Demi Dragon The goal of this homebrew is to create a playable, feature-complete dragon character that is both race and class rolled into one, while taking a fresh thematic approach and offering plenty of customizable options. Imitation of Form Demi dragons are the result of mortals that successfully complete a permanent transformation into a dragon form. Whether achieved by a wizard's powerful magic, a dragon disciple's intense dedication, alchemy, or a ritual to consume the essence of a slain dragon, the result is not a true dragon, but rather a product of intelligent design—albeit a good approximation nonetheless. Whatever their reasons for pursuing such a path, they are often faced with a world that views them as strange or dangerous. While visually identical to true dragons, demi dragons retain a size similar to that of their original form, and do not grow as they age. Though demi dragons imitate the power of true dragons, their power is artificial or stolen, and is not a result of the innate strength of a draconic bloodline. As such, demi dragons must rely on their own skill, cunning, and their unique talent for consuming magic in order to survive the challenges of the world around them. Demi Dragon Traits Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Your Strength score increases by 2, and your Constitution score increases by 1. Age. You can live for a few hundred years. You do not advance in size categories as you age like a dragon would.

You can live for a few hundred years. You do not advance in size categories as you age like a dragon would. Alignment. Demi dragons can originate from any alignment, but tend to be individualists seeking to better themselves—whether in the form of evil characters desiring greater power, neutral characters striving for perceived personal perfection, or good characters seeking to use their powers to defend others.

Demi dragons can originate from any alignment, but tend to be individualists seeking to better themselves—whether in the form of evil characters desiring greater power, neutral characters striving for perceived personal perfection, or good characters seeking to use their powers to defend others. Type. Your creature type is dragon.

Your creature type is dragon. Size. You are a powerfully-built draconic quadruped. You are larger than most humanoids, but are not quite as tall when standing with feet planted on the ground. Your size is Medium.

You are a powerfully-built draconic quadruped. You are larger than most humanoids, but are not quite as tall when standing with feet planted on the ground. Your size is Medium. Speed. Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Flight. You have a flying speed of 20 feet. To use this speed, you cannot be wearing armor of any kind, and cannot be encumbered.

You have a flying speed of 20 feet. To use this speed, you cannot be wearing armor of any kind, and cannot be encumbered. Languages. You can speak, read, and write Common and Draconic.

You can speak, read, and write Common and Draconic. Powerful Build. You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift. In order to wear armor, you must have it specially constructed for you, costing three times the normal rate for the base item.

You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift. In order to wear armor, you must have it specially constructed for you, costing three times the normal rate for the base item. Product of Design. You have advantage on saving throws made to resist effects that attempt to change your form. Race and Class Features As a demi dragon, you gain the following race and class features. Hit Points Hit Dice: 1d10 per level

1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st Proficiencies Though your form is unconventional, you retain manual dexterity in your claws, and can manipulate objects like any humanoid. You are able to wear specially-constructed armor, but are unable to effectively wield weapons or shields in combat. Armor: Light armor, medium armor, heavy armor

Light armor, medium armor, heavy armor Weapons: None

None Tools: None Saving Throws: Strength and Constitution

Strength and Constitution Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: A coin pouch containing 30 gp

Modified saddlebags to carry your personal possessions Multiclassing You are unable to multiclass. If you had any class levels before becoming a demi dragon, you lose all benefits granted by them, and instead gain an appropriate number of levels in this class. Disparate Origins Few demi dragons are alike. Coming from many varied backgrounds, demi dragons as a whole do not owe their power to any one specific trait. Choose a mental ability score (Intelligence, Wisdom, or Charisma). You use this ability score whenever a spell gained through this class refers to your spellcasting ability. In addition, you use this ability score when setting the saving throw DC for such a spell and when making an attack roll with one. Your Dragon's Breath ability uses this Spell save DC. Spell save DC = 8 + your proficiency bonus + your chosen ability modifier

Spell attack modifier = your proficiency bonus + your chosen ability modifier Dragon Scales While you are not wearing armor, your Armor Class equals 9 + your Dexterity modifier + your proficiency bonus.

