Hit Points
Proficiencies
Demi-Dragon
| Level | Proficiency Bonus | Features | Breath Damage | Breath Line/Cone | Glide/Fly Speed |
|---|---|---|---|---|---|
| 1 | + 2 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 2d8 | 30/15 ft. | - |
| 2 | + 2 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 2d8 | 35/15 ft. | 40 ft. |
| 3 | + 2 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 3d8 | 40/15 ft. | 40 ft. |
| 4 | + 2 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 3d8 | 45/20 ft. | 40 ft. |
| 5 | + 3 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 4d8 | 50/20 ft. | 50 ft. |
| 6 | + 3 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 4d8 | 55/20 ft. | 50 ft. |
| 7 | + 3 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 5d8 | 60/20 ft. | 50 ft. |
| 8 | + 3 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 5d8 | 65/25 ft. | 50 ft. |
| 9 | + 4 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 6d8 | 70/25 ft. | 55 ft. |
| 10 | + 4 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 6d8 | 75/25 ft. | 55 ft. |
| 11 | + 4 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 7d8 | 80/25 ft. | 60 ft. |
| 12 | + 4 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 7d8 | 85/30 ft. | 60 ft. |
| 13 | + 5 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 8d8 | 90/30 ft. | 65 ft. |
| 14 | + 5 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 8d8 | 95/30 ft. | 65 ft. |
| 15 | + 5 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 9d8 | 100/30 ft. | 70 ft. |
| 16 | + 5 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 9d8 | 105/35 ft. | 70 ft. |
| 17 | + 6 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 10d8 | 110/35 ft. | 75 ft. |
| 18 | + 6 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 10d8 | 115/35 ft. | 75 ft. |
| 19 | + 6 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 11d8 | 120/35 ft. | 80 ft. |
| 20 | + 6 | Dragon Spark Dragon's Breath Devour Magic Breath Recharge Resolution | 11d8 | 125/40 ft. | 80 ft. |
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
Starting Equipment
Class Features
Dragon Spark (Level 1)
When you become a demi-dragon, you internalize a spark of inherent magical power that fuels your new form and allows you to mimic the extraordinary abilities of a true dragon. The power of this spark is a measure of the magical essence you have accumulated.
Charisma is your ability for specific class features. You use Charisma whenever a feature gained through this class refers to your Dragon Spark. In addition, you use Charisma when setting the saving throw DC for such an effect and when making an attack roll with one.
Dragon Spark
Dragon Spark
Dragon's Breath (Level 1)
Destructive energy simmers within you, ready to be released. When you gain this feature at 1st level, choose between a 30-foot line that is 5 feet wide or a 15-foot cone. Additionally, choose a damage type from among the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
As an action, you exhale destructive energy. Each creature in the area you chose must make a saving throw against your Dragon Spark save DC. A creature takes 2d8 damage of the chosen type on a failed save, or half as much damage on a sucessful one. The type of saving throw depends on the damage type you chose, as shown in the table below.
The damage and range of this feature increase as you gain demi-dragon levels, as shown in the Breath Damage and Breath Line/Cone columns of the Demi-Dragon table. You can use this feature twice, and regain all uses of it after finishing a short or long rest. Starting at 13th level, you can use it three times before a rest.
| Damage Type | Saving Throw |
|---|---|
Acid, Fire, Lightning | Dexterity |
Cold, Necrotic, Poison, Radiant, Thunder | Constitution |
Force | Strength |
Psychic | Intelligence |
Devour Magic (Level 1)
To sustain your new form, you have developed an innate ability that lets you consume magic. Starting from 1st level, as an action, choose one creature, object, or magical effect within a range of 10 feet of you. Any spell of a level lower than or equal to one third your demi-dragon level (minimum 1) on the target 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 ends. Regardless of success, you then regain hit points equal to your demi-dragon level + your Constitution modifier (minimum 1). Effects that refer to dispel magic also apply to this feature, such as wall of force.
You can use this feature once, and must finish a long rest before you can use it again.
Breath Recharge (Level 1)
1st-level demi-dragon optional feature which changes the Dragon's Breath feature
Dragon's Breath no longer stores multiple charges. When you use your Dragon's Breath, roll a d6 at the start of each of your turns. On a 6, you regain use of the feature. Starting at 13th level, you regain use of the feature if you roll a 5 or 6.
Resolution (Level 1)
1st- and 18th-level demi-dragon optional feature which replaces the Devour Magic feature
You act with purpose and celebrate your triumphs. As a bonus action, you set your attention upon the accomplishment of a task - be it slaying a particular foe, obtaining an item not in your possession, or helping an ally in some manner. The task must be non-trivial in nature. While the task remains undone, you have advantage on your next Wisdom saving throw. When the task is accomplished, you regain hit points equal to 1d10 + your demi-dragon level. If you abandon the task or fail to complete it before 10 minutes have passed, these benefits are lost.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you gain advantage on all Wisdom saving throws until the task is accomplished.
Elemental Adaptation (Level 2)
At 2nd level, your form continues to change as you adapt to your newly-attained elemental nature. You gain resistance to the damage type you chose for Dragon's Breath.
Glide (Level 2)
Your wings can slow your fall. Starting from 2nd level, as a reaction you can take when falling while you aren't prone, you can spread your wings and glide, slowing your rate of descent to 20 feet per round. While gliding, you can as part of your movement move up to 40 feet in any horizontal direction, or dive straight down. When you land, you take no falling damage and can land on your feet. You can also start gliding by expending at least 10 feet of movement as part of a high jump.
The speed at which you can glide increases as you gain demi-dragon levels, as shown in the Glide/Fly Speed column of the Demi-Dragon table.
Absorb Magic (Level 3)
At 3rd level, 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 item's magical properties as if you were wearing or wielding the item. The stolen magical power follows all rules that would normally apply to it.
You can return the enchantment to the original item as part of a short or long rest. When returning an enchantment, you do not need to have the item in your possession.
You can have a maximum of 5 such enchantments active at any one time. If the item requires attunement to use, it follows normal attunement rules, and you count as being attuned while the enchantment remains absorbed by you. You can't absorb an item's magic if doing so would cause you to be attuned to more than your maximum attunements.
You can't absorb the power of shields or artifacts Additionally, the Dungeon Master may rule that a specific item's enchantment can't be absorbed. Only enchantments on items that are designed to be equipment (worn or wielded) can be absorbed. You can't combine these enchantments in any way that would not normally be possible - you can't, for instance, benefit from more than one weapon enchantment when making an attack, but if multiple such enchantments are available to you, you can decide which one to use each time you make an attack.
Should you absorb a cursed item, the curse functions as normal. You can rid yourself of the curse after fulfilling its requirements, such as by using the remove curse spell. Doing so temporarily allows you to return the cursed enchantment to its item as part of a short or long rest.
Draconic Embodiment (Level 3)
At 3rd level, you choose an aspect of draconic might to dedicate yourself to. Your choice grants you features at 3rd, 6th, 10th, and 17th level.
