Demi-Dragon A single crimson-scaled runt of a dragon is trapped amidst an orcish warband, waving axes and spears—eager for an easy kill. Fire lights up the forest clearing as the dragon charges fearlessly, driving the startled orcs back as she attacks 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. The dragon presses himself further into the jungle mud, his scales rapidly adapting to hide him from his pursuers. Confident in his camouflage, he watches as his pursuers rush past. Soon, he settles in to awaken a new flame within him. His pursuers would return, and he would be ready. Imitation of Form To most, dragons are a thing to be feared and hated. To some, dragons are admired as paragons of power. To a few, dragons are envied as the ultimate rulers of the natural world. Among these, there are some who would sacrifice anything if it would let them have that power for their own. 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. The resulting creature is known as a demi-dragon—a being that was created rather than born. Although a far cry from the real thing, these demi-dragons are undeniably dedicated to the dubious path they have chosen. Ritual Transformation The exact nature of the demi-dragon transformation is unclear, but some whisper that there are multiple paths to the same result. Whether accomplished through magical means, alchemy, zealous devotion, or other occult means, the transformation draws upon the essence of a true dragon to instil a pattern within the subject, forcing them to emulate the characteristics of a dragon. Though adopting the shape of a dragon during the transformation, the subject is often brought only halfway there, left scaleless or wingless. Such deficiencies tend to correct themselves over time. Once transformed, it is commonly believed that there is no conventional way to revert the transformation—only the most powerful of magic could accomplish such a thing. Spark of Magic As part of their transformation, it is said that a spark of magic forms in the heart of a demi-dragon—supposedly, this is what allows them to mimic a dragon's power and imitate their famous 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 as a way to bring themselves closer to the inherent nature of true dragons. While a demi-dragon need not devour magic in order to stay healthy and fed, they are seized by a growing hunger to do so the longer they go without. Whatever else the truth, one thing is certain—true dragons are born into their natural splendor, while demi-dragons must toil, steal, and sacrifice for but a fraction of that power. 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 end up as one? Perhaps you were already an outcast among your people, and saw no harm in going a step further, or maybe the transformation was forced upon you. Perhaps the transformation is part of a local tradition to select a champion, or maybe a small group of demi-dragons have banded together and are now offering to transform anyone who is willing and able. Whatever the reason, consider carefully what your character was like before, how others see them, and how they see themselves now. Demi-dragons are strongly rooted in the personal motivations that led to them eventually undergoing the transformation. You may have lived a lifetime before even learning of the ritual, or you may have aspired to it even from a young age. Undergoing the transformation is no every-day experience, and requires both a strong body and mind.

d6 Method 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 Stricken with a crippling disability, undergoing ritual transformation was your only chance at a new life 4 An ancient dragon challenged you to see things from a new perspective. You accepted, unaware that the dragon was being literal 5 As a promising young warrior of a barbarian clan, you were chosen to become the tribe's draconic protector 6 You found and wore a cursed artifact, which transformed you. You now seek a way to remove the artifact and its curse 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 Hermit background. Last, choose a cone of fire for your Dragon's Breath feature. 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 roughly two hundred years. You do not advance in size categories as you age like a dragon would.

You can live for roughly two hundred years. You do not advance in size categories as you age like a dragon would. Type. Your creature type is dragon.

Your creature type is dragon. Size. You are a draconic quadruped. Your size is Medium.

You are a draconic quadruped. Your size is Medium. Speed. Your base walking speed is 30 feet.

Your base walking speed is 30 feet. 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.

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 scales protect you from harm. While you are not wearing armor, your Armor Class equals 8 + your Dexterity modifier + your Constitution modifier + your Charisma modifier, to a maximum of 20.

Your scales protect you from harm. While you are not wearing armor, your Armor Class equals 8 + your Dexterity modifier + your Constitution modifier + your Charisma modifier, to a maximum of 20. Incompatible Build. You have disadvantage on attack rolls made with weapons, and receive no benefit from wielding shields. In order to wear armor, you must have it specially constructed for you, costing three times the normal rate.

You have disadvantage on attack rolls made with weapons, and receive no benefit from wielding shields. In order to wear armor, you must have it specially constructed for you, costing three times the normal rate. Natural Weapons You have access to an arsenal of natural weapons. You can use these natural weapons, with which you are proficient, to make melee weapon attacks. Your fanged maw deals piercing damage equal to 1d12 + your Strength modifier. Your lashing tail has a reach of 10 ft. and deals bludgeoning damage equal to 1d10 + your Strength modifier. Your claws deal slashing damage equal to 1d6 + your Strength modifier. When you take the Attack action and attack with your claw, you can use your bonus action to make an additional claw attack.

You have access to an arsenal of natural weapons. You can use these natural weapons, with which you are proficient, to make melee weapon attacks. Your fanged maw deals piercing damage equal to 1d12 + your Strength modifier. Your lashing tail has a reach of 10 ft. and deals bludgeoning damage equal to 1d10 + your Strength modifier. Your claws deal slashing damage equal to 1d6 + your Strength modifier. When you take the Attack action and attack with your claw, you can use your bonus action to make an additional claw attack. Powerful Build. You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift.

