Demi-Dragon

A single crimson-scaled runt of a dragon stands trapped amidst an orcish warband, waving their axes in anticipation of an easy kill. With a roar, fire lights up the forest clearing as she charges fearlessly, driving the startled orcs back with a ferocity that belies her modest size.

The azure dragon studies the wizard's arcane runes, his companions waiting close by. Jotting a note down in his beloved journal, he inhales deeply, leeching the magical energy right out of the protective ward. With a satisfied smirk, he leads his companions deeper into the wizard's sanctum. Within a stone temple upon an icy mountain-top, the dragon sits in meditation. He was content to weather the blizzard that would soon leave him stranded and isolated, warmed only by the warm glow of the smoldering sphere of fire which he held aloft in supplication. He relished the chance to reflect upon the events of his journey.

Though each of these demi-dragons tell a different story, they share a similar background—they were once humanoids who underwent a metamorphic transformation that changed their body. Those that are so afflicted are rare, but each must learn to live with the consequences in their own way.

Some demi-dragons are ostracized by those around them, while others are celebrated. Some relish their new form, while others loathe what has been done to them, but all are linked by the circumstances surrounding their transformation.

# Imitation of Form

To most, dragons are a thing to be feared and hated. But to a few, dragons are envied as paragons of power. 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, while other individuals concoct detailed magical experiments on unwilling subjects. Regardless of origin, the resulting creature is known as a demi-dragon a being that was created rather than born.

# Ritual Transformation

The exact nature of the demi-dragon transformation is unclear, but some say that there are multiple paths to the same result. Whether accomplished through magical prowess, alchemy, zealous devotion, or by bathing in dragon's blood, the transformation draws upon the essence of a true dragon to instill an essence of magic within the subject, forcing them to take on 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, 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 to feed this spark 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.

Where true dragons are born into their natural splendor, demi-dragons must toil, steal, and sacrifice for but a fraction of that power.

# Demi-dragon Leveling Table

## 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 the transformation was forced upon you, or maybe it is part of a local tradition. 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 undergoing their transformation—it is no every-day experience, and requires both a strong body and mind.

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## 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, Constitution, and Charisma scores each increase by 1.
**Age.** You can live for roughly three hundred years.
**Type.** Your creature type is dragon.
**Size.** You are a draconic quadruped. Your size is Medium.
**Speed.** Your base walking speed is 30 feet.
**Aided Jump.**
Your wings provide you with lift. Your maximum jump distance for high and long jumps is doubled, and you do not incur any penalties if you make a standing jump.
**Darkvision.**
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
**Dragon Scales.**
Your protective scales provide you with natural armor. While you are not wearing armor, your Armor Class equals 8 + your Dexterity modifier (maximum of 2) + your Constitution modifier + your Charisma modifier.
**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.
**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 *rending 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.
**Product of Design.**
You have advantage on saving throws made to resist effects that attempt to change your form.
**Languages.**
You can speak, read, and write Common, as well as one other language of your choice from among those available to your former race.
# Class Features

## Hit Points

**Hit Dice:** 1d10 per level
**Hit Points at 1st Level:** 10 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per level after 1st
## Proficiencies

**Armor:** None
**Weapons:** None
**Tools:** None
**Saving Throws:** Strength and Constitution
**Skills:** Choose three from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, 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

## Dragon Spark

When you become a demi-dragon, you internalize a spark of inherent magical power that fuels your new form and allows you to mimic the extraordinary abilities of a true dragon.

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 feature uses this Spell save DC.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
## Dragon's Breath

Destructive energy simmers within you, and with your breath you can discharge it upon your foes.

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.

If the element you chose is cold or poison, your breath imposes a *Constitution* saving throw instead.

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. Starting at 13th level, you can use your Dragon's Breath when rolling a 5-6 on a d6.

## Devour Magic

To sustain your new form, you have developed an innate ability that lets you consume magical effects.

As an action, choose one creature, object, or magical effect within a range of 10 ft. 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 a Charisma check. The DC equals 10 + the spell's level. On a success, the spell is dispelled. If at least one effect is dispelled, you regain hit points equal to your demi-dragon level + your Constitution modifier (minimum 1).

You can use this feature once, and must finish a long rest before you can use it again. Starting at 5th level, the range increases to 60 ft. At 15th level, you can use it twice before a rest.

