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Demi-Dragón: Raza y Clase en RPG

Este documento describe la raza de demi-dragón para un juego de rol, incluyendo su origen como humanoides transformados mágicamente en dragones y sus rasgos como visión nocturna, escamas protectoras, armas naturales como colmillos y cola, y la habilidad de extraer magia de su entorno. Explica cómo los demi-dragones varían en cuanto a qué tan parecidos son a los dragones verdaderos y cómo se sienten sobre su transformación, ya sea que la deseen o la odien. También proporciona

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ariakas
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0% encontró este documento útil (0 votos)
203 vistas58 páginas

Demi-Dragón: Raza y Clase en RPG

Este documento describe la raza de demi-dragón para un juego de rol, incluyendo su origen como humanoides transformados mágicamente en dragones y sus rasgos como visión nocturna, escamas protectoras, armas naturales como colmillos y cola, y la habilidad de extraer magia de su entorno. Explica cómo los demi-dragones varían en cuanto a qué tan parecidos son a los dragones verdaderos y cómo se sienten sobre su transformación, ya sea que la deseen o la odien. También proporciona

Cargado por

ariakas
Derechos de autor
© © All Rights Reserved
Nos tomamos en serio los derechos de los contenidos. Si sospechas que se trata de tu contenido, reclámalo aquí.
Formatos disponibles
Descarga como ODT, PDF, TXT o lee en línea desde Scribd

El Demi-Dragón

Adopta la forma de un dragón con esta combinación de raza-clase para el mejor juego de rol del mundo

¡Mi armadura es como diez escudos, mis dientes son espadas, mis garras son lanzas, mi cola es
un relámpago, mis alas son un huracán y mi aliento es muerte!
- Smaug el Terrible

Parte I: Raza & Clase


Una sola dragona enana de escamas carmesí se encuentra desafiante en medio de una
partida de guerra orca, los cuales agitan sus hachas en anticipación de una sencilla
muerte. Con un rugido, el fuego ilumina el claro del bosque mientras la dragona
carga sin miedo, haciendo retroceder a los asustados orcos con una ferocidad que
desmiente su modesto tamaño.

El dragón azur estudia las runas arcanas del mago, mientras sus compañeros esperan
cerca. Tomando nota en su amado diario, inhala profundamente, extrayendo la
energía mágica directamente de la sala protectora. Con una sonrisa satisfecha, guía a
sus compañeros hacia lo más profundo del santuario del mago.

Dentro de un templo de piedra en la cima de una montaña helada, un sabio dragón se


sienta en pose de meditación. Estaba contento de capear la ventisca que pronto lo
dejaría varado y aislado, calentado solo por el suave resplandor de la esfera de fuego
humeante que sostenía en alto en señal de súplica. Disfrutó de la oportunidad de
reflexionar sobre los acontecimientos de su viaje.

Aunque cada uno de estos demi-dragones cuenta una historia diferente, comparten
antecedentes similares—una vez fueron humanoides que sufrieron una
transformación metamórfica que cambió su cuerpo. Son raros aquellos que están tan
afligidos, pero cada uno debe aprender a vivir con las consecuencias a su manera.

Cada demi-dragón es diferente, algunos se basan en gran medida en la esencia de los dragones verdaderos, mientras que
otros desafían tales comparaciones. Muchos demi-dragones son condenados al ostracismo por quienes los rodean.
Algunos disfrutan de su nueva forma, mientras que otros detestan lo que les han hecho, pero todos están unidos por la
transformación que han sufrido.

Imitación de Forma
Para la mayoría, los dragones son monstruos a los que hay que temer y odiar. Pero para unos pocos, son símbolos de
poder y potencial—y esos pocos sacrificarían cualquier cosa si les permitiera tener la fuerza de los dragones para usarla
para sus propios fines.

