up to 60 feet, cubes no longer fall to the ground, and no longer require 20 feet of movement to knock targets prone. Added a Table of Contents, and moved the Credits and Design Goals sections to the front of the document. Worked with DawnHellion on his idea for the Embodiment of the Genesis, which can be accessed under the credits list. Updated Maneuver Versatility to reflect the new standard set by Tasha's. Added one additional piece of artwork.
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Draining Scales now specifies that it only affects spells, rather than any magical effect, to avoid undue confusion. Harrying Predator's slow effect is now limited to once per turn, and lasts until the end of the target's turn. Driving Strikes' shove can now activate with any natural weapon. Thorny Spines now additionally deals its damage if you end your turn while grappling or grappled. Skittering Crawl has been changed to now enable the Dodge functionality after moving 20 feet on the ground or as part of a climb. Dragon's Hoard now has a 7-day cooldown, Auric Slumber lasts for 7 days, and Unbound Attunement now also lifts all requirements on magical items at third threshold.
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Weave and Unweave now also permits casting a spell with a casting time of 1 bonus action. Eye of the Dragon now additionally grants minor magical detection. CFV Size Category now states that the DM can opt to change the level at which the effect is granted. Capable Claws now additionally grants simple weapon proficiency, and Medallion of Change Shape and Potion of Change Shape now grants simple weapon proficiency as well as light and medium proficiency if the statblock would have those armor proficiencies. Reduced the AC reduction of Rending Jaws to 1, from 2, but increased the duration of the effect to 1 minute. Added Breath Recharge to Class Feature Variants. Assimilate now has a 1-minute cooldown. Worked with Moghue44 on his idea for the Embodiment of the Protector, which can be accessed under the credits list.
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Veil of Smoke can now be moved when the Shadestalker moves while inside it, rather than as a bonus action. Added two additional pieces of artwork. Moved Assimilate to 14th level, Force of Self to 15th level, and Devour Magic (two uses) to 18th level, to better fall in line with official class anatomy. Added Spell Slinger's Chains to items. Added True-Born Dragon and Victim of Thaumaturgy to backgrounds. Removed Fend Spell from spells for being unfun. Removed Bestow Breath, Blinding Spark, and Ascension from the Ascetic, and replaced them with Imbue Breath, Devoted Purpose, and Bond of Sacrifice. Changed Dragon Scales to 10 + Con + Cha, from 9 + Con + Cha + Dex (max 2), and Demi-Dragon racial trait stat boost to +2 Str +1 Con, from +1 Str +1 Con +1 Cha, to simplify ability score interactions and reduce MADness. For advanced players, either AC calculation can be used.
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Disciple's Meditation moved to 3rd level, and now functions as a single-target healing effect that can be used during a short rest. Removed Interposing Sanctuary, and replaced it with Radiant Spark. Reverted Bestow Conviction to Bestow Flight, and added Blinding Spark. Ascension now interacts with Radiant Spark and Blinding Spark instead of Disciple's Meditation and Interposing Sanctuary. Glide now specifies that you can't glide while prone. Medallion of Change Shape no longer requires attunement.
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Weave and Unweave now specifies that the spell must normally require 1 action. The Shaper can now also activate Force Thrust via the Dodge action. Green Dragon Gizzard Stone now also provides immunity to the poisoned condition. Spellsnap now scales like Devour Magic, and can sacrifice a charge of Devour Magic for more uses. Added Potion of Change Shape and Inkbound Jewel to items. Added Chosen of the Community to backgrounds. Removed Shape Breath from feats, and Survivor's Heart from morphs. Reimplemented Shape Breath as a morph, and renamed Endurance to Sanctuary. Added one additional piece of artwork.
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Added a clear ruling about cursed items to Absorb Magic. Added Drowning Terror, Darting Predator, Skittering Crawl, and Tunnel Wyrm to Morphs. Snatching Tail is now paired with Skittering Crawl, and Draining Scales with Tunnel Wyrm. Removed Climb, Swim, and Burrow speeds from Remake Self, and moved Mythical Adaptation to 10th level. Added Skyterror to Feats. Added Warding Rune and Wyrm-Mantle to Spells. Added Skybreaker's Wing Spurs to Items. The Warmask of the Silver Dragon's Paralyzing Breath now allows a saving throw every time the afflicted creature(s) take damage. Added headers that divide the document into three parts, and footers to match. Added Backgrounds section, with the Curse of Greed background. Interposing Sanctuary now specifies that it pushes targets 10 feet.