## Elemental Adaptation

Your form continues to change as you adapt to your newly-attained elemental nature. You gain resistance to the elemental damage type you chose for **Dragon's Breath**.

## Glide

Your wings have matured 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 40 feet in any horizontal direction, or dive straight down. 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

You choose an aspect of draconic might to dedicate yourself to. Choose between:

* The Embodiment of the Juggernaut
* The Embodiment of the Scion
* The Embodiment of the Shadestalker
* The Embodiment of the Dragon Adept
* The Embodiment of the Arbiter
* The Embodiment of the Metamorph
* The Embodiment of the Voidmaw

Each of these is detailed at the end of the class's description. Your choice grants you features at 3rd, 6th, 10th, and 17th level.

## Absorb Magic

You gain the ability to absorb the magical enchantment of a weapon or piece of equipment. This grants you access to the magical powers provided by that item, and removes it from the item. The stolen magic harmlessly flows through your veins.

You can absorb an enchantment from a magical item as part of a long rest, during which the item must be in your possession. Once absorbed, you can use the magical powers stolen from the item as if you were wearing or wielding the item. The stolen magical power follows all rules that would normally apply to it.

You can return the enchantment to the original item as part of a long rest, during which you must have it in your possession. You cannot return the enchantment to an item different from the original item. You can have a maximum of 5 such enchantments active at any one time. If the item requires attunement to use, it follows normal attunement rules, and you count as being attuned while the enchantment remains absorbed by you. You cannot absorb an item's magic if doing so would cause you to be attuned to more than three items.

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

You can attack twice, instead of once, whenever you take the Attack action on your turn.

## Stride

You've become better used to your still-growing body. Your walking speed increases by 10 ft. 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

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.

## Eye of the Dragon

Your senses sharpen, and you learn how to detect even the smallest of details.

You gain proficiency in your choice of the Perception or the Investigation skill. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for that skill.

Additionally, you gain *blindsight* out to 10 ft.

## Flight

Your wings grow powerful enough to sustain flight. You gain a flying speed of 55. 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.

## Dragon's Might

Raw draconic vitality empowers you. Your Strength, Constitution, and Charisma scores each increase by 2. Your maximum for those scores is now 22.

## Rend and Ruin

Your savage strikes leave your foes broken and bleeding. If you deal damage to a target with at least two natural weapons on the same turn, the target takes an additional 1d6 damage of the same type, and has their speed reduced by 10 until the end of their next turn.

## Force of Self

Different from those around you, you've developed a strong sense of self and an iron will to see your wishes realized. You gain proficiency in Charisma saving throws.

## Assimilate

Even the most powerful of magics give you little pause. As an action, you can choose to immediately end one spell that is affecting you.

## Legendary Resistance

The trial of your journey has forged you into a creature of indomitable might. If you fail a saving throw, you can choose to succeed instead.

Once you use this feature, you cannot use it again until you have finished a long rest.

# Draconic Embodiments

As a demi-dragon, you must choose to embody one aspect of dragonkind. Some demi-dragons seek to attain a purer connection to true dragons, while others choose to use their body to express their fury or their worship. Others again follow a lonely path 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

Your ruthless nature provides you with additional 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.
You can batter your enemies with your *muscled 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.
### Fury

Your body is a weapon of war. You learn special maneuvers which are fueled by a resource called fury.

**Maneuvers.** You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers require you to make an attack. Resolve the attack as you normally would 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 gain one additional fury point 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.
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 of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
**Maneuver save DC** = 8 + your proficiency bonus + your Strength modifier
### Tenacious Assault

A fervor burns within you to enact your fury upon your enemies. Any attack made as a fury maneuver has advantage.