Ya sea impulsado por creencias fanáticas, hambre de poder personal o un deseo genuino de ayudar a otros por cualquier
medio disponible, algunos eligen someterse a una transformación ritual que cambia su cuerpo en la imitación de un
dragón verdadero. Otros individuos inventan experimentos mágicos detallados sobre sujetos reacios, explorando las
limitaciones de la sangre de los dragones. Independientemente del origen, la criatura resultante se conoce como demi-
dragón—un ser que fue creado en lugar de haber nacido.

Transformación Ritual
Los detalles exactos de la transformación del demi-dragón no están claras, pero la naturaleza de la magia innata del
dragón sugiere múltiples caminos hacia el mismo resultado. Ya sea que se logre a través de destrezas mágicas, alquimia,
devoción entusiasta o bañándose en sangre de dragón, la transformación se basa en la esencia de un dragón verdadero
para infundir una chispa de magia en el sujeto, obligándolo a asumir las características físicas de un dragón. Aunque
adopta la forma de un dragón durante la transformación, el sujeto a menudo se queda a medio camino y puede quedar
temporalmente sin escamas o sin alas. Tales deficiencias tienden a corregirse con el tiempo—pero una vez
transformado, no se conoce ninguna forma de revertir la metamorfosis.

Chispa de Magia
Como parte de su transformación, se forma una chispa de magia en el corazón de un demi-dragón—esto es lo que les
permite simular el poder de un dragón e imitar sus armas de aliento elementales.
Como resultado de su naturaleza inusual, los demi-dragones desarrollan la capacidad de extraer magia de su entorno, lo
que requiere una fuente externa de energía mágica para alimentar esta chispa como una forma de acercarse a la
naturaleza inherente de los dragones verdaderos. El poder relativo de esta chispa es una medida de la esencia mágica
que ha acumulado un demi-dragón.

Donde los dragones verdaderos nacen en su esplendor natural, los demi-dragones deben trabajar duro, robar y
sacrificarse por solo una fracción de ese poder.

Rasgos de Demi-Dragón
Tu naturaleza dracónica se manifiesta en una variedad de rasgos compartidos.

Aumento de Puntuaciones de Característica. Tu puntuación de Fuerza aumenta en 2, y otra puntuación de


habilidad de tu elección aumenta en 1.
Edad. Un demi-dragón puede vivir aproximadamente cuatrocientos años, a partir de la primera vez que se le
transformó.
Tipo de Criatura. Eres un Dragón.
Tamaño. Los demi-dragones tienen una masa corporal idéntica a la de su forma anterior. A lo sumo, un demi-
dragón mide 4 pies de alto desde el hombro hasta el suelo, y no mide más de 16 pies desde el hocico hasta la
punta de la cola, de los cuales su cuerpo representa un máximo de 5 pies. Tu tamaño es Mediano o Pequeño, lo
eliges al seleccionar esta raza.
Velocidad. Tu velocidad base para caminar es de 30 pies.
Salto Asistido. Tus alas te proporcionan elevación. Tu distancia máxima de salto para saltos altos y largos se
duplica, y no necesitas comenzar a correr. Esta distancia extra cuesta el movimiento normal.
Visión en la Oscuridad. Tiene una visión superior en condiciones de oscuridad y penumbra. Puedes ver en la
luz tenue dentro de los 60 pies a tu alrededor como si fuera en luz brillante, y en la oscuridad como si fuera una
luz tenue. No puedes distinguir los colores en la oscuridad, solo tonos de grises.
Escamas de Dragón. Tu esencia mágica potencia tus escamas protectoras. Mientras no lleves armadura, tu
Clase de Armadura es igual a 10 + tu modificador por Constitución + tu modificador por Carisma.
Complexión Mítica. Cuentas como una categoría de tamaño mayor al determinar tu capacidad de carga y el
peso que puedes empujar, arrastrar o levantar.
Tus garras tienen suficiente agilidad manual para manipular objetos con normalidad, pero tienes desventaja en
las tiradas de ataque hechas con armas que tienen las propiedades de munición o a dos manos, y no recibes
ningún beneficio por empuñar escudos. Para usar una armadura, debes tenerla fabricada especialmente para ti,
lo que cuesta el doble de lo normal.
Armas Naturales. Tienes acceso a un arsenal de armas naturales. Estas armas naturales cuentan como armas
cuerpo a cuerpo marciales para ti, y eres competente con ellas. Puedes usarlas para realizar ataques con armas
cuerpo a cuerpo, y añades tu modificador de Fuerza a las tiradas de ataque y daño cuando atacas con ellas. Tus
fauces llenas de colmillos infligen 1d12 puntos de daño perforante con un impacto. Tu cola azotadora tiene la
propiedad de alcance e inflige 1d10 puntos de daño contundente. Tus garras desgarradoras infligen 1d6 puntos
de daño cortante. Cuando realizas la acción de Atacar y atacas con tu garra, puedes usar tu acción adicional
para realizar un ataque de garra adicional.
Herencia. Tu conexión con un tipo particular de dragón verdadero se manifiesta como una habilidad
relacionada. Obtienes competencia con una de las siguientes habilidades de tu elección: Acrobacias, Arcanos,
Engañar, Historia, y Persuasión.
Idiomas. Puedes hablar, leer y escribir Común y Dracónico.