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Added PHB information boxes for High Jump and Using Different Speeds. Added an item of personal significance and related table to starting equipment. Removed Natural Heritage from Class Feature Variants, and reimplemented its information into the descriptions for the relevant Scion and Metamorph features. Added Green Dragon Gizzard Stone and Warmasks of the Brass, Bronze, Copper, Gold, and Silver Dragons to items. Added a Spells section, with the following spells: Fend Spell, Helpful Hand, and Faded Imprint.
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Renamed Genuine Sacrifice to Metamorphic Drain, courtesy of Xithara. Increased the rarity of Formshifter's Armring from Uncommon to Very Rare. Changed the stat bonus of War Plating to Con, from Str. Changed Defiance to take up a bonus action instead of a reaction. Changed Medallion of Shape Change to only cost a bonus action to revert to true form. Reduced the damage of Branching Ivory to 2d4, from 3d4. Changed Veiled Wings to require a bonus action to activate, but caused it to also increase Glide & Fly speeds by 10 feet. Removed force and thunder types from Remake Self, as they were causing less interesting decision-making. Removed Rend & Ruin from 11th. It now starts off at 2d6 at 17th.
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Added Items and Equipment section, with the following items: Clawguards, Coin of Good Luck, Coin of Avarice, Dragongilded Armring, Formshifter's Armring, Dragonrider's Saddle, Medallion of Change Shape, and Obsidian Blast-Sphere. Added Mythical Adaptation to the Metamorph 17th as a tentative feature that should better round out the Metamorph's progression. Reduced Thorny Spines damage to 1d4, from 1d6. Added Flight rules box. Rend and Ruin now scales up to 2d6 at 17th level, in order to maintain martial damage scaling.
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Renamed the Dragon Adept to the Ascetic, improved the Ascetic's flavor, added Interposing Sanctuary to the Ascetic, added temporary hit points to Bestow Flight, renamed Bestow Flight to Bestow Conviction, changed Bestow Breath to now gain a second charge at 10th level from 6th, removed condition immunities from Ascension, and added Interposing Sanctuary functionality to Ascension. Added Resolution to Class Feature Variants. Added Defiance and Bolstering Roar to Juggernaut maneuvers. Renamed Ascetic Sacrifice to Genuine Sacrifice. Removed all references to spells from Dragon Spark and the many features that refer to it, as they aren't effectively spells. Made numerous wording improvements, courtesy of Qorinthian.
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War Plating now also allows the character to ignore the heavy armor restrictions placed on Flight and Stride. Clarified that Rending Jaws don't stack and changed it to decay at the start of the turn, rather than the end of the turn.
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Renamed Shaper's Claws to Capable Claws. Added a new frontpage and one additional piece of artwork. Replaced Unfettered Form with Unfettered Mindscape, which allows the Shaper to move their blocks. Mental Fortress now creates up to 3 blocks upon reaching 17th level. Disintegrate can now destroy Enforced Reality blocks, as per Wall of Force. Streamlined the 2-6th level scaling of Glide speed and slightly tweaked higher level flight scaling, and added a clause to Glide addressing that at least 10 feet can be jumped in order to activate glide, which should make the application of low-level Aided Jump into glide more understandable as a tool to move over obstacles or foes. Worked with Dracovitch on his idea for the Embodiment of the Voidmaw. Renamed Leeching Claw to Leeching Strikes. Changed Induce Torpor to a bonus action. Added Design Goals and Feedback Wanted sections.
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Designed and implemented a new subclass, the Shaper, a psionic control and disruption specialist with the features Mind and Matter, Telekinetic Hand, Mental Fortress, Enforced Reality, and Unfettered Form. The Dragon Adept now gains immunity to grappled, restrained, and prone during Ascension. Improved level listing for features that receive improvements at higher levels. Added one additional piece of artwork. Added a Demi-Dragon Clockwork Watcher statblock.