### Unwavering Combatant

In battle, you do not back down from any challenge. You gain the following benefits:

**Fearless:** You have advantage on saving throws against being frightened
**Heat of Battle:** You gain temporary hit points equal to twice the fury you spend on maneuvers, lasting 1 minute
### Anvil of Will

Combat is the anvil of will, and you are its hammer. 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.
**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.
**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.
**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.
**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.
**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.
**Brutal Dive (2).** You can hurl yourself towards a chosen target. You must be flying or gliding and be at least 30 ft. above the target. If you move at least 30 ft. straight towards the creature, and it is a large or smaller creature, that creature must make a Strength saving throw. 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.
**Fearsome Wound (2).** As a bonus action, make a claw attack against a target. On a hit, the target takes damage and is wounded, causing them to bleed for an additional 1d6 damage at the end of their next turn. Additionally, they must succeed on a Wisdom saving throw. On a failed save, they are frightened of you until the end of their next turn.
**Lockjaw (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.
**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.
**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, and 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. They seek to become indistinguishable from true dragons, hoping to inherit the strength of dragonkind through purity. To this end, Scions dedicate themselves to a specific draconic bloodline from which they draw their power.

### Bloodline Heritage

You grow closer to one of the ten draconic bloodlines, taking on the physical appearance of a dragon of that type. 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. If you gain a climb or swim speed with this feature, it is equal to your walking speed. If you gain a burrow speed, it is equal to half your walking speed.

### Ardent Breath

You inherit the unique properties of your bloodline's breath weapon. 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 6th 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 of the total damage on a successful 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** (rounding up) on a failed save, or half as much on a successful one. The mist lasts until the start of your next turn.

### Elemental Suffusion

You've grown fully attuned to your bloodline. You are immune to the elemental damage type you chose for **Dragon's Breath.**

### Ardent Mastery

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 each target 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 1d4 hours. 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 half until the end of their next turn.

### Frghtful Roar

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 against your **Dragon Spark** Spell save DC. 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. You can use this feature once, and regain the ability to do so after finishing a long rest.

## Embodiment of the Shadestalker

Some demi-dragons are rejected or feared by those around them, and soon learn the value of subterfuge and a quick get-away. These demi-dragons may opt to pursue the role of the Shadestalker, honing their senses and learning to act both as predator and prey. By altering their breath to confound their foes with smoke or mist, Shadestalkers lure their enemies into giving chase, then strike when they have the advantage.

### Veil of Smoke

You learn to use your breath to create a veil of smoke, mist, gas, or fog to blind your foes.

As an action, you breathe forth a cone of smoke equal in range to your **Dragon's Breath Cone Range**. The area is heavily obscured for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

While active, you can use your bonus action to cause your Veil of Smoke to drift up to 15 ft. in a direction of your choosing.

You can use this feature once, and must then complete a short or long rest before you can use it again. At 6th level, and again at 10th level, you gain an additional use of it.

### Harrying Predator

Predatory instincts awaken within you. You gain blindsight out to 10 ft. When you gain **Eye of the Dragon** at 7th level, it increases to 20 ft.

Additionally, whenever you hit with a melee weapon attack against an enemy within 5 ft. of you while you have advantage on the attack roll, you reduce the target's speed by half until the end of their next turn.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

### Spring Attack

You learn to exploit any opening to move across the battlefield.

As a bonus action immediately after you hit with a melee weapon attack roll which you had advantage on, you can move up to half your movement speed without provoking attacks of opportunity.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

### Mist Lurker

The mist you breathe forth stirs subtly, making it easy to blend in and vanish from your enemies. You or any ally can take the Hide action as a bonus action while within your **Veil of Smoke**.

### Blood and Smoke

Smoke clings to you as you burst from concealment, and where you move, you leave your enemies bleeding and terrified. If you start your turn in your **Veil of Smoke**, you are considered invisible until the start of your next turn.

Additionally, when you deal damage with **Rend and Ruin**, the target of your attack must make a Wisdom save against your **Dragon Spark** Spell save DC. On a failure, the target becomes frightened of you for 1 minute, and the slow duration of **Rend and Ruin** is extended to 1 minute. A target that succeeds on this save is immune to being frightened in this way for 24 hours.

## Embodiment of the Dragon Adept

Dragon Adepts devote themselves to contemplation and worship. Some Adepts are monks who once followed the way of the dragon disciple, while others choose to worship a god or have a natural inclination for introspection and meditation. Whatever their beliefs, a Dragon Adept is a staunch ally to have at your back.

### Bestow Breath

You can invest your allies with your breath. As an action, choose yourself or an ally within 30 ft. of you. You anoint the target with your breath, which harmlessly swirls around the target and empowers them, causing their weapon attacks to deal 1d6 extra damage. The extra damage dealt is of the same type as your **Dragon's Breath**. Additionally, the target has resistance to the elemental damage type you chose for your **Dragon's Breath**. These effects last for 1 minute.