Ability Score Improvement (Level 4)
When you reach 4th 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 (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stride (Level 5)
At 5th level, you've become better used to your body. Your walking speed increases by 10 feet while you aren't wearing heavy armor.
Additionally, a creature that is the same size category as you or smaller can ride on your back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
Devour Magic 60 ft. (Level 5)
Starting at 5th level, the range of your Devour Magic increases to 60 feet.
Leeching Strikes (Level 6)
From 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.
Embodiment feature (Level 6)
At 6th level, you gain a feature determined by your Draconic Embodiment.
Flight (Level 7)
At 7th level, you gain a flying speed of 50 feet. You can only use this flying speed if you aren't wearing heavy armor and aren't encumbered. Your flying speed increases as you gain demi-dragon levels, as shown in the Glide/Fly Speed column of the Demi-Dragon table.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Eye of the Dragon (Level 9)
At 9th level, your senses become supernaturally honed. You gain proficiency in your choice of the Perception or the Investigation skill. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for that skill.
Additionally, you gain blindsight out to a range of 10 feet. You faintly sense the location of any magical effect that is within the range of your blindsight, and innately know if such a magical effect can be dispelled.
Embodiment feature (Level 10)
At 10th level, you gain a feature determined by your Draconic Embodiment.
Size Increase (Level 10)
10th- and 20th-level demi-dragon optional feature
Your size increases to Large. At 20th level, your size increases to Huge.
Dragon's Might (Level 11)
At 11th level, raw draconic vitality empowers you. Your Strength, Constitution, and Charisma scores each increase by 2. Your maximum for those scores is now 22.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Dragon's Breath (three uses) (Level 13)
Starting at 13th level, you can use your Dragon's Breath feature three times before a short or long rest.
Rend and Ruin (1d6) (Level 13)
At 13th level, your strikes leave your foes broken and crippled. Once on each of your turns if you deal damage to a target with at least two attacks, the target takes an additional 1d6 damage of the same type as the last hit, and has its speed reduced by 10 feet until the start of your next turn.
Fabled Resistance (Level 14)
The tenacity of dragons is legendary. Starting 14th level, you gain two resistance dice, which are d6s. When you fail a saving throw, you can choose to roll one or more of your resistance dice, adding the result to your saving throw total. You can roll each die one by one. Once a resistance die has turned a failure into a success, the die is expended and cannot be used again until you have finished a long rest.
Force of Self (Level 15)
At 15th level, you have developed a unique connection to the material plane and a stubborn persistence in the face of adversity. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Strength saving throws (your choice).
Ability Score Improvement (Level 16)
When you reach 16th 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.
Embodiment feature (Level 17)
At 17th level, you gain a feature determined by your Draconic Embodiment.
Rend and Ruin (3d6) (Level 17)
Starting at 17th level, the damage increases to 3d6.
Devour Magic (two uses) (Level 18)
At 18th level, you can use your Devour Magic feature twice before a long rest.
Ability Score Improvement (Level 19)
When you reach 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.
Fabled Resistance (three uses) (Level 20)
At 20th level, you gain another die for your Fabled Resistance for a total of three, and they each turn into d10s.
Multiclassing
Multiclassing Requirements
{"str":13}
Subclasses
Subclass Features
Embodiment of the Arbiter
Embodiment of the Arbiter (Level 3)
Arbiters tap into their inner strength through magic by binding spells to their very form. Arbiters learn esoteric magical secrets that aid them in enhancing their own natural abilities with spells, using core principles of magic known only to dragonkind.
Spellcasting
At 3rd level, you begin to tap into your innate dragon magic and gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Arbiter Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration, evocation, and transmutation spells on the sorcerer spell list.
The Spells Known column of the Arbiter Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration, evocation, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, transmutation, or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell
Spell
Scale Bind
Starting at 3rd level, 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 doesn't 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 feet. The binding remains intact unless the scale is destroyed, and can be triggered with a reaction as normal, given a valid target for the bound spell which you are aware of.
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 you must finish a long rest before you can use it again.
Dragonweave (Level 6)
The melding of body and the Weave of magic lies in your heritage. As a bonus action, you can call on your innate magic to grant yourself Dragonweave until the end of your turn. If you take the Attack action while you have Dragonweave, you can cast one of your cantrips in place of one of your attacks. The cantrip must have a casting time of 1 action.
Focal Point (Level 6)
At 6th level, you now regain use of your Scale Bind feature when you finish a short rest.
Additionally, while the scale is detached from you and the spell remains bound, you can see and hear from the scale's location (no action required), using your own senses.
Unmakers Sight (Level 10)
When you reach 10th level, you've studied both the creation and destruction of magic, and have developed an unerring sight for the mystical. You gain the ability to cast detect magic and identify at will. Additionally, you add dispel magic and counterspell to your spells known, and you can cast them each once per long rest without expending a spell slot.
Weave and Unweave (Level 17)
At 17th level, you've learned how to fuel your spells with the sundered power of your enemies. Whenever you use Devour Magic or cast dispel magic, you can immediately use your bonus action to cast a spell of 2nd level or lower. The spell must have a casting time of 1 action or bonus action.
Embodiment of the Ascetic
Embodiment of the Ascetic (Level 3)
Ascetics devote themselves to contemplation and worship. By seeking to better themselves through spiritual and physical training, Ascetics harness the magical nature of their Dragon Spark, developing it into an ember of ineffable power which they use to aid and protect their allies.
Imbue Breath
Starting at 3rd level, you can invest allies with the blessing of your breath. As a bonus action when you use Dragon's Breath, you can anoint yourself or one creature in your breath's area with your elemental might. The target takes no damage from your Dragon's Breath as your elemental energy harmlessly swirls around it. Once per turn when the creature deals damage, they can choose to deal an additional 2d4 damage. The extra damage is of the same type as your Dragon's Breath, and while imbued with your breath, the target has resistance to that damage type. These effects last for 1 minute.
You can use this feature twice, after which you must finish a short or long rest to use it again. At 13th level, you can use it three times before a rest.
Disciple's Meditation
At 3rd level, you can focus your Dragon Spark to mend wounds. If you or one other creature of your choice regains hit points by spending Hit Dice at the end of a short rest, the target regains an extra 2d6 hit points. The extra hit points increase to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 17th level.
Anointed Blessings (Level 6)
At 6th level, the gift of your breath imbues greater boons. When you use Imbue Breath, you can additionally grant the target one of the following additional effects:
Bravery of the Venerated
Your gifted breath takes the form of a symbol of protection. While the benefit lasts, the target of your Imbue Breath is immune to being frightened and gains temporary hit points equal to your Charisma modifier (minimum 1) + your Proficiency bonus at the start of each of its turns.
Might of Dominion
Your gifted breath flows and shapes with the gesture of its wielder. Once per turn while the benefit lasts, when the target of your Imbue Breath deals damage to a creature, they can choose to deal additional elemental damage equal to your Charisma modifier (minimum 1) to every creature of their choice within 5 feet of the initial target. The damage type is the same as your Dragon's Breath.