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Moved Flight back to 7th level, and Eye of the Dragon back to 9th. Reverted the Juggernaut Fury leveling progression change. Increased Dragon Scales from 8 to 9. Moved the fear benefit of Blood and Smoke into Mist Lurker and changed the trigger requirement to be hidden or obscured, and changed Blood and Smoke to instead permanently increase the duration of Rend and Ruin. Removed the 5 feet range trigger requirement on Harrying Predator. Added Identify to Unmaker's Sight.
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Reduced the amount of additional fury points gained by the Juggernaut to 1, from 2, at levels 6th, 10th, and 17th. Changed Spellsnap to round down, rather than up. Added a 5 feet range requirement to the Shadestalker's Harrying Predator, and clarified that Harrying Predator and Spring attack require melee attacks. Put a +2 maximum benefit on Dex for Dragon Scales. Moved Flight to 9th level, and Eye of the Dragon to 7th level. Reduced the blindsight granted by Eye of the Dragon to 10, from 20. Increased flavor age lifespan from ~200 to ~300 to better align with official half-dragon lore. Added a note about diving straight down to Glide, so that you aren't stuck gliding at the rate of descent. Added an optional ruling for Natural Heritage's burrowing speed to require an action to activate. Changed the racial trait stat boost to +1 to Str, Con, and Cha, from +2 Str +1 Con, to better redistribute the dragon's defense and offense at lower levels.
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Renamed Rending Maw to Rending Jaws, and added Elemental Maw and Driving Strikes to the Metamorph. Removed the introduction description of the camouflaged Metamorph at the start of the document, and replaced it with one of a meditating Dragon Adept. Removed advantage on Insight checks from Brass Tongue. Reduced the AC of Stone Scales to 16 + Con, from 17 + Con. Reduced the activation requirement of Goring Charge from 20 to 10 feet. Changed Sheltering Wings to impose disadvantage, rather than grant 3/4 cover. Removed the healing property of Assimilate. Redesigned Misfit's Adaptation as a half feat, opening up a whole new world of unique build potential. Added an exhaustion benefit to Dragon's Hoard's Auric Slumber. Added 'Metamorphic Transformation Ritual' section.
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Added time stamps to the changelog. Moved the 15th-level subclass feature back to 17th level, and moved Devour Magic (two uses) back to 15th, to better fall in line with the tiers of play. Removed Veiled Predator, and replaced it with Blood and Smoke. Changed the Demi-Dragon Snatcher statblock to a Demi-Dragon Quillscale, which is less generic.
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Decreased the range of Devour Magic to 10 feet (from 30 feet), but caused the range to now increase to 60 feet at 5th level, in order to better regulate the immediate power of the effect at low levels. Moved Absorb Magic to 3rd level, from 4th. Removed Strength of Body, and replaced it with Dragon's Might & Rend and Ruin, in order to more elegantly scale weapon damage and to address the dragon's stat-hungry issues. Removed the AC cap on Dragon Scales, because it was potentially confusing and largely irrelevant even in niche cases. Renamed Strength of Self to Force of Self. Moved Dragon's Breath (three uses) to 13th level, moved Devour Magic (two uses) to 17th level, and moved the 17th-level Embodiment feature to 15th level, in order to have a better progression of offensive and defensive tools in light of the introduction of Dragon's Might. Replaced Forged From Trial with Legendary Resistance, because Dragon's Might rendered it obsolete. Reimplemented 11th level damage scaling on Venomous Sting. Increased the damage of Skewering Quills from 1d6 to 1d8. Added a clause addressing cold and poison Constitution saves to Dragon's Breath, and removed Vaporous Breath.
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Added Bestow Flight and Ascension to the Dragon Adept. Changed Disciple's Meditation to only recharge on a long rest. Implemented the Dragon Adept, and added two additional pieces of artwork. Added an NPC stat block to Feature Design. Reduced class skill proficiencies from 4 to 3. Reduced Dragon's Breath damage scaling by one increment to once again align with uneven levels, to better match spellcaster level progression. Added Languages to racial traits. Slightly increased Glide & Fly Speed at lower levels to be consistently faster than walk speed. Changed Assimilate to grant hit points instead of temporary hit points, to better co-exist with subclass options for temporary hit points, but halved the hit points gained.