You can use this feature once, and regain the ability to do so after finishing a short or long rest.

At 6th level, you can use this feature twice.

### Disciple's Meditation

The depth of your devotion is strong enough to heal wounds. Wrapping yourself in your own wings, you can spend a minute in contemplation during which healing energy gathers around you. At the end of the minute, six creatures of your choice that you can see within a range of 30 ft. each regain hit points equal to your **Dragon's Breath Damage**. This ability has no effect on undead or constructs.

You can use this feature once, and regain the ability to do so after finishing a long rest.

### Bestow Flight

On your own path to understanding, you've learned to share the gifts that you have earned. When you use your **Bestow Breath** feature on a target other than yourself, the elemental power of your breath is shaped into a pair of coruscating wings of energy that flow from the creature's back. While the effect lasts, the target can use their bonus action to grant themselves a fly speed of 40 ft. until the start of their next turn.

If you target a creature that already has a fly speed, it instead increases by 20 ft.

### Ascension

You take the first step towards attaining a spark of divinity. As an action, you fill yourself with an ineffable power. For 1 minute, you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons
* You are immune to the element you chose for Dragon's Breath
* Your **Dragon's Breath**, **Devour Magic**, and **Bestow Breath** features now take up a bonus action, rather than an action
* You can use your **Disciple's Meditation** feature as an action

When the effect ends, you gain one level of exhaustion. You can use this feature once, and must finish a long rest to use it again.

## 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

You gain the ability to cast spells. You choose your spells from the sorcerer spell list.

**Cantrips.** You gain two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer 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 sorcerer spells of your choice. The Spells Known column of the Arbiter Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be 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 sorcerer 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.** Charisma is your spellcasting ability. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use its modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. These modifiers are identical to those used by **Dragon Spark**.

**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

You gain the ability to mystically bind spells to your scales. Doing so takes 1 minute, during which you expend a spell slot to imbue the desired spell. While the spell remains bound, you can cast the spell as a reaction at any time. If the spell requires concentration, it lasts for the full duration and does not take up your concentration. Once cast with a reaction, Scale Bind ends.

As an action, you can rip loose the scale upon which the spell is bound and throw it up to 30 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 a valid 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

Your natural hunger for magic, combined with your own dabbling in the magical arts, grants you 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 ft. 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 spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If you successfully interrupt a spell, you regain a number of spell slots equal to half the level of the interrupted spell, rounding down. For instance, if you interrupted a spell of 4th 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

You've studied both the creation and destruction of magic, and have developed an unerring sight for the mystical. You gain the ability to cast Detect Magic 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

You've learned how to fuel your own spells with the sundered power of your enemies. Whenever you use your action to Devour Magic or cast Dispel Magic, you can then immediately use your bonus action to cast a spell of 2nd level or lower.

## 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 the challenges that are brought on by their surroundings.

### Adaptive Morph

Your form is an ever-shifting canvas, constantly changing to reflect your needs and wants.

**Morphs.** You learn three morph categories of your choice, which are detailed under "Morphs" below. You learn two additional morph categories of your choice at 6th, 10th, and 17th level. Each time you gain a level in this class, you can replace one morph category 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 one of its listed named features (your choice).
**Waning Morph.** When you change your active morph to a different morph, the morph chosen for your previously Active morph becomes "Waning". 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 are always gaining and discarding new effects.
### Twinned Adaptation

Your morphs start to carry side effects with them. Whenever you choose a morph as your Active morph, you gain both the benefits listed in that morph's category. When the morph becomes Waning, you choose which benefit to keep and which to discard.

### Fueling the Transformation

Your form is so malleable that it only needs a spark of energy to change entirely. When you 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. The chosen morph becomes your Active morph, and you discard old morphs as if you had changed morphs during a rest.

### Remake Self

You gain the ability to remake yourself from the ground up. 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
* **Elemental Adaptation Element:** fire, cold, poison, acid, lightning, thunder, or force
* **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. If you gain a climb or swim speed, it is equal to your walking speed. If you gain a burrow speed, it 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

You are ever-changing, always cycling through different forms at your leisure. If you spend 1 minute in deep focus, you can assume a new morph from among those you have learned. The chosen morph becomes your Active morph, and you discard old morphs as if you had changed morphs during a rest.