You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift. Product of Design. You have advantage on saving throws made to resist effects that attempt to change your form. Consequences of Transformation You have undergone a ritual that has changed the nature of your being. When you become a demi-dragon at 1st level, you are only a pale imitation of a true dragon, stuck with an underdeveloped body and a hunger for magical energy. You lose all racial traits associated with your former race and instead adopt those of the demi-dragon. You keep your memories, alignment, and languages known. If your old race was Medium, your new body has a bodymass that is identical to that of your old. This size will slowly increase as you gain levels, but your size remains Medium. If your old race was Small, your size still increases to Medium, but you are left severely emaciated and suffer from three levels of exhaustion which can be progressively cured only by eating sufficiently and completing long rests. A creature attempting to undergo the demi-dragon transformation that is neither Small nor Medium places itself in severe danger. In such a case, death is the most likely outcome. 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. 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 Armor: None

None Weapons: None

None Tools: None

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 2d4 x 5 gp

(a) a scholar's pack, (b) a priest's pack, or (c) an explorer's pack

The Demi-Dragon Level Proficiency Bonus Features Dragon's Breath Damage Dragon's Breath Range Glide & Fly Speed 1st +2 Dragon Spark, Devour Magic, Dragon's Breath 2d6 30 / 15 ft. — 2nd +2 Elemental Adaptation, Glide 2d6 35 / 15 ft. 35 ft. 3rd +2 Draconic Embodiment 3d6 35 / 15 ft. 35 ft. 4th +2 Ability Score Improvement, Absorb Magic 3d6 40 / 20 ft. 40 ft. 5th +3 Extra Attack, Stride 4d6 40 / 20 ft 40 ft. 6th +3 Embodiment feature, Leeching Claw 4d6 45 / 20 ft. 45 ft. 7th +3 Flight 5d6 45 / 20 ft. 45 ft. 8th +3 Ability Score Improvement 5d6 50 / 25 ft. 50 ft. 9th +4 Eye of the Dragon 6d6 50 / 25 ft. 50 ft. 10th +4 Embodiment feature 6d6 55 / 25 ft 55 ft. 11th +4 Strength of Body 7d6 55 / 25 ft. 55 ft. 12th +4 Ability Score Improvement 7d6 60 / 30 ft. 60 ft. 13th +5 Insatiable 8d6 60 / 30 ft. 60 ft. 14th +5 Strength of Self 8d6 65 / 30 ft. 65 ft. 15th +5 Expanded Breath 9d6 65 / 30 ft. 65 ft. 16th +5 Ability Score Improvement 9d6 70 / 35 ft. 70 ft. 17th +6 Embodiment feature 10d6 70 / 35 ft. 70 ft. 18th +6 Assimilate 10d6 75 / 35 ft. 75 ft. 19th +6 Ability Score Improvement 11d6 75 / 35 ft. 75 ft. 20th +6 Forged From Trial 11d6 80 / 40 ft. 80 ft. Multiclassing The multiclassing prerequisite for the demi-dragon is a minimum Strength of 13. 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. This represents a sacrifice of knowledge made in order to augment the transformation ritual. Consult your Dungeon Master before making use of this feature. Dragon Spark You mimic the magical abilities of dragons. Charisma is your ability modifier for specific class abilities. You use this ability score whenever a feature 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 and Devour Magic features use 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 Variant Rule: Indefinite Mind The path of the demi-dragon need not be a confining one. For instance, wizards may strive to turn themselves into dragons, and some monks follow the way of the dragon disciple. As an option, choose between Intelligence or Wisdom. The chosen ability score is used in place of Charisma for Dragon Spark and Dragon Scales. Dragon's Breath You gain a breath weapon. When first gaining this feature, choose between a 5 by 30 ft. line or a 15 ft. cone. Additionally choose an elemental damage type from among the following: fire, cold, acid, lightning, or poison. Your breath weapon will always use the chosen shape and element.

As an action, you exhale destructive energy. Each creature in the area must make a Dexterity saving throw against your Dragon Spark Spell save DC. A creature takes 2d6 damage on a failed save, or half as much on a successful one. The damage and range of this ability increases 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. You regain all uses of it after finishing a short or long rest. Devour Magic As an action, choose one creature, object, or magical effect within a range of 30 as a target. Any spell of a level lower than one third your demi-dragon level (minimum 1, rounding down) or lower on the target is dispelled. For each spell of a level higher than that, make an ability check using your Dragon Spark spellcasting ability. The DC equals 10 + the spell's level. On a succes, the spell is dispelled. If at least one effect is dispelled, you regain hit points equal to your demi-dragon level + your Constitution modifier. You can use this feature once, and must finish a long rest before you can use it again. Elemental Adaptation Starting at 2nd level, you have attuned to your own elemental nature. You gain resistance to the elemental damage type you chose for Dragon's Breath. Glide At 2nd level, your wings grow powerful enough to slow your fall. As a reaction to falling, you can spread your wings and glide, slowing your rate of descent to 20 feet per round. While gliding, you can move up to 35 feet in any horizontal direction. When you land, you take no falling damage and can land on your feet. 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. Draconic Embodiment At 3rd level, you choose an aspect of draconic might to dedicate yourself to. Choose between the Embodiment of the Juggernaut, the Scion, the Arbiter, and the Metamorph. Absorb Magic Starting at 4th 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. You can use the enchantment as if you were wearing or wielding the item. The stolen magic flows harmlessly through your veins. 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 while the enchantment remains absorbed by you. 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 permanently. You cannot return the enchantment to an item different from the original 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 the power of items classified as artifacts. Additionally, the Dungeon Master may rule that a specific item's enchantment cannot be absorbed. 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, but if multiple such enchantments are available to you, you can decide which one to use each time you make an attack. Ability Score Improvement 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. Stride Starting at 5th level, you've become better used to your still-growing body. Your walking speed increases by 10 feet while you aren't wearing heavy armor. Additionally, a Medium or smaller creature can ride on your back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Leeching Claw Starting at 6th level, your stolen magic empowers your attacks. All of your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Flight At 7th level, your wings grow powerful enough to sustain flight. You gain a flying speed of 45. You may only use this flying speed if you are not wearing heavy armor and are not encumbered. The speed at which you fly increases as you gain demi-dragon levels, as shown in the Glide & Fly Speed column of the Demi-Dragon table.