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January 1st, 2020 - Published version 2.7 here
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The Scion's Induce Torpor now lasts for 1d4 hours, up from 1 hour. Clarified that Misfit's Adaptation can be taken multiple times. Removed the Design Notes section entirely, as it is increasingly irrelevant. Changed Weave and Unweave to now instead allow casting a spell of 2nd level or lower, instead of casting a spell with a range of touch or self. Strength of Body now additionally increases AC by 1. Added Aided Jump to Racial Traits. Made a number of minor wording changes to the introduction. Draining Scales no longer interacts with cantrips. Reduced Dragon's Breath Line Range scaling by one increment. Removed Manifest Breath and Class Feature Variant Package: True Dragon from Feature Design.
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December 9th, 2019 - Published version 2.6 here
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Added Class Feature Variant Package: True Dragon, and its features, Spitfire, Vanity, Elemental Heritage, Legendary Action, and Legendary Resistance to the Feature Design section, pending further review and feedback. Slightly increased Dragon's Breath damage scaling. Added Vaporous Breath to Class Feature Variants. Added Broadened Breath to feats. Dramatically increased Dragon's Breath Line Range level scaling, from 30-80 to 35-130. Removed the trigger clause from Scale Bind, which can now be cast at any time as a reaction. Clarified that Metamorphs that take the Misfit's Adaptation feat must know the relevant morph category in order to change the morph from the feat.
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November 8th, 2019 - Published version 2.5.5 here
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Added Class Feature Variants as a section. Baked Expanded Breath and Insatiable into the descriptions of Dragon's Breath and Devour Magic, and changed the effect of Insatiable to instead provide two uses per long rest instead of recharge on short rest. Added Maneuver Versatility to Class Feature Variants, and moved Indefinite Mind, Climb, Swim, and Burrow Speeds, multiclassing options, and Size variant rules to Class Feature Variants. Added level denominations to all feature descriptions, after recent UA fashion. Assimilate now additionally grants temporary hit points. Added several flavor descriptions to various features that were lacking them. Reversed the action order of Weave and Unweave, enabled Devour Magic to trigger it, and removed the clause about not needing Dispel Magic as a known spell. White Instinct now provides advantage on initiative rolls instead of preventing being surprised. Added Shadestalker Design Notes section.
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Added Dragon's Hoard to Feats. Added Bestow Breath, Manifest Breath, and Disciple's Contemplation to Feature Design as experimental features for a new subclass, the Dragon Adept. Returned Spellsnap to recharging on a long rest to prevent coffee shenanigans. The Shadestalker can now move their Veil of Smoke as a bonus action, and changed Spring Attack to using a bonus action instead of a reaction. Changed the requirement for Goring Charge to 20 feet from 15 feet, to match existing charge mechanics.
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October 19th, 2019 - Published version 2.4 here
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Moved to GM Binder. Added Esoteric Ward, Reverberating Roar, White Instinct, Draining Scales, Warriors Will, Gold Luck, and Brass Tongue to the Metamorph's available morphs. Replaced Ironscale Weaving with Stone Scales. Changed the pairing on several morph categories to provide a situational and a reliable morph. The Metamorph can now change out a known morph category every time it gains a class level, rather than whenever it gains a new morph, and gains 2 additional morph categories at 6th, 10th, and 17th levels, up from 1. Increased the damage of Skewering Quills to 1d6 > 2d4, from 1d4 > 1d8. Added dim light to Chameleon Scales. Ardent Breath now gains a second charge at 6th level, down from 10th. Glacial Chill now reduces speed by half, up from 10. Spellsnap now recharges on a short rest. Renamed Snapping Takedown to Lockjaw. Added persuasion to class skill proficiencies.
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October 15th, 2019 - Published version 2.3 here
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Added a frontpage. Added two additional pieces of artwork. Added custom footers and link colors. Improved image blending. Implemented the Shadestalker. Completely reworked the Metamorph's Adaptive Morph, Ceaseless Metamorphosis, and all available morphs. Removed the lingering effect on Fueling the Transformation. Reworked Misfit's Adaptation. Added Twinned Adaptation. Added Shape Breath to feats. Increased the amount of class skill proficiencies gained from 2 to 4, to make up for the dragon's lack of other proficiencies. Changed Eye of the Dragon to offer expertise if you already have proficiency, but reduced the blindsight from 30 to 20. Added Veil of Smoke, Harrying Predator, Spring Attack, Mist Lurker, and Veiled Predator as experimental features for a new subclass, the Shadestalker. Added Dragon Scales segment to Design Notes section.