### Morphs

**Heritage**

* **Blasting Breath.** Your lungs and chest expand, and you feel as if your dragon's breath is just waiting to burst forth. 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 Charisma 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.

* **Brass Tongue.** You draw on the brass dragon's penchant for conversation. You have advantage on Charisma (Persuasion) checks. Additionally, you learn two languages of your choice. Once chosen, these languages cannot be changed with subsequent morphs.

**Aid**

* **Gold Luck.** You harness the inexplicable luck of the gold dragon. Whenever you or an ally makes an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. You can take this action after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can use this feature once, and regain the ability to do so after finishing a short or long rest.

* **Breath of Life.** You alter your breath. When you use your **Dragon's Breath** feature, you can choose to convert your breath into a burst of invigorating energy. Instead of dealing damage, yourself and any number of targets of your choosing within the area of your **Dragon's Breath** are instead healed for an amount equal to your **Dragon's Breath Damage**.

**Subtlety**

* **Venomous Sting.** Your tail develops a stinger, loaded with poison. Your tail attack deals your choice of piercing or bludgeoning damage. When you deal damage with a tail attack, you can spend your reaction to inject the target with poison. The target must succeed on a Constitution saving throw against your **Dragon Spark** Spell save DC. On a failure, they take an additional 1d8 poison damage and suffer from the poisoned condition until the end of their next turn. At 11th level, this damage increases to 2d6.

* **Chameleon Scales.** Your scales gain the ability to change color, letting you blend in with your surroundings. You can take the Hide action as a bonus action on your turn. You have advantage on Stealth checks made to hide in dim light and in natural terrain, such as rocks, plants, or sand.

**Freedom**

* **Esoteric Ward.** Runic glyphs carved across your body guard you against a variety of magics. You gain advantage on all Intelligence, Charisma, and Strength saving throws against magical effects.

* **Veiled Wings.** Wing membranes spread down your sides and tail, letting you catch and direct both wind and water alike for superior maneuverability. You don't provoke an opportunity attack when you glide, fly, or swim out of an enemy's reach.

**Pain**

* **Thorny Spines.** You grow a series of sharp, slender spikes across your body, providing you with an inhospitable layer of natural defense. Any enemy that deals damage to you in melee suffers 1d6 piercing damage.

* **Skewering Quills.** You develop clusters of quills along your limbs and tail. Add a quills attack to your list of natural weapons. You can use it to make ranged weapon attacks, with which you are proficient. When taking the Attack action, you can launch these quills at a 5 ft. square within 60/120 ft. of you. On a hit, they deal piercing damage equal to 1d8 + your Strength modifier to any creature in the square and fills that square with quills. Any creature that subsequently enters the area must succeed on a Dexterity saving throw against your **Dragon Spark Spell** save DC or stop moving this turn and take 1d8 piercing damage. A creature moving through the area at half speed doesn't need to make the save. You can use this attack a number of times equal to 1 + your Constitution modifier (minimum 1), and regain the ability to do so after finishing a short or long rest.

**Courage**

* **Warrior's Will.** You quiet your mind as your focus sharpens. You gain advantage on Wisdom saving throws.

* **Goring Charge.** Your horns curl forward like those of a bull or ram, growing capable of punching holes through hide and armor alike. 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 chargers horns deal piercing damage equal to 3d4 + your Strength modifier. If you move at least 10 ft. in a straight line during your turn, you gain advantage on the first attack you make with your gore attack.

**Endurance**

* **Branching Ivory.** Your horns split into great jagged antlers, with which you can hold off attackers. 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. Other creatures provoke an opportunity attack from you when they enter the reach of your gore attack.

* **Survivor's Heart.** Your heartbeat slows, and your body quickly grows gaunt as it acclimates to endure extreme hardship. The severity of your exhaustion level, if any, is decreased by 1. While you remain motionless or when you are reduced to 0 hit points, you appear to be dead to any casual observer. Additionally, you have advantage on death saving throws.

**Instinct**

* **White Instinct.** You instil yourself with the primal awareness of the white dragon. You have advantage on initiative checks and you ignore non-magical difficult terrain.