Creando Un Demi-Dragon
Al crear tu demi-dragón, debes considerar cuidadosamente dos preguntas: ¿quién eras antes de convertirte en demi-
dragón y qué serie de eventos lo llevaron a convertirse en uno? Considera cómo era tu personaje antes, cómo lo ven los
demás y cómo se ve a sí mismo ahora.

Creación Rápida
Puedes hacer un demi-dragón rápidamente siguiendo estas sugerencias. Primero, haz de la Fuerza tu puntaje de
habilidad más alto, seguido de Constitución y Carisma. En segundo lugar, elige el trasfondo Víctima de Taumaturgia.
Por último, elige un cono de fuego para tu rasgo de Aliento de Dragón.

d6 Causa de la Transformación
Estudiaste durante años como un discípulo del dragón, superando a los demás estudiantes al lograr una verdadera
1
transformación.
2 Participaste en la matanza de un dragón y luego usaste su sangre mágica para imbuirte de su esencia.
3 Un mago enloquecido te capturó y transformó contra tu voluntad como parte de un experimento mágico.
Como joven guerrero prometedor de un clan bárbaro, fuiste elegido para convertirte en el campeón dracónico del
4
clan.
Encontraste y usaste un artefacto maldito, el cual te transformó. Ahora buscas una forma de deshacerte del
5
artefacto y su maldición.
6 En realidad, eres un dragón verdadero en busca de tu propia aventura.

Rasgos de Clase
Como demi-dragón, obtienes los siguientes rasgos de clase.

Puntos de Golpe
Dado de Golpe: 1d10 por nivel de demi-dragón
Puntos de Golpe a Nivel1: 10 + tu modificador por Constitución
Puntos de Golpe a Niveles Superiores: 1d10 (o 6) + tu modificador por Constitución por nivel de demi-dragón
después del 1ero

Competencias
Armadura: Ninguna
Armas: Ninguna
Herramientas: Ninguna
Tiradas de Salvación: Fuerza, Constitución
Habilidades: Elije dos entre Atletismo, Intimidación, Investigación, Percepción, Perspicacia, Persuasión, Sigilo y
Supervivencia

Equipo
Empiezas con el siguiente equipo, además del equipo otorgado por tu trasfondo:
• varios objetos de valor brillantes por valor de 2d4 x 5 po
• (a) un pack de erudito, (b) un pack de sacerdote, o (c) un pack de explorador. Los paquetes
toman la forma de alforjas modificadas
Un Cuento Contado De La Ruina
• un artículo de antes de tu transformación. Determina este artículo tu mismo o usa la tabla a
continuación

d6 Artículo de Importancia Personal


1 Un par de anteojos ajustados
2 Un anillo, dado como regalo
3 Un libro gastado de cuentos de hadas
4 Un instrumento musical chamuscado
5 Un símbolo sagrado pulido
6 Un juego de dados trucados

CONSECUENCIA DE LA TRANSFORMACIÓN
Has pasado por un ritual que ha cambiado la naturaleza de tu ser. Al crear un personaje demi-dragón, pierdes todos los
rasgos raciales asociados con tu raza anterior y en su lugar adoptas los del demi-dragón. Mantienes tus recuerdos,
alineamiento y otros niveles de clase (si los tuvieras). No puedes usar los rasgos raciales de demi-dragón si no tienes al
menos un nivel de la clase.