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September 5th, 2019 - Published version 2.2 here
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Dragon's Breath now regains all charges on completing a short rest, up from 1. Moved Flight to 7th level, and Eye of the Dragon to 9th level. Changed Dragon Scales to 8 + Con + Dex + Cha (max 20) from 10 + Con + Dex in order to address stathungry MAD issues. Changed Indefinite Mind to an optional rule, and added Dragon Spark to replace it. Changed Ardent Breath Fiery Eruption back to dealing damage in a 5 feet wide 20 feet high box, from a 10 feet wide area and increased its casting range to line range from cone range. Changed the Juggernaut's Battering Ram to actively make use of the Attack action, so that it better respects whether or not you have Extra Attack. Removed Reckless Advance because it was weird and not that interesting. Added prone to Brutal Dive but removed the double damage dice effect, to better reflect how diving onto a target should work and to balance it as a good grapple initiator. Changed the Metamorph's Fueling the Transformation to now retain the old morph for 10 minutes. Added an 'appears as dead' effect to Survivor's Heart Major. Added Glide to Veiled Wings Major. Snatching Tail Major now requires spending a bonus action to use.
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August 25th, 2019 - Published version 2.0 here
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Added Ardent Mastery to Scion 10th. Moved Eye of the Dragon into the base class, at 7th level. Moved Stride to 5th level. Moved Absorb Magic to 4th level. Moved Glide to 2nd level. Merged Tail Lash into the Natural Weapons racial trait. Moved Scion forward in the document because it's cooler now. Put a level restriction on spells that can be bound by Scale Bind to prevent multiclass shenanigans. Made it easier to throw Scale Bound scales. Renamed Bind the Unwoven to Weave and Unweave. Changed starting equipment to be more in-line with official material. Changed Sheltering Wings Major to be the Protection fighting style, and bumped its former effect down to Minor. Added Eye of the Dragon Proficiency to Remake Self. Removed several sections of the original Design Notes internal discussion, regarding Character Size, Roleplaying Issues, Item Relevance, and Player Choice. Changed Spellsnap to a variant of Counter Spell, instead of just being Counter Spell. Changed Overbearing Sweep to a bonus action instead of replacing an attack in the Attack action to prevent combining it with Snapping Takedown in one turn. Changed Fueling the Transformation to not require a successful dispel. Increased the space in which you can reposition enemies with Snatching Tail Major to 10, from 5. Added advantage on survival in harsh climates to Survivor's Heart Minor. Removed the Scion's True Heritage, Inhale, and Natural Adaptation, and reimplemented them in the form of Bloodline Heritage. Added Ardent Breath to Scion 3rd.
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Added four artwork images. Added Fearsome Wound and Overbearing Sweep to Juggernaut maneuvers. Added War Plating to racial feats. Added Inhale to Scion 3rd, and moved Elemental Suffusion to 6th. Several wording and flavor improvements. Added Climb, Swim, and Burrow Speeds box. Removed Enveloping Breath and Elongated Limbs as class features, and baked their increases into a more steady progression, as shown under the Dragon's Breath Range and Glide & Fly Speed columns of the Demi-Dragon table. Added Stride, Strength of Self, and Assimilate to fill out the empty class levels. Changed Tenacious Assault to advantage instead of expertise.
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Increased Dragon's Breath level scaling. Removed armor proficiencies from the class. Moved Dragon Scales and Natural weapons into the racial traits, and moved Devour Magic into the class. Changed Dragon Scales to use Con instead of proficiency. Reimplemented Elemental Adaptation at level 2. Moved Flight to level 9 from 7. Overhauled the Juggernaut fury system to have a better resource progression. Changed maneuvers to obey the action economy. Increased Reprisal cost from 1 to 2. Changed Lunge to Hammering Lunge, which uses gore instead of claw. Rewrote Skylaunch and Battering Ram to use an action, and rebalanced them appropriately. Moved Unwavering Combatant to 10th level from 6th, and moved Tenacious Assault to 6th level from 10th.
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Reworked the entire class with a tighter thematic focus. Removed Skyterror, but added Metamorph and Scion.