Bestow Grace (Level 10)
At 10th level, your Dragon Spark can bond your breath to a creature. When you use Imbue Breath, you can additionally grant the target one of the following additional effects:
Gift of Flight
Your gifted breath forms a pair of wings shaped by elemental power. While the benefit lasts, the target of your Imbue Breath gains a flying speed of 40 feet. If you target a creature that already has a flying speed, it instead increases by 20 feet.
Crown of the Irrepressible
Your gifted breath forms a set of horns shaped by elemental power upon the target's brow. While the benefit lasts, the target of your Imbue Breath gains a bonus to their saving throws equal to your Charisma modifier (minimum 1).
Sage Wisdom (Level 10)
At 10th level, you become a conduit for the teachings of dragon sages. At the end of a short rest, the target of your Disciple's Meditation can ask one question that can be answered with a yes or no. The sages speak through you, and give a correct answer for the question. The DM provides the answer.
The sages aren't omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond their knowledge. In a case where a one-word answer could be misleading or contrary to the sages' teachings, the DM might offer a short phrase as an answer instead.
Ineffable Paragon (Level 17)
By 17th level, your selfless dedication has exalted your being. Choose one of the effects from Anointed Blessings or Bestow Grace. You gain the chosen effect permanently. You can change your choice each time you finish a short or long rest.
Embodiment of the Behemoth
Embodiment of the Behemoth (Level 3)
Some dragons rely on brute strength and unyielding vitality to survive in a world that means them ill. Such dragons use their size and tenacity to shrug off deadly attacks, cause upheaval by their very presence, and manhandle their foes with their natural strength.
Lumbering Behemoth
Your endurance and physical might are impressive to behold. At 3rd level, you gain the following benefits:
You gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Intimidation, Perception, or Stealth.
You can carry one additional creature on your back, provided that you are at least one size category larger than each creature you carry.
Some of your archetype features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Behemoth
Natural Overdrive
Starting at 3rd level, as a bonus action, you can enhance your natural might by boosting the magical power of your dragon spark into overdrive. Your overdrive lasts for 1 minute and grants you the following benefits:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
You gain temporary hit points equal to your demi-dragon level + your Constitution modifier.
While in overdrive, once per round on your turn you can choose one of the following effects to activate (no action required).
Grab
If you hit a creature that is no more than one size larger than you with a weapon attack, you can choose to force the creature to make a Strength saving throw against your Behemoth save DC. On a failed save, the creature is grappled by you.
Trampling Push
You can attempt to move into the space of creatures smaller than yourself, treating that space as difficult terrain. When you do, the creature must make a Strength saving throw against your Behemoth save DC. On a failure, you push the creature 5 feet away from you. On a success, you cannot move into that creature's space for that turn. On your turn when you activate this ability, you have a number of charges equal to your Strength modifier, and expend a charge for each creature you attempt to push. You can continue to push a creature that has failed its saving throw, expending a charge for every 5 feet you push the creature.
Guarding Wings
Until the start of your next turn, you and creatures of your choice within 5 feet of you are protected by half cover. Your cover protects from danger from all sides, except from below. If a creature moves within 5 feet of you while this ability is active, you can choose to extend this benefit to them.
You can go into overdrive a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Hulking Beast (Level 6)
You readily use your size and natural might to your benefit. Starting at 6th level, the following options are available to you. You can use each option once, and must then complete a short or long rest to use that option again.
Earth-Shaking Stomp
As a bonus action while on the ground, you can make a powerful stomp. Each creature other than yourself within 30 feet of you that is in contact with the ground must make a Dexterity saving throw against your Behemoth save DC. On a failure, a target is knocked prone.
Challenging Roar
As a bonus action, you let out a defiant roar. Each creature of your choice that is aware of you and within 60 feet of you is forced to make a Wisdom saving throw against your Dragon Spark save DC. On a failed save, that target has disadvantage on any attack roll that isn't against you for 1 minute, but only while you are in the target's line of sight. The target can repeat the saving throw at the end of each of its turns.
Feast
When a creature within 5 feet of you which is at least one size category smaller than you is reduced to 0 hit points, you can use your reaction to devour the creature whole. If the creature isn't a construct, ooze, or undead, you regain a number of hit points equal to your demi-dragon level. If the creature was carrying any magical items, you harmlessly disgorge them during your next short or long rest.
Overpowering Force (Level 6)
At 6th level, you understand well to push the world harder than it pushes back. When you hit with a natural weapon attack against a target that is frightened, grappled, incapacitated, prone, or restrained, you gain a +2 to the damage roll. Additionally, creatures under any of those conditions have disadvantage against your Dragon's Breath saving throw.
Frightful Display (Level 10)
At 10th level, a mere glance can terrify your foes. When you use your Feast feature, choose one creature within 60 feet of you that can see you. That creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turn, ending the effect on a success.
Wounded Defiance (Level 10)
At 10th level, you only grow more steadfast in the face of danger. If you have no more than half your hit points left, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your Constitution modifier (minimum 1).
Earthshaker (Level 17)
At 17th level, the upheaval of your presence sends your foes tumbling. Each creature of your choice that is your size or smaller which starts their turn within 10 feet of you must succeed on a Dexterity saving throw against your Behemoth save DC or fall prone.
Additionally, when you use your Earth-Shaking Stomp feature, each creature of your choice which fails their saving throw against the effect takes bludgeoning damage equal to 1d6 + your Strength modifier.
Embodiment of the Echo
Embodiment of the Echo (Level 3)
Every dragon is unique, but few know it like you do. You mystically draw on the essence of other dragons to embolden yourself with their powers and ideals. While you do not have precise control over the echoes you call upon to aid you, you have a breadth of experience that others cannot rival.
Seek Echo
At 3rd level, you can seek inspiration from the echoes of your brethren. During a long rest, you can manifest the strength of another dragon, gaining some of the benefits of a different Draconic Embodiment. Roll 2d12 and consult the chart below. You can choose the result from either roll to become your echo. As your echo, you gain all 3rd-level features associated with the chosen Draconic Embodiment. Any spell slots, ability charges, or other limited resources unique to the Draconic Embodiment are treated as if you were 3rd level. For example, if you are a 10th-level Echo and choose the Embodiment of the Scion as your echo, you will receive one of the options from Bloodline Heritage, and one use of an Ardent Gift which scales in damage and range along with your normal Dragon's Breath.
| d12 | Draconic Embodiment |
|---|---|
1 | Juggernaut |
2 | Behemoth |
3 | Shadestalker |
4 | Skyterror |
5 | Sibilant |
6 | Scion |
7 | Ascetic |
8 | Arbiter |
9 | Fervent Hoarder |
10 | Packlord |
11 | Metamorph |
12 | Choose any |
You can choose to seek a different Draconic Embodiment to echo every time you finish a long rest, rolling again on the table and gaining a new selection of features. At 6th level, you can roll 3d12 when selecting your Draconic Embodiment. At 10th level, you can roll 4d12 when selecting your Draconic Embodiment.