The Demi Dragon Level Proficiency Bonus Features Dragon's Breath Damage 1st +2 Disparate Origins, Draconic Simulacrum, Dragon Scales, Natural Weapons — 2nd +2 Absorb Magic, Dragon's Breath 2d6 3rd +2 Draconic Embodiment 2d6 4th +2 Ability Score Improvement 2d6 5th +3 Extra Attack 3d6 6th +3 Embodiment feature 3d6 7th +3 Strength of Mind 3d6 8th +3 Ability Score Improvement 4d6 9th +4 Enveloping Breath 4d6 10th +4 Soar 4d6 11th +4 Embodiment feature 5d6 12th +4 Ability Score Improvement 5d6 13th +5 Strength of Body 5d6 14th +5 Impervious Simulacrum 6d6 15th +5 Soar 6d6 16th +5 Ability Score Improvement 6d6 17th +6 Embodiment feature 7d6 18th +6 Enveloping Breath 7d6 19th +6 Ability Score Improvement 7d6 20th +6 Forged From Trial 8d6 Natural Weapons Your body is a weapon honed for combat. You have access to the following natural weapons, with which you are proficient. When you take the attack action, you must choose which weapon to attack with. Claws. 1d6 slashing, light

1d6 slashing, light Bite. 1d12 piercing

1d12 piercing Tail. 1d10 bludgeoning, reach Draconic Simulacrum You emulate a particular kind of dragon. Choose a dragon type from the table below. You gain resistance to the associated element, and learn the specified cantrip, which you can cast as if you were a caster of a level equal to your class level. Draconic Simulacrum Dragon Element Cantrip Black Acid Eldritch Blast¹ Blue Lightning Lightning Lure Green Poison Poison Spray Red Fire Fire Bolt White Cold Ray of Frost Brass Fire Green-Flame Blade² Bronze Lightning Booming Blade² Copper Acid Acid Splash Gold Fire Produce Flame Silver Cold Frostbite³ ¹Dealing acid damage ²Usable with natural weapons. Can additionally be used at range by making a spell attack with a range of 30. On a hit, this attack deals 1d4 damage of the given element and applies the cantrip effect. The fire produced by Green-Flame Blade is a normal fiery red-orange ³As a projectile Absorb Magic Starting at 2nd level, you gain the ability to absorb the magical enchantment of a weapon or piece of equipment. This confers the magical effects granted by that item to you, and removes it from that item. Magical runes appear across your scales, representing the stolen power. You can use the enchantment as if you were wearing or wielding the item. Absorbing or returning an enchantment must be performed as part of a long rest, during which the item must be in your possession. You cannot absorb items classified as artifacts. You can have a maximum of 5 such enchantments active. If the item requires attunement to use, it follows normal attunement rules, and you count as being attuned to it. You cannot absorb an item's magic if doing so would cause you to be attuned to more than three items. You can return the enchantment to the original item if you have it in your possession, or it can be dismissed entirely, ruining the enchantment. You cannot return the enchantment to an item different from the original item. Only enchantments on items that are designed to be equipment (wearable or wielded as a weapon) may be absorbed. You cannot combine these enchantments in any way that would not normally be possible—you cannot, for instance, benefit from more than one weapon enchantment when making an attack. Ultimately, the Dungeon Master decides what can or cannot be absorbed.