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December 26th, 2018 - Published version 1.0 here
Embodiment of the Creeping Doom
This is a WiP dracolich-themed subclass for the demi-dragon which evokes Daurgothoth. It is too dependent on the frightened condition and is too nerdy of an obscure reference to be appreciated, and will therefore probably be abandoned.
Dread Aspect
3rd- and 10th-level Creeping Doom feature
You can manifest a terrifying presence. As a bonus action, you unveil your frightful might for 1 minute. You gain the following benefits.
- You gain temporary hit points equal to 1d10 + your demi-dragon level.
- Once during each of your turns, you can deal additional necrotic damage equal to your Charisma modifier to one target that you dealt damage to.
- At the end of each of your turns, each creature of your choice within 15 feet of you must succeed on a Wisdom saving throw against your Dragon Spark save DC or become frightened of you until the end of your next turn. A creature that successfully saves against this effect is immune to it for 1 hour.
Once you use this feature, you can't use it again until you have finished a short or long rest. At 10th level, you can use it twice before a rest.
Frightful Gaze
6th-level Creeping Doom feature
Your gaze incites supernatural fear. As a bonus action, you focus your glare on a creature within 60 feet of you. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or become frightened of you until the end of your next turn. A target automatically succeeds on the save if it can't hear or see you.
Oppressive Gloom
6th-level Creeping Doom feature
Your fell presence weighs heavily on your enemies. Creatures who are frightened of you have their speed reduced by half, and have disadvantage on their saving throws against your demi-dragon class features while you are within their line of sight.
Undying Legacy
10th-level Creeping Doom feature
You are very difficult to kill. You automatically succeed on death saving throws you make. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do, you discorporate, dispersing into the form of a lingering shadow. While in this form, you can enter and occupy the space of another creature. You become immune to nonmagical damage, and you automatically succeed on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, liquids and even mere cracks. You can't fall and you remain hovering in the air even when stunned, unconscious, or otherwise incapacitated. While in the form of a shadow, you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells, but you can use your Dread Aspect and Frightful Gaze features.
You remain in this form for up to 1 hour. You can reform a corporeal body early as an action. Once you've used this feature, you can't do so again until you finish a long rest.
Disjunction Breath
17th-level Creeping Doom feature
You've discovered a fundamental truth about the nature of a dragon's magical breath. You have advantage on the Charisma check you make for Devour Magic. Additionally, When you use Devour Magic, you can choose to cause the dispel to affect every magical effect within a cone equal in range to your Cone Range listed in the Dragon's Breath Range column of the Demi-Dragon class table.
Embodiment of the Revolutionary
Revolutionary dragons embrace overclocking-related powers.
Overclock
3rd-level Revolutionary feature
You can push yourself beyond what others can physically achieve. At the start of each of your turns, you can choose to overclock (no action required), expending one overclock die. Your overclock lasts until the start of your next turn, and grants you the following benefits:
- Your walking speed and Glide & Fly speed each increase by 10 feet.
- You have advantage on Strength checks and Strength saving throws.
Additionally, you can immediately roll your overclock die, gaining one of the following benefits of your choice:
- Reinforced Armor. You gain temporary hit points equal to the number rolled that last until the start of your next turn. While you have these temporary hit points, your AC increases by 2.
- Empowered Strike. Once this turn, one damage roll you make deals extra damage equal to the number rolled. One target of your choice that you dealt damage to must then succeed on a saving throw against your Dragon Spark or be pushed 10 feet away from you.
- Change of Pace. You immediately move a number of feet equal to three times the number rolled (minimum 5 feet) without provoking opportunity attacks.
Overclock Dice. You have four overclock dice, which are d8s. An overclock dice is expended when you use it. You regain all of your expended overclock dice when you finish a short or long rest.
You gain two more overclock dice at levels 6th, 10th, and 17th.
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.
SOVEREIGN FATE
FREED FROM GODS
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.
BO
UN
D
d6 | Insight |
---|---|
1 | Change of Scales |
2 | Community of Stone |
3 | Explorer's Exuberance |
4 | Forgotten Champion |
5 | Rising Struggle |
6 | War of Tongues |
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, a shared enemy, and cunning plans. As an action, you prepare your companions for what lies ahead. 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 pull from 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
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.