* **Rending Jaws.** Your jaw muscles grow more powerful, and your fangs grow serrated and cruel, capable of puncturing armor and rending flesh. When you hit with a bite attack, the target suffers a -2 to Armor Class until the end of your next turn.

**Strategy**

* **Reverberating Roar.** Your voice grows deeper, seeming to come from a much larger creature. As a bonus action, you can roar, inciting fear and hesitation in your enemies. Each creature of your choice within 20 ft. of you are forced to make a Wisdom saving throw against your **Dragon Spark** Spell save DC. A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target cannot take reactions until the start of your next turn. A creature that succeeds on this saving throw is immune to your roar for 24 hours.

* **Sheltering Wings.** Flexible armor plating grows across your wings, allowing you to use them as shelter for your allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

**Creation**

* **Stone Scales.** You assimilate available minerals in order to create a thick layer of defensive stone scales. Your Armor Class becomes equal to 16 + your Constitution modifier. You are considered as wearing heavy armor, but do not suffer any penalties to your Dexterity (Stealth) or due to a lack of heavy armor proficiency. You lose access to the Flight feature, as well as the speed benefit of Stride.

* **Shaper's Claws.** Your claws reshape, growing better suited to holding and manipulating objects. You can ignore the disadvantage imposed on melee weapons by Incompatible Build. Additionally, you gain proficiency with two tools of your choice. Once chosen, these tool proficiencies cannot be changed with subsequent morphs.

**Guile**

* **Draining Scales.** You alter your scales to siphon magical energy. Whenever you are subjected to any non-cantrip magical effect, you gain temporary hit points equal to your Constitution modifier (minimum 1).

* **Snatching Tail.** Your tail grows longer and more flexible, letting you unexpectedly catch your foes and yank them around. When you deal damage to an enemy that is Large or smaller with your tail, you can spend your bonus action to 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
**Might**

* **Elemental Maw.** Volatile energy fills your gullet. Once on each of your turns when you hit with a bite attack, you deal an additional 1d6 damage of your Dragon's Breath element.

* **Driving Strikes.** The tip of your tail develops a tough, bony club, and the force of your blows leaves your enemies reeling. When you make a tail attack on your turn, your reach for it is 5 ft. greater than normal. Additionally, when you hit a target twice on the same turn with your claws or your tail, the target must succeed on a Strength saving throw or be pushed 5 ft. away from you.

**Save DC** = 8 + your proficiency bonus + your Strength modifier
## Embodiment of the Voidmaw

The Great Maw is a cosmic draconic entity of alien nature and immense power, capable of altering the fabric of space itself in order to consume all that it desires. Cults of dragons over the millennia have referred to it as the Dragon God of Consumption, while others believe it to be a corrupting influence that ensures the downfall of all that is dragonkind.

Demi-dragons gifted with the powers of the Great Maw are exceedingly rare and powerful, able to tear holes in space for countless teeth to grab and consume any who oppose them. Once a voidmaw has set its sight on something it desires, it is near impossible to sway it towards any other goal. At their best, a voidmaw is a force that will ensure a goal is met no matter the cost. At their worst, a voidmaw is an engine of destruction devouring all in their path.

### Ravenous Waltz

Beginning at 3rd level when you take this archetype, you can use your draconic power to tear a hole in the veil and allow the a portion of the Great Maw's power to spill forth.

When you use your **Dragon's Breath** feature, you can instead create a line originating from yourself along a surface where numerous teeth erupt forth. The line is 5 feet wide and its length is equal to your **Dragon Breath's** line range. Each creature in the line must make a Dexterity saving throw equal to your **Dragon Spark** Spell save DC, taking magical piercing damage equal to your **Dragon's Breath Damage dice** on a failed save, or half as much on a successful save.

You can choose to end the line at any point past 5 feet up to the line's maximum range. When you do, a 10-foot diameter sphere of teeth erupt from the surface at a point adjacent to where the line ends. Creatures within the sphere must make the Dexterity saving throw as if they had been hit by the **Ravenous Waltz**.

The sphere's diameter increases to 15 feet at 6th level, and to 20 feet at 10th level.

### Covetous Nature

Also at 3rd level, the power of the **Great Maw** greedily hoards your life force.

You are immune to having your hit points drained in order to restore those of hostile creatures, such as with the Vampiric Touch spell or a vampire's bite attack.