Essence In Flux (Level 6)
At 6th level, your echoes change you fundamentally. Each time you use Seek Echo, you can select one skill to gain proficiency in. You keep the proficiency until you choose another skill to become proficient in. Additionally, whenever finish a long rest, you can choose to roll on the table below. Your Dragon's Breath changes to match the result. Instead of rolling on the table, you can choose to revert your Dragon's Breath element to your original choice.
| d10 | Dragon's Breath Element |
|---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Distant Insight (Level 6)
At 6th level, experiencing different echoes has granted you a deep understanding of the life they lived, distilled to aid you. Whenever you complete a long rest, you can choose to roll on the table below to determine your insight. You gain the associated benefit until you choose to change it during another long rest.
| d6 | Insight |
|---|---|
1 | Change of Scales |
2 | Community of Stone |
3 | Explorer's Exuberance |
4 | Forgotten Champion |
5 | Rising Struggle |
6 | War of Tongues |
Change of Scales
You remember self-loathing, a dear friend, and the freedom to change. Whenever you miss an attack or fail a saving throw, you give yourself a fortuity dice, a d4. You can have up to three fortuity dice at once. Whenever you miss an attack or fail a saving throw, you can choose to roll one or more of your fortuity dice, expending the dice and giving yourself a bonus to the roll equal to the number rolled.
Community of Stone
You remember a mountain, a family, and the sharing of truths. When you take damage, you can use your reaction to roll a d6. Add your Charisma modifier to the number rolled and reduce the damage by that total. Additionally, you can cast the detect thoughts spell once per short rest, using your Dragon Spark as your spellcasting ability.
Explorer's Exuberance
You remember the energy of youth, leaping movement, and the accumulation of trinkets. Your Aided Jump now triples your maximum jump distances, and once on your own turn when you high jump, you don't need to spend movement as part of the jump. When you end your turn while gliding, you gain temporary hit points equal to your proficiency bonus.
Forgotten Champion
You remember a broken people, a reversal of fortunes, and a systematic extermination of a dire threat. For up to 1 minute after you roll for initiative, you gain one use of Dragon's Breath that does not expend a use of the ability.
Rising Struggle
You remember endless tunnels, struggle, and cunning plans. As an action, you prepare your companions with a sense of unity. Choose up to three creatures other than yourself. Whenever a target makes an ability check or a saving throw, the target can roll a d4 and add the number rolled to the ability check or saving throw. The benefit is lost if you choose new targets or after 8 hours.
War of Tongues
You remember troop movements, fire, and a close companion. As an action, you can designate a friendly creature as your bond. When you or your bonded target start your turn within 10 feet of the other, you or the target gain advantage on the first attack roll made that turn. Additionally, you and the bonded creature can speak telepathically with each other while the two of you are within 300 feet of each other. The bond lasts for 8 hours or until you designate another target as your bond.
Twinned Echo (Level 10)
At 10th level, you can briefly imbue yourself with multiple echoes. Whenever you roll on the Draconic Embodiment table, you can choose an additional Draconic Embodiment from those you rolled, following the same rules as Seek Echo. You do not immediately gain the benefits of the chosen Draconic Embodiment, but must make your choices for it during the long rest.
At the start of each of your turns, you can choose to activate your twinned echo. If you do, you immediately gain all the benefits of the chosen Draconic Embodiment in addition to those gained from Seek Echo. Your twinned echo lasts for 10 minutes, after which the benefits are lost. Once you activate your twinned echo, you cannot do so again until you finish a long rest.
Devour Fate (Level 17)
At 17th level, the fate and identity of the echoes you wield are yours to determine. When you use Devour Magic, you can choose to roll again on the tables for one or both of your current selections for Essence In Flux and Distant Insight. When you do, you additionally regain a number of hit points equal to the number rolled on each die that you roll for Essence In Flux or Distant Insight.
Embodiment of the Fervent Hoarder
Embodiment of the Fervent Hoarder (Level 3)
Fervent Hoarders hold a singular desire in their heart, and take up adventuring to sate it. Hoarders form a special bond with an object that they covet, binding it tightly to the Weave of magic as a focus for their own extraordinary power. Though many Hoarders desire glittering gold, their magical bond can take the form of any beloved object.
Heart of the Hoard
Starting at 3rd level, the pride and joy of your hoard takes the form of a special centerpiece item, which is imbued with your draconic magic as a nascent focal point of your lair. During a short or long rest, you can designate one item in your possession as your hoard centerpiece. The item can benefit from any enchantments that you have available via Absorb Magic as if it were a part of you, but is also subject to the same restrictions. While the item is in your possession, you can use it to conjure temporary replicas of your hoard, such as spectral swords or piles of coins. You can make melee weapon attacks with these hoard replicas, and they count as a natural weapon for you. On a hit, you deal 2d6 bludgeoning, piercing, or slashing damage (your choice), and you add your Charisma modifier to the attack and damage rolls.
When you designate a centerpiece item, choose from the following benefits to apply to it:
Reach of the Hoard
The centerpiece item takes the form of a weapon, a rod, a large gemstone, a collection of coins, or some other perilous object. You can magically float the centerpiece item while it remains within 30 feet of you. Additionally, when you attack with your hoard replica weapon on your turn, its reach increases to 30 feet.
Fortification of the Hoard
The centerpiece item takes the form of a piece of armor, a series of gemstones embedded in your hide, a lucky talisman, or some other protective object. The centerpiece item has a number of charges equal to your Charisma modifier. While the centerpiece item is in your possession, when you are hit by an attack or fail a saving throw, you can choose to expend 1 charge and roll a d6. You add the result both to your AC and to each of your saving throws that you make until the start of your next turn. You regain all charges when you finish a short or long rest.
Magic of the Hoard
The centerpiece item takes the form of an amulet, a piece of clothing or jewelry, a beloved plushie, a coin or other currency, a book, or some other precious object. When you first select this option for Heart of the Hoard, you can choose one cantrip and a number of spells from the sorcerer spell list. See the table below to determine how many spells you know and the highest spell level that is available to you. When you gain a level in this class, you can choose new sorcerer spells and cantrips.
The centerpiece item acts as an arcane focus for you. While the centerpiece item is in your possession, you can cast the spells at the highest spell level available to you, using your Dragon Spark as your spellcasting ability.
Once you cast a spell in this way, you can't do so again until you finish a short or long rest. At 11th level, you can cast two spells before a rest. Additionally, you can choose to expend a use of your Dragon's Breath feature to cast a spell without expending a spell slot, but you must then complete a short or long rest before doing so again.
| Demi-Dragon Level | Spell Slots & Known | Spell Level |
|---|---|---|
3rd | 1 | 2nd |
5th | 1 | 3rd |
7th | 1 | 4th |
9th | 1 | 5th |
11th | 2 | 5th |
True Treasure
From 3rd level, your fascination with a particular type of treasure manifests as a keen knowledge in a related field of artisanry, and a unique magical talent for handling your property. You gain proficiency in one set of artisan's tools of your choice.