Dragon's Breath Starting at 2nd level, you gain a breath weapon. When first gaining this trait, choose between a 5 by 30 ft. line or a 15 ft. cone. Your breath weapon will always use the chosen shape. As an action, you can exhale destructive energy. Each creature in the area must make a Dexterity saving throw against your Spell save DC (see Disparate Origins). A creature takes 2d6 damage on a failed save, or half as much on a successful one. The damage type dealt by this attack is based on your Draconic Simulacrum. The damage increases by 1d6 for every third level past 2nd, at 5th, 8th, 11th, 14th, 17th, and 20th. You can use this feature twice. You regain all uses of it after finishing a long rest. Draconic Embodiment At 3rd level, you choose an aspect of draconic might to dedicate yourself to. Choose between the Juggernaut, Skyterror, or Arbiter. Ability Score Improvement 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Strength of Mind Beginning at 7th level, you gain proficiency in saving throws with your Disparate Origins ability. Enveloping Breath Beginning at 9th level, the range of your Dragon's Breath increases by 20 ft. for a line for a total of 50 ft, and 10 ft. for a cone, for a total of 25 ft. When you reach 18th level, it increases by another 20 ft. for a line for a total of 70 ft, and 10 ft. for a cone, for a total of 35 ft. Soar Beginning at 10th level, your fly speed increases by 10 ft. When you reach 15th level, it increases by another 10 ft. Strength of Body Starting at 13th level, your natural weapon dice improve. Claws. 2d4 per claw

2d4 per claw Bite. 2d8

2d8 Tail. 1d12 Impervious Simulacrum Starting at 14th level, you become immune to the damage type associated with your Draconic Simulacrum. Forged From Trial At 20th level, you become a true dragon—one of your own making, unbeholden to the classifications of other dragons. Your expected lifespan is expanded to well over a thousand years, and from this point on you begin advancing through age and size categories as a dragon would (refer to the Monster Manual), provided that you are given enough time. Your Strength and Constitution scores increase by 4. Your maximum for those scores is 24. Variant Rule As an option, you can choose to increase in size categories upon reaching levels 10 and 20, to large and huge, respectively. If you choose to do so, any class-specific abilities you gain from this class that refer to enemy size categories are likewise increased by one category. You may wish to discuss this with your Dungeon Master. Draconic Embodiments Dragons are masters of the material world, living for hundreds of years and amassing knowledge beyond compare. Each wyrm favors a different approach to combat, and you can choose but one to study. Juggernaut Juggernauts face their foes head on, and break them where they are strongest. Juggernauts use raw might and tenacity to wade into battle, laying about them with their powerful natural weapons. Battle Forged Starting when you choose this Embodiment at 3rd level, you gain a +1 bonus to AC. Additionally, you can add the following natural weapons to those available to you: Wings. 1d4 bludgeoning, light

1d4 bludgeoning, light Gore. 2d4 piercing When you gain Strength of Body at level 13, their dice similarly improve: Wings. 1d8 per wing

1d8 per wing Gore. 3d4 Fury Starting when you choose this Embodiment at 3rd level, you gain the ability to use maneuvers to lash out at nearby enemies in a sudden display of 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 and then apply the effects of the maneuver, unless otherwise described.

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 and then apply the effects of the maneuver, unless otherwise described. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Fury. You gain a number of fury points equal to half your level (rounded down). You regain all of your expended fury points after finishing a short or long rest.

You gain a number of fury points equal to half your level (rounded down). You regain all of your expended fury points after finishing a short or long rest. Using a Maneuver. On your turn, you can spend fury points to immediately perform a maneuver. You can do this at any point during your turn, splitting up your other actions in whatever order you like.

On your turn, you can spend fury points to immediately perform a maneuver. You can do this at any point during your turn, splitting up your other actions in whatever order you like. Different maneuvers have different fury costs associated with them, noted in paranthesis. Using a maneuver does not consume an action or bonus action—only the fury cost. You can use a maximum of one maneuver each turn. If you use a maneuver to make a reaction, you then cannot use a maneuver on your next turn.