Eye of the Dragon Starting at 9th level, your senses sharpen, and you learn how to detect even the smallest of details. You gain profiency in your choice of the Perception or the Investigation skill. You gain blindsight out to 30 ft. Strength of Body Starting at 11th level, your natural weapon dice improve. Claws. 2d4 per claw

2d4 per claw Bite. 2d8

2d8 Tail. 1d12 Insatiable Starting at 13th level, your Devour Magic feature now recharges upon completing a short rest. Strength of Self Starting at 14th level, you gain profiency in Charisma saving throws. Expanded Breath Starting at 15th level, you can use your Dragon's Breath feature one more time per rest, for a total of 3 times. Assimilate Starting at 18th level, you can use your action to immediately end one spell effect on you. Forged From Trial At 20th level, you become a true dragon of your own making. Your expected lifespan is expanded to well over a thousand years, and starting from this point on you begin advancing through age and size categories as a dragon would (refer to the Monster Manual). Your Strength and Constitution scores increase by 4. Your maximum for those scores is 24. Variant Rule: Size 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 features you gain from this class that refer to size categories are increased by one category. You should discuss this with your Dungeon Master. Draconic Embodiments As a demi-dragon, you must choose to embody one aspect of what it means to be a dragon. Some seek to attain a purer connection to true dragons, while others choose to use their body to express their fury. Others again follow a path of transformation that is entirely their own. Embodiment of the 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. By Any Means Starting when you choose this embodiment at 3rd level, your ruthless nature gives you additional natural weapons to use in combat. You can use these natural weapons to make melee weapon attacks, with which you are proficient. Your horns let you gore your enemies, dealing 2d4 + Strength piercing damage, or you can batter your enemies with your wings, dealing 1d4 + Strength 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. When you gain Strength of Body at level 11, these weapon dice 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 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 4 fury points. You regain all of your expended fury points after finishing a short or long rest.

You have 4 fury points. You regain all of your expended fury points after finishing a short or long rest. You gain 2 additional fury points at 6th, 10th, and 17th level.

Using a Maneuver. On your turn, you can spend fury points to 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 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. You must be able to pay the fury cost in order to use the maneuver.

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

Tenacious Assault Starting at 6th level, any attack made as a fury maneuver has advantage. Unwavering Combatant Starting at 10th level, you gain the following benefits: 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 twice the fury you spend on maneuvers, lasting 1 minute Anvil of Will Starting at 17th level, when an enemy succeeds on a saving throw you imposed on it from one of your demi-dragon 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 Hammering Lunge (1). As a bonus action, you can move up to 5 ft. without provoking attacks of opportunity, at the end of which you must make a gore attack against an eligible target of your choice.

As a bonus action, you can move up to 5 ft. without provoking attacks of opportunity, at the end of which you must make a gore attack against an eligible target of your choice. Thieving Talons (1). As a bonus action, 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.

As a bonus action, 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. Launch Ally (1). As a bonus action, 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 of your choice within half the creature's speed without provoking attacks of opportunity.

As a bonus action, 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 of your choice within half the creature's speed without provoking attacks of opportunity. Skylaunch (1). As an action, you spread your wings and launch 15 ft. into the air. This movement does not expend of your speed, and does not provoke attacks of opportunity. 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. You remain airborne until the start of your next turn, at which point you must glide, fly, or fall.

As an action, you spread your wings and launch 15 ft. into the air. This movement does not expend of your speed, and does not provoke attacks of opportunity. 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. You remain airborne until the start of your next turn, at which point you must glide, fly, or fall. Suppressing Gale (1). As a bonus action, you blast gusts of wind at your surroundings. Creatures that are Large or smaller and which are within 30 ft. of you must spend 2 ft. of movement for every 1 ft. 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.

As a bonus action, you blast gusts of wind at your surroundings. Creatures that are Large or smaller and which are within 30 ft. of you must spend 2 ft. of movement for every 1 ft. 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. Reprisal (2). 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 must succeed on a Strength saving throw or be 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 must succeed on a Strength saving throw or be pushed 5 feet away from you if they are Large or smaller. Brutal Dive (2). While gliding or flying and at least 30 ft. above a target, expend of your horizontal gliding speed or flying speed to settle into a vertical dive towards the target. The target must succeed on a Strength saving throw if they are large or smaller. On a failed save, the target is knocked prone. As a bonus action, you can then make a bite attack against the target. You do not take falling damage as a result of this maneuver.

While gliding or flying and at least 30 ft. above a target, expend of your horizontal gliding speed or flying speed to settle into a vertical dive towards the target. The target must succeed on a Strength saving throw if they are large or smaller. On a failed save, the target is knocked prone. As a bonus action, you can then make a bite attack against the target. You do not take falling damage as a result of this maneuver. Overbearing Sweep (2). As a bonus action, make a claw attack against a target. On a hit, the target takes damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is knocked prone.

As a bonus action, make a claw attack against a target. On a hit, the target takes damage and must make a Strength saving throw if they are Large or smaller. On a failed save, the target is knocked prone. Fearsome Wound (2). As a bonus action, make a claw attack against a target. On a hit, they take damage and must succeed on a Wisdom saving throw. On a failed save, they are frightened of you until the end of their next turn. Additionally, if the claw attack hit, the target is wounded and will bleed for an additional 1d6 damage at the end of their next turn.

As a bonus action, make a claw attack against a target. On a hit, they take damage and must succeed on a Wisdom saving throw. On a failed save, they are frightened of you until the end of their next turn. Additionally, if the claw attack hit, the target is wounded and will bleed for an additional 1d6 damage at the end of their next turn. Snapping Takedown (2). As a bonus action, 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.

As a bonus action, 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. Tail Sweep (3). As a bonus action, make a tail attack against up to two targets, both of which must be within your reach and within 10 ft. of each other. Roll separately for each. 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.