Ardent Gift: Shower of Stars
3rd-level Scion feature
Shower of Stars. As an action, you launch a bombardment of star shards. Each star shard falls to the ground in a square of your choice which you can see within a number of feet of you up to your Line Range. You launch a number of star shards equal to your Cone Range divided by 5. Each creature within 5 feet of each star shard must make a Dexterity saving throw, taking force damage on a failed save or half as much on a succesful one. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s. A creature in the area of more than one star shard is affected only once.
Ardent Focus: Twin-Tailed Comet
6th-level Scion feature
Twin-Tailed Comet. When you use your action to use Shower of Stars, you can use a bonus action to launch yourself alongside one of your star shards. Choose one square that you chose for Shower of Stars which is unoccupied. You move yourself to that square and blast your surroundings with mystical might. Each creature other than yourself within 10 feet of that square must make a Dexterity saving throw, taking additional force damage on a failed save or half as much on a succesful one. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s.
Platinum Decree
3rd-level Platinum Dragon feature
You call for a stop to bloodshed. As an action, choose one creature within 60 feet of you that you can see and which can hear and understand you. You exhort the creature to cease hostilities. The creature can choose to accept or reject your decree.
If it accepts, the creature is magically warded against violence. Any creature who targets the warded creature with an attack or harmful spell must first make a Charisma saving throw against your Dragon Spark save DC. On a failed save, the creature must choose a new target or lose the attack or spell. Additionally, the warded creature must make the same saving throw if it attempts to target any creature with an attack or harmful spell. If the warded creature succeeds on this saving throw, the effect ends at the end of the creature's turn.
If the target rejects your decree, you instead ward yourself until the start of your next turn.
The effect lasts for 10 minutes or until you ward another creature, and you cannot ward any creature other than yourself more than once every 8 hours.
Essence of Winter
Wondrous item, legendary (requires attunement by a demi-dragon)
This pale orb of wintry power shivers with the disdain of a goddess scorned. As part of attuning to it, you must absorb it with Absorb Magic, infusing you with its chill. You gain the following benefits:
Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. Once you use this property, you can't do so again until the next dawn.
Overflowing Magic. You have advantage on saving throws that you make against spells.
Heart of Winter. When you use Devour Magic, you can choose to instead shroud yourself in a terrifying blizzard that lasts for 1 minute. For the duration, each creature which starts its turn within 15 feet of you must succeed on a Constitution saving throw or take cold damage equal to your Dragon's Breath.
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.
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.
Skysplitter Arsenal
Wondrous item, rare (requires attunement)
This attachable pack of copper wire and crystalline rods is meant to function as a mobile threat against flying creatures. The pack has 3 charges. While wearing the pack, you can expend any number of charges to fire one force missile for each charge expended against a creature that you can see and which is within 120 feet that is falling, flying, or gliding. Make an attack for each force missile, using your highest ability score and proficiency bonus for the attack modifier. On a hit, the target takes 2d8 force damage. A target that is struck with at least two force missiles before the start of their next turn immediately falls.
The pack regains 1 charge at the start of each of your turns.
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, when you use your Devour Magic feature, 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.
- 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
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.
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.
Ardent Gift
Emerald
Manifest Paranoia. As an action, you conjure a spectral emerald flame in a space of your choice within your Line Range. The emerald flame lasts until the start of your next turn. Each creature of your choice which starts its turn within 10 feet of the spectral flame or which moves into the area for the first time on its turn must succeed on a Wisdom saving throw against your Dragon Spark save DC or become filled with paranoia until the end of their turn. A paranoid creature is frightened while it is within 10 feet of any creature, and treats any such creature as the source of its fear.
Paranoid Hysteria. Any creature which ends its turn while frightened as a result of your Manifest Paranoia drops prone.
Sapphire
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.
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.
Emerald
Discordant Disruption. As a bonus action, you focus a mind-disrupting 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 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. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s. At your option, you can choose to deal no damage.
Lingering Soundburst. When your Discordant Disruption stun condition expires, every creature within 10 feet of the target is pushed 10 feet away from the target.
Disorienting Disharmony. On a failed save against your Discordant Disruption, you become hidden from the target until the end of its next turn, as if you had succeeded on a Stealth check against it. Additionally, the target has disadvantage on Perception checks for 1 hour.