Saving Throws. Some maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows, unless otherwise noted: Maneuver save DC = 8 + your proficiency bonus + your Strength modifier Unwavering Combatant Starting at 6th level, you gain the following effects: Fearless: You have advantage on saving throws against fear effects

You have advantage on saving throws against fear effects Heat of Battle: You gain temporary hitpoints equal to three times the fury you spend on maneuvers, lasting 10 minutes Tenacious Assault Starting at 11th level, you add twice your profiency bonus to any attack roll made as a fury maneuver, instead of only adding your profiency bonus. Anvil of Will Starting at 17th level, when an enemy succeeds on a saving throw you imposed on it from one of your class features, you can choose to force it to reroll. They must use the new roll. You can use this feature once, and regain the ability to do so after finishing a long rest. Maneuvers Lunge (1). Move up to 5 ft. without provoking attacks of opportunity, at the end of which you must make a single claw attack against a target of your choice.

Move up to 5 ft. without provoking attacks of opportunity, at the end of which you must make a single claw attack against a target of your choice. Thieving Talons (1). Make a wing attack against a target. On a hit, they take damage and must make a Strength saving throw. On a failed save, you force the target to drop one item of your choice that they are holding. The object lands at their feet.

Make a wing attack against a target. On a hit, they take damage and must make a Strength saving throw. On a failed save, you force the target to drop one item of your choice that they are holding. The object lands at their feet. Reprisal (1). When a creature misses you with a melee attack, you can use your reaction to make a gore attack against the creature. On a hit, they take damage and are pushed 5 feet away from you if they are Large or smaller.

When a creature misses you with a melee attack, you can use your reaction to make a gore attack against the creature. On a hit, they take damage and are pushed 5 feet away from you if they are Large or smaller. Launch (1). Choose a friendly creature within 5 ft. of you that is medium or smaller. That creature can use its reaction to let you launch it to a space within half its speed without provoking attacks of opportunity.

Choose a friendly creature within 5 ft. of you that is medium or smaller. That creature can use its reaction to let you launch it to a space within half its speed without provoking attacks of opportunity. Suppressing Gale (1). You blast gusts of wind at your surroundings. Creatures that are Large or smaller and which are within 15 ft. of you must spend 2 ft. of movement for every 1 foot when moving closer to you. This effect lasts until the start of your next turn.

You blast gusts of wind at your surroundings. Creatures that are Large or smaller and which are within 15 ft. of you must spend 2 ft. of movement for every 1 foot when moving closer to you. This effect lasts until the start of your next turn. Reckless Advance (2). When another creature damages you with a melee attack, you can use your reaction to attempt to drive them back. If they are Large or smaller, they must make a Strength saving throw. On a failure, you push them 5 ft. away from you, and you move into their former space. On your next turn, you have advantage on your first attack made against them. You still suffer the effects of the attack that triggered this reaction.

When another creature damages you with a melee attack, you can use your reaction to attempt to drive them back. If they are Large or smaller, they must make a Strength saving throw. On a failure, you push them 5 ft. away from you, and you move into their former space. On your next turn, you have advantage on your first attack made against them. You still suffer the effects of the attack that triggered this reaction. Tail Trip (2). Make a tail attack against a target. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is knocked prone.

Make a tail attack against a target. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is knocked prone. Tail Sweep (3). Make a tail attack against up to two targets, both of which must be within your reach and within 10 ft. of each other. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is pushed up to 15 ft. away from you.

Make a tail attack against up to two targets, both of which must be within your reach and within 10 ft. of each other. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is pushed up to 15 ft. away from you. Lockjaw (2). Make a bite attack against a target. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is grappled.

Make a bite attack against a target. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is grappled. Battering Ram (3). You expend of your walking speed to charge in a straight line. While charging, enemies have disadvantage on attacks of opportunity made against you. If your movement would pass through an enemy space, you make a gore attack against that enemy. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failure, they are carried along with you, and will end their movement in the space in front of where you end your charge. If this causes them to collide with another creature or object, both take 1d6 bludgeoning damage. Only one target can be attacked and carried along with your charge. If the attack missed or they succeeded on their saving throw, you pass through their space. You must end your movement on an empty space. This attack deals double damage to objects and structures.