Si tu raza cambia posteriormente por otro efecto, perderás el acceso a todos los rasgos de clase de demi-dragón. Tu
raza y tu clase están invariablemente unidas.

EL DEMI-DRAGÓN
Línea/Cono de
Bonificador por Daño de Aliento Velocidad de
Nivel Rasgos Alcance de
Competencia de Dragón Planeo & Vuelo
Aliento de Dragón
1 +2 Chispa de Dragón, Aliento de 2d8 30/15 pies –
Dragón, Devorar Magia
2 +2 Adaptación Elemental, Planeo 2d8 35/15 pies 40 pies
Encarnación Dracónica, Absorb
3 +2 3d8 40/15 pies 40 pies
Magic
Mejora de Puntuación de
4 +2 3d8 45/20 pies 40 pies
Característica
Ataque Adicional, Zancada,
5 +3 4d8 50/20 pies 50 pies
Devorar Magia 60 pies
Rasgo de Encarnación, Golpes de
6 +3 4d8 55/20 pies 50 pies
Sanguijuela
7 +3 Vuelo 5d8 60/20 pies 50 pies
Mejora de Puntuación de
8 +3 5d8 65/25 pies 50 pies
Característica
9 +4 Ojo del Dragón 6d8 70/25 pies 55 pies
10 +4 Rasgo de Encarnación 6d8 75/25 pies 55 pies
11 +4 Poder del Dragón 7d8 80/25 pies 60 pies
Mejora de Puntuación de
12 +4 7d8 85/30 pies 60 pies
Característica
Aliento de Dragón (tres usos),
13 +5 8d8 90/30 pies 65 pies
Desgarrar y Arruinar (1d6)
14 +5 Resistencia Legendaria 8d8 95/30 pies 65 pies
15 +5 Fuerza del Yo 9d8 100/30 pies 70 pies
Mejora de Puntuación de
16 +5 9d8 105/35 pies 70 pies
Característica
Rasgo de Encarnación, Desgarrar
17 +6 10d8 110/35 pies 75 pies
y Arruinar (3d6)
18 +6 Devorar Magia (dos usos) 10d8 115/35 pies 75 pies
Mejora de Puntuación de
19 +6 11d8 120/35 pies 80 pies
Característica
20 +6 Resistencia Legendaria 11d8 125/40 pies 80 pies

Regla Opcional: Multiclase


Si tu grupo usa la regla opcional sobre multiclase del Manual del Jugador, esto es lo que
necesitas saber si eliges el demi-dragón como una de tus clases.

Puntuación de Habilidad Mínima. Como personaje multiclase, debes tener al menos


una puntuación de Fuerza de 13 para subir de nivel en esta clase, o para subir de nivel
Respira En Paz Y Escucha Mis Verdades
en otra clase si ya eres un demi-dragón.
Competencias Obtenidas. Si el demi-dragón no es tu clase inicial, obtienes los rasgos raciales de demi-dragón
cuando tomas tu primer nivel como demi-dragón.

Chispa de Dragón
Rasgo de demi-dragón de 1er nivel

Cuando te conviertes en un demi-dragón, interiorizas una chispa de poder mágico inherente que alimenta tu nueva
forma y te permite imitar las extraordinarias habilidades de un dragón verdadero. El poder de esta chispa es una medida
de la esencia mágica que has acumulado.