Additionally, as an action you can magically float up to 50 pounds of items which you own, which remain in place as you designate for 1 minute or until you are ever more than 20 feet away from the items, after which the items gently descend to the ground. As an action while floating the items, you can manipulate one item as if you were holding it, and can use any of your proficiencies with it.
Manifest Lair (Level 6)
A hoard serves as the magical anchor for a lair, and as an adventuring dragon, you've learned to rapidly form and sever the magical connections that signify a lair. Starting from 6th level, as an action you establish a connection to all nearby terrain within a 60 feet radius of your centerpiece item. Your lair lasts until the centerpiece item is moved from within the range of the established lair, until you manifest a new lair, or until you die.
While you are within your lair, you can take one of the following reactions of your choice at the end of any other creature's turn.
Whisk Away
A tapestry, carpet, gust of wind, or magic wand instantaneously transports a willing creature within your lair up to 30 feet in a direction of your choosing.
Hoard Barrage
Your hoard magically launches one object that you own at a target that you can see within 120 feet. Make a ranged spell attack using your Dragon Spark. On a hit, the target takes damage equal to 1d4 + your Charisma modifier. The type of damage dealt is determined by the DM.
Once you manifest your lair, you can't do so again until you finish a short or long rest.
Claim Item (Level 10)
From 10th level, all that you survey is yours to wield. As an action, you immediately attune to a magical item that is in your possession and is not attuned to another creature. If doing so would cause you to be attuned to more than your maximum attuned items, you can immediately unattune from one other item as part of the action.
When you attune or unattune to an item in this way, you can additionally choose to use Absorb Magic to absorb or return the item's enchantment. If you do, the item must remain in your possession for 1 hour, else the enchantment returns to the item at the end of the hour.
You can use this feature a number of times equal to your proficiency bonus, after which you must finish a long rest to use it again.
Homely Lair (Level 10)
Given a little time to settle in, you can make improvements to your new home. From 10th level, when you finish a long rest while resting in the area of your Manifest Lair, you can choose a spell from the following list which takes effect: druid grove, guards and wards, programmed illusion, and project image. You determine the effects of the spell as if you had cast it, but all effects must be within the radius of your lair and cannot leave it. Only one of these spells can be active at any one time, and the spell immediately ends if Manifest Lair ends. The spell does not require you to concentrate on it.
Splendor (Level 17)
At 17th level, the crowning glory of your hoard is a true marvel. When you designate an item as your centerpiece item during a short or long rest, you can choose two of the features detailed in Heart of the Hoard. You gain the benefits of both.
Embodiment of the Juggernaut
Embodiment of the Juggernaut (Level 3)
Juggernauts face their foes head on and break them under a barrage of fury. Juggernauts rely on raw might and tenacity to wade into battle, using their multiple limbs to tear their enemies down with their powerful natural weapons.
Fury
Your body is a weapon of war. Starting from 3rd level, you learn special maneuvers which are fueled by a resource called fury.
Maneuvers
You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers require you to make an attack. Resolve the attack as you normally would while accounting for the additional effect of the maneuver.
You learn two additional maneuvers of your choice at 6th, 10th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Fury
You have five fury points. You regain all of your expended fury points when you finish a short or long rest.
You can spend fury to perform a maneuver. Each maneuver costs fury points to use, noted in parentheses. You must be able to pay the fury cost to use the maneuver.
You gain two more fury points at levels 6th, 10th, and 17th.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver
Maneuvers
The maneuvers are presented in alphabetical order.
By Any Means
By 3rd level, your horns and wings are alternative means of attack that are used as part of many of your maneuvers. These natural weapons count as simple melee weapons for you, and you are proficient with them. You can use them to make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with them. Your horns deal 2d4 piercing damage. Your wings deal 1d4 bludgeoning damage. When you take the Attack action to attack with your claw or wing, you can use your bonus action to make an additional claw or wing attack.
Tenacious Assault (Level 6)
By 6th level, a fervor burns within you to enact your fury upon your enemies. When you make an attack as a part of a maneuver, you have advantage on the attack roll.
Unwavering Combatant (Level 10)
At 10th level, you embrace challenge. You gain the following benefits:
Anvil of Will (Level 17)
Combat is the anvil of will, and you are its hammer. Starting from 17th level, when a creature succeeds on a saving throw against one of your demi-dragon class features, you can force it to reroll. It must use the new roll. Once you use this feature, you can't do so again until you finish a short or long rest.
Embodiment of the Metamorph
Embodiment of the Metamorph (Level 3)
Metamorphs learn to master and manipulate the secrets that drove their initial transformation. They can reshape their own bodies, adapting themselves to overcome the challenges that are brought on by their surroundings, solve practical problems, enhance their draconic nature, or to express themselves freely by taking on fantastical traits of their choosing - such as by imitating the brightly-colored feathered wings of the coatl, or the flowing mane of a ki-rin.
Adaptive Morph
Starting at 3rd level, your form is an ever-shifting canvas, constantly changing to reflect your circumstances.
Morphs
You learn three morphs of your choice, which are detailed under "Morphs" below.
You learn two additional morph categories of your choice at 6th level, and one additional category at 10th and 17th level. Each time you complete a long rest, you can choose to replace one morph category you know with a different one.
Active Category
As part of a short or long rest, you undergo a metamorphosis which grants you new benefits. Choose one morph category that you know. The morph category you choose becomes your Active category, granting you one of its two listed features (your choice). This morph lasts indefinitely, or until you choose to change it again.
Waning Morph
When you change your Active Category to a different one, the morph you chose as part of that category becomes "Waning". You keep the benefits of the morph, but you are one step closer to forfeiting it. When you change your Active category again, the effect of the previously Waning morph is lost, and the morph of your previously Active category becomes Waning. In this manner, you are always gaining and discarding new effects.
Swift Adaptation
Starting from 3rd level, you can rapidly adjust to new surroundings. If you spend 1 minute in deep focus, you can assume a new morph from among those you have learned. Choose a new Active Category and one of its morphs, and discard old morphs as if you had changed morphs during a rest. Once you use this feature, you can't do so again until you finish a short or long rest.
Morphs
The morph categories are presented in alphabetical order.
Twinned Adaptation (Level 6)
Starting from 6th level, your morphs carry side effects with them. Whenever you choose an Active Category, you gain both the benefits listed in that category. When you choose a new Active Category, you choose one morph from the previously Active Category to keep as a Waning morph and one to discard.
Fueling the Transformation (Level 6)
At 6th level, your form is so malleable that it only needs a spark of energy to change entirely. When you use Devour Magic, or upon completing the goal of your Resolution, you can additionally choose to immediately change your form. If you do, choose a new Active Category that you know and one of its morphs, and discard old morphs as if you had changed morphs during a rest.
Remake Self (Level 10)
At 10th level, you can remake yourself from the ground up. As part of a long rest, you can choose to undergo a metamorphic ritual, during which you cocoon yourself as you rework the nature of your being. This allows you to change your past choices. Change each of the following to your liking. Upon completing the ritual, any ability score damage, scars suffered, or limbs lost are restored. Once initiated, the ritual can't be interrupted. You are helpless and unconscious for the full duration, and can only be stopped by an untimely death.