As a bonus action, make a tail attack against up to two targets, both of which must be within your reach and within 10 ft. of each other. Roll separately for each. 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. Wrest Magic (3). When a spell effect passes within 30 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. After the effects of the spell are resolved, you restore health equal to twice the level of the spell + your Constitution modifier. You cannot target spells with a range of touch or self.

Battering Ram (3). As an action, you expend of your movement to charge in a straight line. While charging, enemies have disadvantage on attacks of opportunity made against you. While charging, you can attack with gore attacks as if you had taken the Attack action. On a hit, the target takes damage and must make a Strength saving throw if they are Large or smaller. On a failure, they are dragged along with your charge. A dragged target will end its movement in the space in front of where you end your charge. If the dragged target would collide with another creature or object, both take 2d6 + Strength bludgeoning damage, ending your movement. Only one target can be dragged along with your charge. This attack deals double damage to objects and structures.

As an action, you expend of your movement to charge in a straight line. While charging, enemies have disadvantage on attacks of opportunity made against you. While charging, you can attack with gore attacks as if you had taken the Attack action. On a hit, the target takes damage and must make a Strength saving throw if they are Large or smaller. On a failure, they are dragged along with your charge. A dragged target will end its movement in the space in front of where you end your charge. If the dragged target would collide with another creature or object, both take 2d6 + Strength bludgeoning damage, ending your movement. Only one target can be dragged along with your charge. This attack deals double damage to objects and structures. Wrath (4). As a bonus action, make a claw attack against every creature within 5 ft. of you. Embodiment of the Scion Scions are those demi-dragons who commit themselves fully to dragonkind, seeking to become indistinguishable from a true dragon in the hope that through this perceived purity, they may inherit the strength of dragonkind. To this end, Scions dedicate themselves to a specific draconic bloodline from which they draw their power. Bloodline Heritage Starting when you choose this embodiment at 3rd level, you grow closer to one of the ten draconic bloodlines. Choose a dragon type from the list below. The type chosen must match the element you chose for Dragon's Breath. You gain a climb, swim, or burrow speed depending on your choice. The type of speed you gain is equal to your speed for climb and swim, or equal to half your speed for burrow. Dragon Element Speed Breath Ability Black Acid Swim Acid Barrage Blue Lightning Burrow Arc Lightning Green Poison Swim Beguiling Miasma Red Fire Climb Fiery Eruption White Cold Burrow Freezing Mist Brass Fire Burrow Fiery Eruption Bronze Lightning Swim Arc Lightning Copper Acid Climb Acid Barrage Gold Fire Swim Fiery Eruption Silver Cold Climb Freezing Mist Ardent Breath Starting when you choose this embodiment at 3rd level, you become able to channel your dragon's breath in new ways. Depending on your Bloodline Heritage, you gain a unique breath ability. You can use this breath ability once, and regain the ability to do so once you finish a short or long rest. At 10th level, you can use this feature twice. Acid Barrage: As an action, you launch a burst of acid at up to 3 nearby targets that you can see and which are within range of your Dragon's Breath Line Range . Make a ranged spell attack against each target. On a hit, the target takes acid damage equal to your Dragon's Breath Damage .

Arc Lightning: As a bonus action, your breath creates a 5-foot-wide beam of lightning between two solid surfaces that you can see. Both yourself and each of the surfaces must be within the range of your Dragon's Breath Line Range . Each creature in the beam must succeed on a Dexterity saving throw against your Dragon Spark Spell save DC or take lightning damage equal to your Dragon's Breath Damage .

Beguiling Miasma: As an action, you breathe a vaporous poison forth, which billows around one creature you can see that is within the range of your Dragon's Breath Line Range . The creature must succeed on a Wisdom saving throw against your Dragon Spark Spell 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.

Fiery Eruption: As an action, you lob a ball of fire at a point on the ground that you can see within the range of your Dragon's Breath Line Range , which explodes into a 5-foot-wide, 20-foot-tall eruption of fire. Each creature in the eruption's area must make a Dexterity saving throw against your Dragon Spark Spell save DC or take fire damage equal to double your Dragon's Breath Damage on a failed save, or half as much damage on a succesful one.

Freezing Mist: As an action, you breathe a freezing mist forth, which fills a sphere equal in width to your Dragon's Breath Cone Range, centered on a point within range of your Dragon's Breath Line Range. The mist spreads around corners, and its area is lightly obscured. Each creature in the mist when it appears or which ends its turn in the mist must make a Constitution saving throw against your Dragon Spark Spell save DC or take cold damage equal to half your Dragon's Breath Damage on a failed save, or half as much on a succesful one. The mist lasts until the start of your next turn. Elemental Suffusion Starting at 6th level, you become immune to the elemental damage type you chose for Dragon's Breath. Ardent Mastery Starting at 10th level, you've learned how to get the most out of your Ardent Breath. Depending on your element, you gain the following benefit:

Corrosion: Any target struck by your Acid Barrage is left vulnerable. Before the end of your next turn, the next attack roll made against it has advantage.

System Shock: Any target that fails their save against both your Arc Lightning and Dragon's Breath on the same turn is incapacitated until the end of their next turn.

Induce Torpor: As an action while the target of your Beguiling Miasma is within 10 ft. of you and remains charmed, you can force the target to make a Constitution saving throw against your Dragon Spark Spell save DC or be rendered unconscious for up to 1 hour. If the unconscious creature takes any damage, it wakes up.

Explosive Departure: When you spend your action to use Fiery Eruption , you can use your bonus action to take flight and launch yourself 15 ft. into the air. This movement does not provoke attacks of opportunity.