Carisma es tu habilidad para rasgos de clase específicas. Usas tu Carisma cada vez que un rasgo obtenida a través de
esta clase se refiere a tu Chispa de Dragón. Además, usas tu Carisma cuando estableces la CD de la tirada de salvación
para dicho efecto y cuando haces una tirada de ataque con una.

CD salvación de Chispa de Dragón = 8 + tu bonificador de competencia + tu modificador por Carisma


Modificador de ataque de Chispa de Dragón = tu bonificación de competencia + tu modificador por Carisma

Aliento de Dragón
Rasgo de demi-dragón de 1er nivel

La energía destructiva hierve a fuego lento dentro de ti, lista para ser liberada. Cuando obtenga este rasgo, elige entre
una línea de 30 pies que tenga 5 pies de ancho o un cono de 15 pies. Además, elige un tipo de daño entre los siguientes:
ácido, frío, fuego, fuerza, relámpago, necrótico, veneno, psíquico, radiante o trueno. Tu aliento siempre usa la forma y
el elemento elegido.

Como acción, exhalas energía destructiva. Cada criatura en el área que elijas debe hacer una tirada de salvación contra
tu CD de salvación de Chispa de Dragón. La criatura sufre 2d8 puntos de daño del tipo elegido si falla la tirada de
salvación, o la mitad de daño si tiene éxito. El tipo de tirada de salvación depende del tipo de daño que elijas, como se
muestra en la siguiente tabla.

El daño y el alcance de este rasgo aumentan a medida que obtienes niveles de demi-dragón, como se muestra en las
columnas de Daño y Alcance de Aliento de Dragón de la tabla de demi-dragones. Puedes usar este rasgo dos veces y
recuperar todos los usos después de finalizar un descanso corto o largo. A partir del nivel 13, puedes usarlo tres veces
antes de un descanso.

Tipo de Daño Tirada de Salvación


Ácido, Fuego, Relámpago Destreza
Frío, Necrótico, Veneno, Radiante, Trueno Constitución
Fuerza Fuerza
Psíquico Inteligencia

Devorar Magia
Rasgo de demi-dragón de 1er, 5to y 8vo nivel

Por cada conjuro de un nivel superior a ese, haz una tirada de Carisma. La CD es igual a 10 + el nivel del conjuro. Con
un éxito, el conjuro finaliza. Independientemente del éxito, recuperas puntos de vida iguales a tu nivel de demi-dragón +
tu modificador por Constitución (mínimo 1). Los efectos que se refieren a disipar magia también se aplican a este
rasgo, como el muro de fuerza.

Puede usar este rasgo una vez y debes finalizar un descanso largo antes de poder usarlo nuevamente. A partir del nivel
5, el rango aumenta a 60 pies. A partir del nivel 18, puedes usarlo dos veces antes de un descanso largo.

Planeo
Rasgo de demi-dragón de 2do nivel y superiores

Mientras planeas, puedes, como parte de tu movimiento, moverte hasta 40 pies en cualquier dirección horizontal, o
descender directamente hacia abajo. Cuando aterrizas, no recibes daño por caída y puedes caer de pie. También puedes
comenzar a planear gastando al menos 10 pies de movimiento como parte de un salto de altura.

La velocidad a la que puedes planear aumenta a medida que ganas niveles de demi-dragón, como se muestra en la
columna Velocidad de Planeo & Vuelo de la tabla de Demi-dragón.

Adaptación Elemental
Rasgo de demi-dragón de 2do nivel

Tu forma sigue cambiando a medida que te adaptas a tu naturaleza elemental recién obtenida. Obtienes resistencia al
tipo de daño que elegiste para el Aliento de Dragón.

Absorber Magia
Rasgo de demi-dragón de 3er nivel
Obtienes la habilidad de absorber el encantamiento mágico de un arma o equipo. Esto te otorga acceso a los poderes
mágicos proporcionados por ese artículo y lo elimina del objeto. La magia robada fluye inofensivamente por tus venas.
Puedes absorber un encantamiento de un objeto mágico como parte de un descanso largo, durante el cual el objeto debe
estar en tu posesión. Una vez absorbido, puedes usar las propiedades mágicas del objeto como si lo estuvieras usando o
esgrimiendo. El poder mágico robado sigue todas las reglas que normalmente se le aplicarían.