Additionally, whenever you deal damage with your **Dragon's Breath** or any of your **Embodiment** features to a creature for the first time on your turn, you gain temporary hit points equal to your Charisma modifier + your demi-dragon level (minimum 1). If multiple creatures take damage from the same source, you choose which creature you gain the temporary hit points from.

### Hungering Jaws

At 6th level you can tear the fabric of space to summon the jaws of the **Great Maw**.

As an action you can have the jaws clamp down on a creature of your choice. Choose a creature within 30 feet of you, that creature makes a Strength saving throw equal to your **Dragon Spark** Spell save DC, taking magical piercing damage equal to your **Dragon's Breath Damage dice** on a failed save, or half as much on a successful one. If the target fails the save, it is restrained by the jaws until the end of your next turn.

Once you've used this feature you can't do so again until you finish a short or long rest.

### Ravenous Bloom

Starting at 10th level, the **Great Maw's** power within you expands, empowering your ability to use its gifts.

The line created by your **Ravenous Waltz** increases to 10 feet wide. When you use your **Ravenous Waltz** feature, the teeth it creates persist until the beginning of your next turn, creating an area of difficult terrain for creatures other than you.

When a creature enters the area for the first time on a turn or starts its turn there, it takes magical piercing damage equal to your Charisma modifier.

### Voracious Apetite

At 17th level, you learn to channel the full power of the **Great Maw** for a short amount of time. You focus your energy on empowering your abilities. You gain the following benefits:

* Whenever you drop a creature to 0 hit points for the first time on your turn, you gain hit points equal to the damage dealt. If multiple creatures take damage from the same source, you choose which creature you gain the hit points from.
* The diameter of the sphere created by your **Ravenous Waltz** increase to 30 feet.
* Damage dealt to creatures within the area of difficult terrain created by your **Ravenous Bloom** feature increases to double your Charisma modifier.

Your **voracious appetite** lasts for 1 minute. Once you've used this feature, you can't do so again until you finish a long rest.

# Multiclassing

The multiclassing prerequisite for the demi-dragon is a minimum Strength of 13. When multiclassing into the demi-dragon, you gain one skill proficiency from those available to the demi-dragon.

### 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. **You lose all racial traits associated with your former race and instead adopt those of the demi-dragon.** You keep your memories, alignment, languages known, and other class levels (if any).

**You cannot use the demi-dragon racial traits if you do not have at least one level of the demi-dragon class.** If your old race was Medium, your new body has a body mass 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.

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.**

# Metamorphic Transformation Ritual

"My research into the second-hand application of magical metamorphosis has borne fruit. My predecessor's work on simplistic half-dragon blood rituals, while a useful guiding point, pales in comparison to my achievements. During my work, other avenues to similar results have cropped up—such avenues demand further study, but this technique stands as integral to current practical application. In furthering magical understanding and in upholding the Farfire Pact, I present the demi-dragon metamorphic transformation procedure."
- Firn el Din, Archmage of the Pact Tower
**Required Materials:**

* A creature of humanoid origin within acceptable size parameters (the subject)
* Minimum 125 liters of dragon's blood (to bathe in)
* A fresh dragon's heart (to be consumed)
* Wing bones of an appropriate size (need not be draconic)
* A spell focus (as a lens)
* Ash of oak (to ground and stabilize)
* Incense (to ward and seal)

**Procedure:**
The procedure should take place in a clean and controlled environment. It is strongly recommended to make use of warding incenses, before and throughout the procedure, in order to prevent the interference of unwanted elements.

The subject is stripped of all clothing and other paraphernalia—such as any metals that pierce flesh or other jewelry—and is anointed with a balm made of ash of blackest oak. From this point on, do not let the subject come into contact with materials other than those used by the procedure.

The subject is submerged in a pool of dragon's blood. The pool must be large enough to fully submerge the subject, and should be constructed with ideal measurements to the specifications of both humanoid and draconic shapes. A lid or grille can be employed, to prevent the subject from bursting to the surface prematurely. Avoid using shackles to ground the subject, as they will interfere with metamorphosis.

The submerged subject will be unable to breathe, and may flail during the procedure. Transmutation or enchantment magics can relieve the need to breathe or keep the subject calm, but are not necessary to complete the procedure.