Glacial Chill: Targets that fail their saving throw against your Freezing Mist have their speed reduced by 10 until the end of their next turn. Frightful Roar Starting at 17th level, your heritage lets you inspire fear in those around you. As an action, each creature of your choice within 60 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 Dragon Spark ability modifier. You can use this feature once, and regain the ability to do so after finishing a long rest. Embodiment of the Arbiter Arbiters tap into their inner strength through magic, binding spells to their very form. Arbiters are skilled at enhancing their natural abilities while denying their enemies the chance to retaliate with magic of their own. 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 two cantrips 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 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 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 Dragon Spark 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. 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 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, which can then later trigger. You must describe under which condition the spell is set to be triggered, and can exclude or include specific creatures or types of creatures as the triggering entity. You can designate whether the spell will target you or the creature whose action triggers 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 and does not take up your concentration. The spell can be triggered by an event from up to 30 ft. away, but must abide by any range restrictions on the spell. When an event triggers your condition, you can use a reaction to immediately cast the spell, ending the binding. As an action, you can rip loose the scale upon which the spell is bound and throw it up to 30 ft. The binding remains intact unless the scale itself is destroyed, and can be triggered with a reaction as normal as long as the scale is within range of the target of the bound spell. You do not need to have sight of the triggering 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 only bind spells that normally take an action, reaction, or bonus action to cast, and which are of a spell level which your Arbiter level allows you to cast. You can use this feature once, and regain the ability to do so after finishing a long rest. Spellsnap Starting at 6th level, you gain the ability to interrupt the weaving of spells and steal their power for your own. 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. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your Dragon Spark ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect. If you succesfully interrupt a spell, you regain a number of spell slots equal to half the level of the interrupted spell, rounding up. For instance, if you interrupted a spell of 3rd level, you can choose to regain a 2nd level spell slot, or two 1st level spell slots. You can use this feature once, and regain the ability to do so after finishing a long rest. Starting at 10th level, you can use this feature twice. Unmaker's Sight Starting at 10th level, you gain the ability to cast Detect Magic at will. If you spend at least one minute examining a magical effect or a spellcaster through Detect Magic, you gain advantage on checks made to dispel or interrupt the magical effect, or magical effects created by the caster. This effect lasts for up to one hour per target, after which you can reexamine the target to gain the benefit again. Weave and Unweave Starting at 17th level, whenever you use your action to cast a spell with a range of self or touch, you can use your bonus action to cast Dispel Magic. You must still expend the spell slots for both spells, but you do not need to have Dispel Magic as a known spell. Embodiment of the Metamorph To most demi-dragons, their initial transformation is their only one. To some, it is just the beginning. Metamorphs are demi-dragons that learn to master and manipulate the secrets that drove their own transformation. They grasp the ability to reshape their own bodies, adapting themselves to overcome challenges that are brought on by their surroundings. Adaptive Morph Starting when you choose this embodiment at 3rd level, you gain the ability to semi-permanently reshape your body. Morphs. You learn three morphs of your choice, which are detailed under "Morphs" below.

You learn three morphs of your choice, which are detailed under "Morphs" below. You learn two additional morphs of your choice at 6th, 10th, and 17th level. Each time you learn a new morph, you can also replace one morph you know with a different one.

Active Morph. As part of a short or long rest, you undergo a morph that provides you with new features. This morph lasts indefinitely, or until you choose to change it again. The morph you choose becomes your Active morph, granting you both its "Major" and "Minor" benefits.

As part of a short or long rest, you undergo a morph that provides you with new features. This morph lasts indefinitely, or until you choose to change it again. The morph you choose becomes your Active morph, granting you both its "Major" and "Minor" benefits. Waning Morph. When you change your active morph to a different morph, the morph chosen for your previously Active morph becomes "Waning," and provides only its "Minor" benefit. When you change your Active morph again, the effect of the previously Waning morph is lost, and the previously Active morph becomes Waning. In this manner, you always have one Major morph and two Minor morphs in effect, one of which must be the one that is associated with your Major morph. Fueling the Transformation Starting at 6th level, when you spend your action to use your Devour Magic class feature, you can additionally choose to immediately activate a new morph. If you do, choose a new morph from among those you have learned, just as if you were changing morphs during a rest. You gain its effects immediately, and lose old effects as appropriate. Remake Self Starting at 10th level, you gain the ability to remake yourself. As part of a long rest, you can choose to undergo a metamorphosis ritual, during which you cocoon yourself as you rework the nature of your being. This allows you to change your past choices, and make new ones. Change each of the following to your liking: Dragon's Breath Element: fire, cold, poison, acid, lightning, thunder, or force Dragon's Breath Area Effect: line or cone Dragon Scales Element: fire, cold, poison, acid, lightning, thunder, or force. The chosen element need not be consistent with the element chosen for Dragon's Breath Eye of the Dragon Proficiency: perception or investigation Additionally, you gain a choice of a climb, swim, or burrow speed, which you can change any time you use this feature. Climb and swim speeds gained are equal to your speed, while a burrow speed is equal to half your speed. Upon completing the ritual, any physical ability score damage you had taken is restored. Scars and lost limbs are restored. Once initiated, the ritual cannot be interrupted. You are helpless and unconscious for the full duration, and can only be stopped by an untimely death. Ceaseless Metamorphosis Starting at 17th level, you can retain an additional Major effect. You can have a total of two Major effects and two Minor effects. This additional Major effect need not be from the same morph as the non-active Minor effect. When you change your Active morph, you choose which Major or Minor effect to keep from your old Active morph, and which to discard from your non-active morphs. Morphs Thorny Spines. You grow a series of sharp, slender spikes across your body, providing you with an inhospitable layer of natural defense. Major. Any enemy that deals damage to you in melee suffers 1d6 piercing damage.

Any enemy that deals damage to you in melee suffers 1d6 piercing damage. Minor. Any enemy that deals damage to you in melee suffers 1 piercing damage. Branching Ivory. Your horns split into great jagged antlers, capable of punching holes through hide and armor alike. Major. If you move at least 15 ft. in a straight line during your turn, you gain advantage on the first attack you make.