You expend of your walking speed to charge in a straight line. While charging, enemies have disadvantage on attacks of opportunity made against you. If your movement would pass through an enemy space, you make a gore attack against that enemy. On a hit, they take damage and must make a Strength saving throw if they are Large or smaller. On a failure, they are carried along with you, and will end their movement in the space in front of where you end your charge. If this causes them to collide with another creature or object, both take 1d6 bludgeoning damage. Only one target can be attacked and carried along with your charge. If the attack missed or they succeeded on their saving throw, you pass through their space. You must end your movement on an empty space. This attack deals double damage to objects and structures. Wrest Magic (3). When a spell effect passes within 10 ft. of you, you can use your reaction to redirect it to yourself. You become the target of the spell. If the spell has an area, it is centered on you. If the spell requires you to make a saving throw, you have advantage on it. You cannot target spells with a range of touch or self.

When a spell effect passes within 10 ft. of you, you can use your reaction to redirect it to yourself. You become the target of the spell. If the spell has an area, it is centered on you. If the spell requires you to make a saving throw, you have advantage on it. You cannot target spells with a range of touch or self. Wrath (4). Make a claw attack against every creature within 5 ft. of you.

Terrifying Roar (4). Each creature of your choice within 30 ft. of you are forced to make a Wisdom saving throw. A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on a success. The save DC for this effect is 8 + your proficiency bonus + your Disparate Origins ability modifier. Skyterror Favoring finesse and agility, the Skyterror strikes their enemies down with deliberate precision and careful positioning. Skylaunch Starting when you choose this Embodiment at 3rd level, you gain the ability to take to the skies at a moments notice. As an action, you spread your wings and launch into the air. Creatures within 5 ft. of you that are Large or smaller must succeed on a Strength saving throw or be knocked prone by a powerful gust of wind. The save DC for this effect is 8 + your proficiency bonus + your Strength modifier. Your fly speed increases by 10 for this turn. You do not provoke attacks of opportunity for this turn. You can use this feature once, and regain the ability to do so after finishing a short or long rest. Between Earth and Sky Starting when you choose this Embodiment at 3rd level, your base walking and fly speeds increase by 10 each. Additionally, you regain one use of your Dragon's Breath ability when you finish a short rest. Deadly Dive Starting at 6th level, your fly speed is doubled when moving directly towards the ground. If you spend at least 50 ft. of movement moving towards the ground on a single turn and make an attack at the end of your dive, you gain advantage on the attack roll, and roll double the number of damage dice for your natural weapon. Only one attack can gain this benefit. Tireless Ascension Starting at 11th level, you gain the following benefits: You can cast Gust of Wind and Warding Wind as an action. You can cast these spells at will.

You gain a second use of Skylaunch. All uses are regained after finishing a short or long rest.

When you use Skylaunch, you can cast Gust of Wind, Warding Wind, or your Draconic Simulacrum cantrip as a bonus action. Brutal Dive Starting at 17th level, your Deadly Dive now requires only 40 ft. of movement to activate. Deadly Dive now affects all natural weapon attacks made for that turn. Arbiter Arbiters specialize in the weaving and unravelling of magic and the manipulation of their own physical form. While they do not possess arcane powers as great as those of other spellcasters, the Arbiter's own existence as a facsimile of a powerful magical creature has helped them learn secrets unknown to more traditional casters. Spellcasting Starting when you choose this Embodiment at 3rd level, you gain the ability to cast spells. You choose your spells from the sorceror spell list. Cantrips. You gain one additional cantrip of your choice from the sorceror spell list. You learn an additional sorceror cantrip of your choice at level 10. 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st Level and Higher. You know three 1st level sorceror spells of your choice. The Spells Known column of the Arbiter Spellcasting table shows when you learn more sorceror spells of 1st level or higher. Each of these spells 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. Whenever you gain a level in this class, you can replace one of the sorceror spells you know with another spell of your choice from the sorceror spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Your Disparate Origins ability is your spellcasting ability. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use your modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spellcasting Focus. You do not need material components or an arcane focus in order to cast spells. You are your own spellcasting focus. If a spell lists a gold cost for a material, you still need to provide the material. Scale Bind Starting when you choose this Embodiment at 3rd level, you gain the ability to bind spells to your scales. Doing so takes 1 minute, during which you expend a spell slot to imbue the desired spell. You must describe under which conditions the spell is triggered, and can exclude or include specific creatures or types of creatures. You can designate whether the spell will target you or the creature triggering the spell. If the spell has an area, the area is centered on the intended target. If the spell requires concentration, it lasts for the full duration. The spell can be triggered by an event from up to 15 ft. away.