Before immersion, the subject should be supplied with a dragon's heart, or one should be placed within the pool where the subject can reach it. As soon as the subject is fully submerged, construct an arcane feedback loop by channeling as much magical power through the dragon's heart and into the subject as possible. The type of magic is irrelevant, only the magnitude matters. As the subject makes contact with the imbued heart, they will experience a sensation of being washed away by a powerful torrent, and if they are a powerful individual, the subject will be able to surrender a piece of themselves to this torrent in order to further empower the ritual.

As soon as the subject makes contact with the imbued heart, assistants should stand at the ready to act. Depending upon the type of dragon from which the heart originates, they must take one of five actions:

* Heat the pool of blood to a boiling temperature
* Cool the pool of blood to a freezing temperature
* Pour acid into the pool of blood
* Electrocute the pool of blood until the heart beats in response
* Pour poison or venom into the pool of blood

If the subject has established a viable connection with the magical energies channeled through the heart, the subject will receive a degree of protection. If not, the subject will expire, and all spent materials will be wasted.

At the height of the procedure, when the subject begins to show signs of metamorphosis, the subject must consume the imbued heart while remaining submerged. An unwilling or unaware subject will expire, so make certain that they are adequately informed. A particularly rebellious subject may choose to refuse in spite of their demise. In such a case, enchantment spells must be employed to force the subject.

Once the heart is consumed, the application of channeled magic can cease. At this point, the subject will be deep in the throes of metamorphosis and will lose consciousness, at which point no further action is required. However, it can be useful to supply the subject with wing bones by way of telekinesis, in order to encourage the growth of new limbs. These bones must be in undamaged condition, but need not consist of a full set of an entirely accurate size fit, as the subject will compensate for a lack of accuracy in their own time. The development of wings seems to be more difficult than that of tails, and therefore little encouragement is needed in that regard.

The subject will gradually absorb a portion of the dragon's blood. Allow the subject to lie or float freely during this time. In most cases, the subject will be left unconscious for several hours. Do not disturb the subject, but ensure that they can breathe freely at this stage.

Most subjects will be left scaleless, and with clearly underdeveloped limbs. This is normal, and will correct itself over time. Some subjects have been observed to form 'dewdrops of blood', which resolve into fully-formed scales within a matter of hours. These subjects tend to be healthier and more active following the procedure. While a fascinating occurrence, it is unclear what causes the phenomenon.
Further studies and more subjects are required.

Allow the subject to sleep. Any blood remaining in the pool is tainted and useless, and should be disposed of once the subject leaves the pool—do not attempt to reuse it. In the following days, the subject will experience a craving for magical energy and an inexplicable ability to extract it from any valid source. While it can be useful to make use of this craving to establish your relationship as a superior with the subject, it is recommended to indulge it the first time, as it seems to have a positive effect on the subject's condition. Make certain that a meal both physical and magical is left ready for when the subject regains consciousness.

# Class Feature Variants

## Ascetic Sacrifice

*1st-level feature (enhances Multiclassing)*

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 character's personal sacrifice as they give up their old life in order to augment the demi-dragon transformation ritual, committing themselves fully to their chosen path.
## Indefinite Mind

*1st-level feature (enhances Dragon Spark)*

The path of the demi-dragon need not be a confining one. A wizard may strive to turn themselves into a dragon, 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**, as well as any other demi-dragon features that refer to Charisma (except for **Force of Self**).
## Maneuver Versatility

*3rd-level feature (enhances Maneuvers)*

If you know any maneuvers from the demi-dragon’s **Juggernaut archetype**, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
## Natural Heritage

*3rd-level feature (enhances Climb, Swim, and Burrow)*

Both the Metamorph and the Scion can acquire additional movement options. As an option, 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 as well as air.
* 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, allowing others to safely pass through, otherwise it slowly collapses behind you. As an option at the DM's choice, activating your burrowing speed requires an action.

## Size Category

*10th-level Demi-Dragon feature*

Upon reaching levels 10 and 20, your size increases to large and huge, respectively.
Any class-specific features you gain from this class that refer to enemy size categories are increased by one category per size category grown.

Note: A permanent size increase can be a significant problem during the course of a campaign, especially from the DM's perspective. Consider carefully whether to allow this.