If you move at least 15 ft. in a straight line during your turn, you gain advantage on the first attack you make. Minor. Add a gore attack to your list of natural weapons. You can use it to make melee weapon attacks, with which you are proficient. Your great antlers deal piercing damage equal to 3d4 + your Strength modifier. Sheltering Wings. Flexible armor plating grows across your wings, allowing you to use them as shelter for your allies. Major. 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.

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. Minor. As a bonus action, you shelter a Medium or smaller creature within 5 ft. of you with your wings. Doing so provides three quarters cover to the sheltered creature, increasing their armor class and Dexterity saving throws by +5. Refer to the Player's Handbook page 196. If this bonus makes the difference between a hit and a miss, you take the hit instead. Blasting Breath. Your lungs and chest expand, and you feel as if your dragon's breath is just waiting to burst forth. Major. 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. On a hit, the target takes 1d10 + your Dragon Spark ability modifier damage. The damage is the same elemental type as your Dragon's Breath . The number of damage dice increases by one at levels 5, 11, and 17.

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. On a hit, the target takes 1d10 + your ability modifier damage. The damage is the same elemental type as your . The number of damage dice increases by one at levels 5, 11, and 17. Minor. You can hold your breath for three times the normal length of time. Refer to the Player's Handbook page 183. Venomous Sting. Your tail develops a stinger, loaded with poison. Major. When you deal damage with a tail attack, the target must succeed on a Constitution saving throw. On a failure, they take an additional 1d6 poison damage and suffer from the poisoned condition until the start of your next turn. Save DC = 8 + your proficiency bonus + your Dragon Spark ability modifier

When you deal damage with a tail attack, the target must succeed on a Constitution saving throw. On a failure, they take an additional 1d6 poison damage and suffer from the poisoned condition until the start of your next turn. Minor. When you deal damage with a tail attack, it deals your choice of piercing, bludgeoning, or poison damage. Snatching Tail. Your tail grows longer and more flexible, letting you unexpectedly catch your foes and yank them into range. Major. When you deal damage to an enemy that is Large or smaller with your tail, you can force them to roll a Strength saving throw. On a failure, they are pulled to a space of your choosing within 10 ft. of you. The space must be unoccupied. Save DC = 8 + your proficiency bonus + your Strength modifier

When you deal damage to an enemy that is Large or smaller with your tail, you can force them to roll a Strength saving throw. On a failure, they are pulled to a space of your choosing within 10 ft. of you. The space must be unoccupied. Minor. Increases the reach of your tail attack by 5 ft.

Grasping Claws. Your claws reshape, growing better suited to holding and manipulating objects. Major. You gain profiency with two tools of your choice. Once chosen, these tool proficiencies cannot be changed with subsequent morphs.

You gain profiency with two tools of your choice. Once chosen, these tool proficiencies cannot be changed with subsequent morphs. Minor. You gain profiency with simple and martial weapons. You can wield a single weapon without suffering the disadvantage imposed by Incompatible Form. If the weapon is a two-handed melee weapon, you can wield it with one claw, but you must use your other claw to maintain balance. If the weapon is light, you can spend a bonus action to attack with a claw when you take the Attack action to attack with the weapon. Veiled Wings. Wing membranes spread down your sides and tail, letting you catch and direct both wind and water alike for superior maneuvrability. Major. You don't provoke an opportunity attack when you fly or swim out of an enemy's reach.

You don't provoke an opportunity attack when you fly or swim out of an enemy's reach. Minor. Increases your glide, fly, and swim speeds by 20 ft. If you do not have such a speed, no benefit is gained. Chameleon Scales. Your scales gain the ability to change color, and can be used to blend in with your surroundings. Major. You can use the Hide action as a bonus action on your turn. You have advantage on Stealth checks made to hide in natural terrain, such as rocks, plants, or sand.

You can use the Hide action as a bonus action on your turn. You have advantage on Stealth checks made to hide in natural terrain, such as rocks, plants, or sand. Minor. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, snow, mist, or other natural phenomena. Rending Maw. Your jaw muscles grow more powerful, and your fangs grow serrated and cruel, capable of puncturing armor and rending flesh. Major. When you hit with a bite attack, the target suffers a -2 to Armor Class until the end of your next turn.

When you hit with a bite attack, the target suffers a -2 to Armor Class until the end of your next turn. Minor. When you hit with a bite attack, the target's speed is reduced by 10 until the end of your next turn. Ironscale Weaving. You assimilate a non-magical piece of armor, weaving its material into your scales. The armor must be in good repair, and you must be touching the armor for the duration. The material of the armor is bonded to your scales, protecting you from harm. The original item is destroyed in the process, but the absorbed material will eventually shed once you lose both the Major and Minor benefits. Major. If it is higher than your current Armor Class, your Armor Class becomes equal to that of the absorbed armor. If the armor normally imposes disadvantage on Stealth checks, it does not apply to you. If the absorbed armor was of a specific material, such as adamantine or cold iron, you adopt any benefit provided by it if applicable. You count as if you are wearing light, medium, or heavy armor according to the type of armor absorbed, but suffer no ill effects from a lack of armor proficiency. If the absorbed armor was heavy, it does not cause you to lose access to the Flight feature.

If it is higher than your current Armor Class, your Armor Class becomes equal to that of the absorbed armor. If the armor normally imposes disadvantage on Stealth checks, it does not apply to you. If the absorbed armor was of a specific material, such as adamantine or cold iron, you adopt any benefit provided by it if applicable. You count as if you are wearing light, medium, or heavy armor according to the type of armor absorbed, but suffer no ill effects from a lack of armor proficiency. If the absorbed armor was heavy, it does not cause you to lose access to the feature. Minor. Your Armor Class increases by 1. Survivor's Heart. Your blood begins to congeal faster even as your heartbeat slows, and your body quickly grows gaunt as it acclimates to endure extreme hardship. Major. At any time while you are at 0 hit points, you can choose to inflict 1 level of exhaustion on yourself to gain advantage on death saving throws. You retain advantage on death saving throws until you stabilize.