Dragon's Breath Damage Type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Dragon's Breath Area Effect: line or cone
Elemental Adaptation Damage Type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Eye of the Dragon Proficiency: perception or investigation.
Essence of Change (Level 10)
At 10th level, you understand change like few others. Unless you choose to be affected, your form can't be changed against your will, such as by the polymorph spell or a Medusa's Petrifying Gaze.
Flawless Metamorphosis (Level 17)
Starting from 17th level, you have nigh-total control over your transformation. You can retain one additional Waning morph, and when you change morphs, you can choose to change each of your previously Waning morphs to any morph from any category you know.
Embodiment of the Packlord
Embodiment of the Packlord (Level 3)
You've forged a powerful bond with a group of humanoid creatures who have become your minions. Perhaps you are an industrious taskmaster, or maybe you have befriended your dear minions, or shared the magical nature of your draconic power with them. Regardless, the pack stands ready to assist you.
Unleash Pack
At 3rd level, your minions stand ready to assist you with tricks and sheer numbers. As a bonus action, you designate an object or a creature on the ground that you can see that is within 60 feet of you. The target becomes the focus of your minions, who hinder the target and set up your attacks. The target's speed is halved, it has disadvantage on saving throws against your Dragon's Breath, and you have advantage on your attacks against the target.
Your minions will harass the target for up to 1 minute or until you use this ability again, but the minions scatter if they take damage equal to 3 x your demi-dragon level. They use your AC and saving throws, count as a swarm of humanoids, and are immune to the element you chose for Dragon's Breath.
You can use this feature twice, and must then complete a short or long rest to use it again.
Pack Conductor
At 3rd level, you always have eager minions willing to run errands or perform chores for you. As an action, you can invoke one of the following spells, but it does not count as a spell for you, and does not require material components. Each spell additionally has the noted changes:
Additionally, when you use Wing Surge, your speed can't be reduced in any way until the start of your next turn.
Animal Messenger
The messenger is a humanoid and takes the form of one of your minions.
Alarm
You cannot choose a mental alarm, and the sound of the alarm is a warning given by one of your minions.
Find Familiar
The familiar is immune to the element you chose for Dragon's Breath, is a humanoid with a CR no higher than 1/4th, and lasts for one hour. You can only have one familiar, as normal.
Mage Hand
Your acrobatic minions work together to fetch or hold objects at your direction, but cannot float.
Magic Mouth
The message is delivered by one of your minions who is a creature rather than an object, and will wait at most 8 hours before departing, ending the effect.
Prestidigitation
Your minions use their talents to create the effect, but cannot produce any illusory effect.
Tenser's Floating Disk
The disk is a mundane surface carried by a group of your minions.
Unseen Servant
The servant is a humanoid and takes the form of one of your minions.
Once you invoke one of these non-cantrip spells, you can't do so again until you finish a short or long rest. At 6th level, you can use this feature three times per rest. At 10th level, you can use this feature at will.
Raucous Pack (Level 6)
At 6th level, your minions learn new tricks to hinder your foes. As part of the bonus action you use for Unleash Pack, or as a bonus action that you can take on subsequent turns, you can choose one of the following options to activate.
One creature of your choice within 10 feet of the target of Unleash Pack has disadvantage on the first attack it makes before the start of your next turn.
One creature of your choice within 10 feet of the target of Unleash Pack must make a Strength saving throw against your Dragon Spark save DC. On a failure, the target is either knocked prone or pushed 10 feet in a direction of your choice.
Choose one ability. One creature of your choice within 10 feet of the target of Unleash Pack has disadvantage on ability checks made with the chosen ability until the start of your next turn.
Choose a creature within 60 feet of the target. The chosen creature becomes the new target of Unleash Pack.
Additionally, when the target of Unleash Pack is reduced to 0 hit points, you can choose a creature within 60 feet of the target. At the start of your next turn, the chosen creature becomes the new target of Unleash Pack.
Packbearer (Level 10)
You carry your minions into battle. As a bonus action, your minions come to your assistance. You gain temporary hit points equal to your demi-dragon level + your Charisma modifier. These temporary hit points last for 10 minutes.
While you have these temporary hit points, you can choose for damage you take to bypass your temporary hit points. Additionally, when you end your turn while you have these temporary hit points, you can use a reaction to command your minions to make a ranged weapon attack against a target of your choice within 60 feet of you that you can see, using your Dragon Spark attack modifier. On a hit, the target takes 1d4 + your Charisma modifier piercing damage.
Once you use this feature, you must finish a short or long rest to use it again.
Pack Morale (Level 17)
Your minions always have your back. Once per round when you fail a saving throw while Unleash Pack or Packbearer is active, you can choose to reroll the saving throw and must use the new roll.
Embodiment of the Scion
Embodiment of the Scion (Level 3)
Scions are demi-dragons who commit themselves fully to dragonkind. The purity of their elemental spark makes them nearly indistinguishable from true dragons, inheriting their most iconic traits. Scions dedicate themselves to a specific draconic bloodline from which they draw their power.
Bloodline Heritage
At 3rd level, you grow closer to one of the fifteen draconic bloodlines, taking on the physical appearance of a dragon of that type. Choose a dragon type from the table below. The type chosen must match the damage type you chose for Dragon's Breath. You gain a climbing, swimming, or burrowing speed depending on your choice. If you choose Silver, you instead gain the Silver Mist morph, detailed under the Embodiment of the Metamorph.
If you gain a climbing speed, it is equal to your walking speed and you suffer no ill effects from high altitudes. If you gain a swimming speed, it is equal to your walking speed and you can breathe both air and water. If you gain a burrowing speed, it is equal to half your walking speed and you can tunnel through loose dirt, gravel, and similar materials, but not through solid materials. If you burrow at half speed, you can reinforce your tunnel as you move, letting others safely pass through - otherwise it slowly collapses behind you.
| Dragon | Damage Type | Speed | Ardent Gift |
|---|---|---|---|
Black | Acid | Swim | Acid Barrage |
Blue | Lightning | Burrow | Lightning Lance |
Green | Poison | Swim | Beguiling Miasma |
Red | Fire | Climb | Fiery Eruption |
White | Cold | Burrow or Swim | Freezing Mist |
Brass | Fire | Burrow | Fiery Eruption |
Bronze | Lightning | Swim | Lightning Lance |
Copper | Acid | Climb | Acid Barrage |
Gold | Fire | Swim | Fiery Eruption |
Silver | Cold | Silver Mist | Freezing Mist |
Amethyst | Force | Swim | Spatial Echo |
Crystal | Radiant | Burrow or Climb | Scintillating Radiance |
Emerald | Psychic | Burrow | Discordant Disruption |
Sapphire | Thunder | Burrow or Climb | Trembling Thunder |
Topaz | Necrotic | Swim | Desiccating Aura |
Ardent Gift
Starting from 3rd level, you inherit the unique properties of your bloodline's fabled powers. Depending on your Bloodline Heritage, you gain a unique draconic ability. You can use this feature once, and regain the ability to do so once you finish a short or long rest. At 6th level, you can use this feature twice.