As an action, you can rip loose the scale upon which the spell is bound, dealing 1 damage to yourself. You can throw the scale up to 30 ft. as an action, or leave it behind. The binding remains intact unless the scale itself is destroyed, and will trigger as normal as long as the spell is within range of its target. 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 triggered, after which the effect dissipates. You can use this feature once, and regain the ability to do so after finishing a short or long rest. You can only have one bound scale active at a time. If you attempt to create another, the first loses its bound spell. Malleable Magic Starting when you choose this Embodiment at 3rd level, you can choose to target yourself with effects that require a humanoid target. You are still treated as having the dragon creature type for the purposes of all other effects. Devour Magic Starting at 6th level, you can absorb magic to revitalize yourself. As an action, choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your Disparate Origins ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. On a success, you regain one use of Scale Bind, or a spell slot of equivalent or lower level to the spell devoured (your choice). You can use this feature once, and regain the ability to do so after finishing a short or long rest. You can target spells with an instantaneous effect if you use Devour Magic as part of a readied action. Remake Self Starting at 11th level, you gain the ability to remake yourself, changing the nature of your being by patterning yourself after a new type of dragon. As part of a long rest, you can choose to undergo a metamorphosis ritual that changes your choice for Draconic Simulacrum. You lose your previous benefits and replace them with those associated with the new choice. You can optionally choose to hold on to a trait of your previous Simulacrum (a specific cantrip, scale color, or damage resistance). In this case, you do not replace that trait, but must still assume the other changes of the new bloodline. You can additionally opt to change your Dragon's Breath between a cone and a line. As part of this ritual, you must consume the blood, scales, or bones of a draconic creature associated with the chosen bloodline, serving as a pattern material. The pattern material need not come from a true dragon, but it must come from a creature with a clear association with the chosen bloodline. Once initiated, the ritual cannot be interrupted. You are helpless for the full duration. Upon completing this ritual, any ability damage you had taken is restored. The first time you complete this ritual, you gain a feat of your choice from the demi dragon feats list. You do not have to fulfill its Simulacrum requirement. You can change the chosen feat every time you undergo the ritual. Might of Magic Starting at 17th level, you can add your chosen Disparate Origins ability modifier to the damage dealt by spells and cantrips you cast. This bonus is only gained once per spell cast. Arbiter Spellcasting Level Cantrips Known Spells Known 1st Slots 2nd Slots 3rd Slots 4th Slots 3rd 1 3 2 — — — 4th 1 4 3 — — — 5th 1 4 3 — — — 6th 1 4 3 — — — 7th 1 5 4 2 — — 8th 1 6 4 2 — — 9th 1 6 4 2 — — 10th 2 7 4 3 — — 11th 2 8 4 3 — — 12th 2 8 4 3 — — 13th 2 9 4 3 2 — 14th 2 10 4 3 2 — 15th 2 10 4 3 2 — 16th 2 11 4 3 3 — 17th 2 11 4 3 3 — 18th 2 11 4 3 3 — 19th 2 12 4 3 3 1 20th 2 13 4 3 3 1