At any time while you are at 0 hit points, you can choose to inflict 1 level of exhaustion on yourself to gain advantage on death saving throws. You retain advantage on death saving throws until you stabilize. Minor. Reduces the severity of your exhaustion by 1 level. You have advantage on Survival checks made to endure in a harsh climate, such as in a desert. When you gain Strength of Body at level 11, the weapon dice of each of these effects improve: Thorny Spines. 2d4

2d4 Branching Ivory. 3d6

3d6 Venomous Sting. 2d4

Feats 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 learn two maneuvers of your choice from among those available to the Juggernaut archetype. 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 gore or wing natural weapon, you can add it to your list of natural weapons.

. If the maneuver makes use of a gore or wing natural weapon, you can add it to your list of natural weapons. Gain 2 points of fury, as described under the Juggernaut archetype. 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 2. You regain your expended fury when you finish a short or long rest. Misfit's Adaptation Prerequisite: Demi-dragon Your body continues to change in unexpected ways. You gain the following benefits: Your Constitution or Strength increases by 1, to a maximum of 20.

Choose one "Minor" effect from among the morphs available to the Metamorph archetype. You gain the chosen effect, which is permanent. If you already had access to morphs, you can choose whether to change this or your other non-active Minor morph whenever you change morphs. The effect does not stack with itself. War Plating Prerequisite: Demi-dragon You've trained in wearing heavy armor into combat, rendering you a truly terrifying combatant on the battlefield. You gain the following benefits: Your Strength score increases by 1, to a maximum of 20.

You gain proficiency with heavy armor Climb, Swim, and Burrow Speeds Both the Metamorph and the Scion can acquire additional movement options. As a demi-dragon, the following rules apply to them: If you gain a climb speed, you become able to effortlessly hang on to even near-vertical ledges. You suffer no ill effects from high altitudes.

If you gain a swim speed, you can breathe water indefinitely.

If you gain a burrow 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, otherwise it slowly collapses behind you.

Design Notes Goal of this Homebrew I hope you've enjoyed my homebrew of a playable dragonlike player character. I would like to take a moment to make it clear that this is a bad idea. I've designed this race and class combination with the specific intent of having fun with overcoming a very difficult design limitation, and not with any intent of actually playing it. None of this content has been playtested. I wanted to create a playable character that was a 'real' dragon. Not a humanoid that looks more or less like one, like a dragonborn or draconic bloodline sorceror, or a shapeshifter that is secretly a dragon but actually spends most of their time in a humanoid form. I didn't want to rely on a feature that provides some kind of innate shape changing ability, as I feel that, while solving a great many problems, it greatly cheapens the permanence of the concept. Regardless, not only do those things already exist, either as official material or homebrew, but I feel that they also don't really make an attempt to tackle the issues that prevent this sort of character from existing. That's probably the best way to go about it, yet foolishly I've attempted to do so anyway. I also wanted to create a race-class combination that you could aspire to 'become'. I felt that the class would be shallow if it was 'just a dragon', who don't generally have much reason to want to become an adventurer. By angling it as a race-class combination that you can dynamically turn yourself into during the course of a campaign, it adds a little more weight to the decision to use this homebrew, since such a player character would have a tangible past and (hopefully) a strong in-character motivation for why they want to adopt this class. To better enable this, I've intentionally been pretty lax with multiclassing rules. So, what issues are there to consider with this sort of character? Let's have a look: Character size

Roleplaying issues

Item relevance

Player choice Size For starters, dragons are big. Wizards of the Coast clearly believe that keeping all playable races either small or medium is for the best, and I tend to agree with them. Not only does it prevent player characters from grappling anything beyond a certain size or provide cover for their team mates, but having a character that does not conform to the size of everyone else is also going to be a constant headache for the Dungeon Master, who must take that into account when designing content. For these and other reasons, I firmly believe that having a player character that is larger than medium is a bad idea. But that raises its own issue, in that a dragon that is only medium is kind of puny, and will probably feel weird and out of place. Unfortunately, there isn't much to be done about that. Roleplaying There are a multitude of problems with the entire concept from a roleplaying standpoint, starting with concerns such as, 'will town guards have reason to want to attack you on sight?' With the right world building, anything can be handwaved—but doing so isn't necessarily a good idea. At the very least, I think that it is important that this sort of character be a supremely rare oddity that nobody really knows how to react to, which necessitates the Dungeon Master giving it special threatment. From a design standpoint, that's not great. Loot Part of the point of playing a character like this is that you don't rely as heavily on arms and armor, but that leaves the player left out when the Dungeon Master is handing out loot—and that never feels great, and can have subtle effects on a player's motivations in the game. Items are an important part of what D&D is, letting players make meaningful choices about their characters even outside of leveling up. I've tried to address this with some of my features, but I don't think my solution is ideal. Choices Speaking of choices, I've put focus on letting each subclass have the player make meaningful choices, to make up for a lack of choices in other areas due to the limitations of the concept. I've also tried to design the class to be capable of multiclassing, but there are probably a number of broken class interactions that I haven't considered, especially since I let the class choose its own mental ability score to broaden the number of character concepts that will work mechanically with the class. My goal with this homebrew is creating solid and interesting design, not making the class overpowered, but I may have gone overboard here or there—by all means, let me know what you think. Identity With all that said, I wanted to establish a clear background flavor and a strong identity for the race, and to make the gradual physical growth of the character a big part of the class progression. In order to do so, I felt that I had to distance it from regular D&D dragons in order to establish something that could hope to be its own thing. This is as a direct result of the first version of this concept, which I thought handled the aforementioned goals poorly despite being (hopefully) mechanically sound. At the very least, what I've come up with should be a tad more interesting than simply a statted out dragon. With this in mind, I hope that you at least find my concept interesting, if not practical.