Each Ardent Gift uses the numbers listed in the Breath Line/Cone column of the Demi-Dragon class table, and increases in range as you gain levels. It uses the specified line or cone regardless of what you chose for Dragon's Breath.
Acid Barrage
As an action, you launch bursts of acid at up to 3 nearby targets that you can see and which are within a number of feet equal to your Line Range. Make a ranged spell attack with your Dragon Spark against each target. On a hit, the target takes acid damage equal to your Dragon's Breath Damage.
Beguiling Miasma
As a bonus action, you breathe forth a vaporous poison, which billows around one creature you can see that is within the range of your Line Range. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or become charmed by you for 1 minute. If the charmed target takes any damage, it can repeat the saving throw, ending the effect on a success. While charmed in this way, the target is poisoned. At the end of the charmed creature's turn, every creature of your choice within 5 feet of the charmed creature must succeed on a Constitution saving throw against your Dragon Spark save DC or become poisoned until the start of the charmed creature's next turn.
Discordant Disruption
As a bonus action, you focus a mind-disrupting sound upon one creature of your choice that you can see within your Line Range. The creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or take psychic damage equal to your Dragon's Breath Damage and be stunned until the end of its next turn. On a successful saving throw, a creature takes half the damage and isn't stunned. At your option, you can choose to deal no damage.
Desiccating Aura
As an action, you fill yourself with withering energy for 1 minute. You gain an aura equal in radius to your Cone Range. Each creature of your choice that moves into the aura's area for the first time on a turn or starts its turn there is afflicted by your baleful presence until the start of their next turn. Whenever an afflicted creature makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Fiery Eruption
As an action, you lob a ball of fire at a square that you can see within the range of your Line Range, which explodes into a 5-foot-wide, 20-foot-tall cylinder of flames. Each creature in the eruption's area must make a Dexterity saving throw against your Dragon Spark save DC or take fire damage equal to twice the damage dice of your Dragon's Breath Damage on a failed save, or half as much of the total damage on a successful one.
Freezing Mist
As an action, you breathe a freezing mist forth, which fills a cylinder equal in height and radius to your Cone Range, centered on a point within range of your Line Range. The mist spreads around corners, and its area is lightly obscured. Each creature other than you in the mist when it appears or which ends its turn in the mist must make a Constitution saving throw against your Dragon Spark save DC or take cold damage on a failed save or half as much damage on a successful one. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s. The mist lasts until the start of your next turn.
Lightning Lance
As a bonus action, your breath forms a beam of crackling energy between yourself and a target within the range of your Line Range, creating a sustained arc of lightning. Make a ranged spell attack with your Dragon Spark against that creature. On a hit, the target takes lightning damage, and on each of your subsequent turns for up to 1 minute thereafter, you can use your bonus action to automatically deal further lightning damage to the target. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place of d8s. The effect ends if you use your bonus action to do anything else. The effect also ends if the target is ever outside the range of your Line Range or if it has total cover from you. While the effect lasts, your bite attacks deal lightning damage instead of the piercing damage normal for a bite attack.
Scintillating Radiance
As a bonus action, you grant yourself and each creature of your choice within a diameter of yourself equal to your Cone Range a number of temporary hit points equal to your demi-dragon level + your Constitution modifier. These temporary hit points last for 1 minute.
Spatial Echo
As a bonus action, you manifest a dimensional projection of yourself in an unoccupied space that you can see within your *Line Range*. The echo looks like a magical shimmering purple image of you. The echo lasts until it is destroyed or until one minute has passed. Your echo shares your AC and saving throws, has hit points equal to twice your demi-dragon level, and immunity to all conditions. It is the same size as you, and occupies its space. Whenever you move during your turn, you can choose to move yourself or the echo, expending 5 feet of your movement for each 5 feet you move the echo. The echo shares your senses, and you experience what it sees and hears (no action required). You can use the echo in the following ways:
When you take the Attack or Dragon's Breath actions on your turn, you can choose to treat any attack or breath exhalation you make with that action as originating from your space or the echo's space. You make this choice for each attack.
When a creature that you can see moves away from your echo, you can treat the reach of your natural weapons as if you were in the echo's space, and you can use your reaction to make an opportunity attack against that creature.
Trembling Thunder
As an action, you launch a frightful burst of sound that can be heard up to 300 feet away at up to two creatures of your choice that you can see within your Line Range. Each creature must succeed on a Constitution saving throw against your Dragon Spark save DC or take thunder damage equal to your Dragon's Breath Damage and be frightened of you for 1 minute. On a successful save, a creature takes half damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ardent Focus (Level 6)
At 6th level, you've learned how to get the most out of your Ardent Gift. Depending on your Bloodline Heritage, you gain the following benefit:
Corrosion
Before the end of your next turn, the next attack roll made against each target hit by your *Acid Barrage* has advantage.
Induce Torpor
As an action while a target poisoned by your Beguiling Miasma is within 10 feet of you, you can force the target to make a Constitution saving throw against your Dragon Spark save DC or be rendered unconscious for up to 1d4 hours. If the unconscious creature takes any damage, it wakes up.
Lingering Soundburst
When your Discordant Disruption stun condition expires, the target drops prone, and every creature within 10 feet of the target is pushed 10 feet away from the target.
Withering Presence
You can now choose to activate your Desiccating Aura as a bonus action. Additionally, any creature that is afflicted by your aura can't regain hit points.
Explosive Departure
When you use Fiery Eruption, you can use your bonus action to take flight and launch yourself 15 feet into the air. This movement doesn't provoke opportunity attacks.
Glacial Chill
Creatures that fail their saving throw against your Freezing Mist have their speed halved until the end of their next turn.
Sweeping Lightning
As a reaction when Lightning Lance misses its initial target or would end, you can redirect the beam of lightning to another target. Make a Dragon Spark attack against a different target that is within range. On a hit, the target takes no damage, but becomes the new target of your Lightning Lance. Once you use your reaction in this way, you can't do so again until you initiate Lightning Lance again.
Light Burst
When you activate your Scintillating Radiance, each creature of your choice within its range must succeed on a Dexterity saving throw or be blinded until the end of their next turn.
Dimensional Reversal
At the end of your turn while your Spatial Echo lasts or immediately when it is destroyed or expires, you can choose to instantaneously swap position with the echo (no action required).
Imposing Fear
As a reaction that you can take while a creature is frightened by your Trembling Thunder, you can force each target to spend at least 10 feet of its movement to move away from you during its next turn. A creature that is unable to do so on its turn instead drops prone.
Elemental Suffusion (Level 10)
By 10th level, you've grown fully attuned to your bloodline. You are immune to the damage type you chose for Dragon's Breath.
Frightful Roar (Level 17)
At 17th level, your heritage lets you inspire fear in those around you. As a bonus action, each creature of your choice that is aware of you and within 60 feet of you is forced to make a Wisdom saving throw against your Dragon Spark save DC. On a failed save, a target becomes frightened of you for 1 minute. You can use this feature once, and regain the ability to do so after finishing a long rest.
Embodiment of the Shadestalker
Embodiment of the Shadestalker (Level 3)
Some demi-dragons are rejected or feared by those around them, and learn to rely on tricks and subterfuge. Shadestalkers outmaneuver their enemies with predatory ambushes before vanishing into the night, striking only when they have the advantage.
Umbral Lunge
Starting from 3rd level, you can become a shade and dart forward. Once on each of your turns while you aren't grappled, incapacitated, or prone, you can choose an unoccupied space which you can see within 15 feet of you. You can act as if you occupy that space, instead of your own. Shadows pull you back and end the effect when you move, at the end of your turn, or if you choose to end it early (no action required). If an effect reduces your speed to 0 during the lunge, you instead move to the space.
Keen Predator
At 3rd level, predatory instincts awaken in you. You can use your Charisma modifier in place of your Dexterity modifier when making Dexterity checks and Dexterity saving throws. Additionally, you gain blindsight out to 10 feet. When you gain Eye of the Dragon, this range increases to 20 feet.
Shade Veil (Level 6)
At 6th level, you can create an area of sheltering shadows. As a bonus action, you choose a point within your Cone Range from which spreads a 15-foot cube of magical darkness. The darkness spreads around corners, a creature with darkvision can't see through the darkness, and nonmagical light can't illuminate it. The darkness lasts for 1 minute, or until you choose to dismiss it early as a bonus action. You can use this feature three times, and must then complete a short or long rest before you can use it again.
Fade and Ambush (Level 10)
Starting from 10th level, you vanish and reappear abruptly. Immediately after ending your turn, you can take the Hide action as a reaction.
Additionally, whenever you hit with a melee weapon attack which you had advantage on, the target of your attack must make a Wisdom save against your Dragon Spark save DC. On a failure, the target becomes frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns. A target that succeeds on this save is immune to this effect for the next 8 hours.
Blood and Shade (Level 17)
At 17th level, shadows cling to you as you burst from concealment, and when you strike, you leave your enemies bleeding and crippled. If you start your turn while heavily obscured or hidden, you become invisible until the end of your turn.
Additionally, the speed reduction of your Rend and Ruin lasts for 1 minute.
Embodiment of the Sibilant
Embodiment of the Sibilant (Level 3)
Sibilants are psionic manipulators who prefer to quietly and selectively influence those around them in their own favor, whispering unassuming suggestions that play into their plans. A sibilant will compel their foes to step right into the path of their elemental breath without them even realizing.
Sibilant Mind
Starting from 3rd level, your psionic mind lets you manipulate those who surround you, or protect yourself from attackers. At the start of your turn, you gain one of the following benefits which lasts until you choose the other option:
Telepathic
Starting from 3rd level, you can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. You can speak in this way to one creature at a time, and the creature can respond to you.
Clarity of Thought (Level 6)
At 6th level, your careful planning and disciplined thoughts leave no room for error. You cannot be charmed. Additionally, whenever you start your turn with no hostile creature within 5 feet of you, you can add your Charisma modifier to one damage roll you make before the end of your turn.
Obfuscate Consciousness (Level 6)
Starting from 6th level, you can infiltrate the minds of others to change how they see you. As a bonus action, choose a creature within 120 feet of you that you are aware of. The creature must succeed on a Wisdom saving throw or become charmed by you for 10 minutes or until you lose your concentration (as if you were concentrating on a spell). Additionally, you alter the creature's perception of you, choosing from the following secondary effects:
You appear to the target as a completely different creature of your choice, looking and sounding as you determine.
You erase yourself from the target's vision. The target treats you as if you were invisible.
You appear to the target as a haunting vision. The target is frightened of you and deafened to all around it save you.
If the charmed target takes any damage, the charm ends, but the secondary effect persists for the remaining duration. You can use this feature twice, and must then finish a short or long rest to use it again.
Overwhelming Desolation (Level 10)
Amidst the destruction of your elemental breath reigns confusion. Starting from 10th level, when you use your Dragon's Breath feature, you can use your bonus action to psionically overwhelm one target that took damage from your Dragon's Breath. That creature must make a Wisdom saving throw against your Dragon Spark save DC or be incapacitated until the end of their next turn.
Dominion of Perception (Level 17)
At 17th level, you leave a web of altered perception in your wake. While concentrating on your Obfuscate Consciousness, you can as a bonus action choose to target another creature within your range with the effects of Obfuscate Consciousness, but cannot target the same creature more than once.
Embodiment of the Skyterror
Embodiment of the Skyterror (Level 3)
An ancient martial technique amongst dragons has seen a resurgence under a new flair, wielding steel weaponry to decimate unprepared foes. Normally impractical to a grounded dragon, such weapons take on a different characteristic when swung from the air, giving the appearance of a brutal aerial dance of flashing steel and beating wings.
Wing Surge
At 3rd level, you are swift on the wing. As a bonus action, you can immediately move up to half your Glide & Fly speed in a direction of your choice without provoking opportunity attacks, and immediately start gliding. Until the start of your next turn, Glide's rate of descent slows to 0 feet per round, and you can can hover in place. You can use this feature a number of times equal to your proficiency bonus, and must finish a short or long rest until you can use it again.
Draconic Armory
At 3rd level, you merely need the right angle of attack when using manufactured weaponry. You gain proficiency with simple and martial weapons. While you are gliding or flying, Mythic Build does not impose disadvantage on attacks made with weapons that have the ammunition or two-handed property. Additionally, you gain the following benefits:
Whirling Destruction
Whenever you move at least 10 feet in a straight line, you can add your Charisma modifier to the damage roll of one weapon attack you make with a martial melee weapon which you are wielding and which lacks the Reach property before the end of that turn.
Unerring Momentum
When you make an attack with a martial melee weapon which you are wielding, which has the Reach property, and which deals slashing or piercing damage, you can add 1 to the damage roll (maximum of twice your proficiency bonus as extra damage) for every 5 feet you move in a straight line before making the attack.
Dragon Sight
Whenever you make a ranged weapon attack, you can use your Strength modifier in place of your Dexterity modifier for the attack and damage rolls.
Dive and Soar (Level 6)
At 6th level, your momentum is your greatest asset. Once during each of your turns, you can activate one of the following benefits (no action required):
Dive
While you are gliding or flying, you can dive straight down a number of feet equal to half your Glide & Fly Speed without expending movement.
Soar
When you make a melee attack against one creature of your choice, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Aerial Acrobatics (Level 10)
At 10th level, you are both elegant and devious in your maneuvering. When you use Wing Surge, you gain advantage on Dexterity saving throws and your AC increases by 3 until the start of your next turn.
Unfettered (Level 17)
At 17th level, you are swift and free as the wind. Your walking and flying speeds each increase by 20.
Additionally, when you use Wing Surge, your speed can't be reduced in any way until the start of your next turn.