Scaling Dispel Magic In order to create a new kind of dragon, I needed a feature that would be central to whatever theme I went with. Since dragons are inherently magical creatures, and most playable races aren't, it made sense to focus on that discrepancy. It would stand to reason that in order to mimic the powers of a dragon, you would have to steal that magical power from somewhere. What better way to show that than with a Dispel Magic variant that also bolsters the player by healing them? However, in order to push this as a central theme of the character, this feature would need to be available at 1st level, and Dispel Magic is a 3rd level spell. In order to even begin to permit that, I would have to scale it down—and allow it to scale up as the character gained levels. This could potentially be very powerful—and that is thematically appropriate with the concept of the character. To compensate, the rest of the demi-dragon's 1st level features are very limited in scope. Indefinite Mind I let the demi-dragon choose any mental ability score as their spellcasting ability. This is an unusual and probably ill-advised feature, but one which I feel is necessary because it broadens the amount of character concepts that the class can work with mechanically. Charisma is typically a dragon's highest mental ability score, but if a player wants to play a wizard that later trades in all their wizard levels for demi-dragon levels, that should be supported mechanically given how extremely niche this class already is. Natural Weapons Existing player natural weapons are balanced to be intentionally weak in order to encourage players to use weapons. That doesn't work with this concept, and every natural weapon is therefore statted out to be more like any regular weapon. Note however that these natural weapons do not specifically state that they are unarmed strikes, and can therefore not be used by a monk, to prevent situations such as a 3rd level Monk/Dragon using Flurry of Blows for 3d12. Note also that while a regular adventurer can choose which weapons to wield, the demi-dragon gets no such choice. However, they do get a toolbox of several options to choose from in any given situation, without having to switch weapons. That is probably something to look out for in playtesting, but since it provides the player with interesting strategic choices, any power gained from having that versatility is probably perfectly fine. The Juggernaut The fantasy I was aiming for with the Juggernaut subclass was one of a ferocious multi-limbed fighter. In order to reflect this in gameplay, I adapted the Battlemaster's maneuver system to let the player choose special moves, with most of them being readily available as a bonus action. However, compared to the Battlemaster's Superiority Dice, which can be spent after already confirming a hit in order to force the target to make a save, the Juggernaut must both hit with their chosen maneuver and hope that their target fails their saving throw. To combat this weakness, most of the Juggernaut's other features are focused on improving their odds of landing a maneuver. The Juggernaut also has a particular theme of combat mobility, with many of its maneuvers letting it ignore or gain a bonus to avoiding attacks of opportunity. While this subclass doesn't specialize in Dragon's Breath, it does give it an interesting advantage to consider when trying to position the character to get the best Dragon's Breath, which gives the player multiple things to think about each round. I also gave the Juggernaut a few extra natural weapons. These are intentionally balanced to be bad, but they come into play when they are used by a maneuver. By including these natural weapons, it makes it much easier to add additional homebrewed maneuvers. The Scion Unlike the other subclasses, who must all make detailed choices for maneuvers, spells, and morphs, the Scion is relatively straightforward, and is the only way to actually make a clear choice that relates directly to the classic metallic and chromatic dragons. Since the point of the demi-dragon is that it isn't necessarily bound by the same heritage as the metallic and chromatic dragons, offloading those features to a subclass made the most sense, as some people wouldn't be satisfied if there wasn't an option to just be a regular dragon. As a result, the Scion gets a few features which various types of dragons are known for. Unfortunately, there wasn't a clean way to both provide a new take on a dragon class, with effects such as Devour Magic and Assimilate to give it a flair of its own, and to simultaneously enable a 'just a regular dragon' subclass, so the Scion will still have access to those features. I expect that this won't sit well with many people. To change it, I'd have to consider a drastically different way of structuring the base class, which in my opinion would be thematically weaker. Perhaps in a future revision! The Arbiter The Arbiter is a classic gish, with a focus on also dispelling magical effects, since that is thematic for the demi-dragon. As they don't gain access to Dispel Magic and Counterspell until level 13, Devour Magic and Spellsnap act as stand-ins, and ensure that the character always has access to these spells.

Despite this, Scale Bind is the primary feature, and will be immmensely powerful regardless of what else the character is doing simply because it is a way to buff without spending an action doing so, AND without having to concentrate on the spell. This breaks the action economy, but in a way that I hope is controllable, since the player must choose their spell effect beforehand, spend a moment of downtime on it, and must announce in which way their effect will be activating—and they must still spend a reaction to activate their spell effect once a condition triggers it. Even so, I suspect that Scale Bind is very much the kind of thing that a minmaxer might be inclined to create entire builds around. By all means, let me know if it is super broken with any specific multiclass combinations. The Metamorph The Metamorph was born of the first version of the Arbiter from my original concept, which has now been split into two separate things. Although an odd concept, it fit with my goal of making meaningful choices. The Metamorph's strength lies in its impermanence, and in always having the right tool for the right job, but its power level in combat isn't anything special. My primary concern with this subclass is the confusing Adaptive Morph description. Although not a complicated concept, explaining it in a way as to be clearly and concisely understandable is tough, and isn't made easier by the optional Misfits Adaptation feat or the 17th level Ceaseless Metamorphosis feature complicating things. Hopefully actually playing the Metamorph should help make it clear how things fit together. Credits Created By: Aron Made With: Homebrewery Special Thanks: Izzy, aughts Artwork By: Anastassia Grigorieva: Brown horns and blue tounges, Cornered Mike Azevedo: Dragon and fish Chromamancer: Bookwyrm 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.