Puedes devolver el encantamiento al objeto original como parte de un descanso corto o largo. Al devolver un
encantamiento, no es necesario que tengas el objeto en tu poder.

Puedes tener un máximo de 5 de estos encantamientos activos a la vez. Si el objeto requiere sintonía para su uso, sigue
las reglas normales de sintonía y cuenta como sintonizado mientras el encantamiento permanece absorbido por ti. No
puedes absorber la magia de un objeto si hacerlo causa que estés sintonizado a más de tus sintonizaciones máximas.

No puedes absorber el poder de escudos o artefactos. Además, el Dungeon Master puede dictaminar que el
encantamiento de un elemento específico no se puede absorber. Solo se pueden absorber encantamientos en artículos
que están diseñados para ser equipos (usados o empuñados). No puedes combinar estos encantamientos de ninguna
manera que normalmente no sería posible—por ejemplo, no puedes beneficiarte de más de un encantamiento de arma al
realizar un ataque, pero si tienes varios de esos encantamientos disponibles, puedes decidir cuál usar cada vez que hagas
un ataque.

Si absorbes un objeto maldito, la maldición funciona con normalidad. Puedes deshacerte de la maldición después de
cumplir con sus requisitos, como usar el conjuro de eliminar maldición. Hacerlo te permite devolver el encantamiento
maldito a su objeto temporalmente como parte de un descanso corto o largo.

Encarnación Dracónica
Rasgo de demi-dragón de 3er nivel y superiores

Eliges un aspecto del poder dracónico al que dedicarte. Elige entre la Encarnación del
Juggernaut, del Behemoth, del Acechador de Sombras, del Terror del Cielo, del Sibilante, del Truenos De Sangre Bendita Que Imparten
Vástago, del Asceta, del Árbitro, del Acaparador Ferviente, del Metamorfo, del Fauces de Fuerza
Vacío, del Protector, del Génesis, de la Reina Dragón, y del Dragón de Platino, cada uno de los
cuales se detalla al final de la descripción de la clase. Tu elección te otorga rasgos en los niveles 3, 6, 10 y 17.

REGLAS DE MOVIMIENTO
Saltos de Altura (PHB 182). Cuando haces un salto alto, saltas en el aire una cantidad de pies igual a 3 + tu
modificador de Fuerza (mínimo de 0 pies) si te mueves al menos 10 pies inmediatamente antes del salto. Cuando
haces un salto alto de pie, solo puedes saltar la mitad de esa distancia. De cualquier manera, cada pie que logres en el
salto te cuesta un pie de movimiento. En algunas circunstancias, tu DM puede permitirte hacer una tirada de Fuerza
(Atletismo) para saltar más alto de lo que normalmente podrías.

Uso de Diferentes Velocidades (PHB 190). Si tiene más de una velocidad, como la velocidad al caminar y la
velocidad al volar, puede alternar entre tus velocidades durante tu movimiento. Cada vez que cambies, resta la
distancia que ya te hayas movido de la nueva velocidad. El resultado determina que tanto te puedes mover más lejos.
Si el resultado es 0 o menos, no puede usar la nueva velocidad durante el movimiento actual.

Movimiento Volador (PHB 191). Las criaturas voladoras disfrutan de muchos beneficios de movilidad, pero también
deben lidiar con el peligro de caerse. Si una criatura voladora es derribada, su velocidad se reduce a 0 o se le priva de
la capacidad de moverse, la criatura cae, a menos que tenga la capacidad de flotar o se mantenga en el aire con magia,
como con el conjuro volar.

Velocidad de Caída (XGE 77). Cuando caes desde una gran altura, desciendes instantáneamente hasta 500 pies. Si
sigues cayendo en tu próximo turno, desciendes otros 500 pies al final de ese turno. Este proceso continúa hasta que
finaliza la caída, ya sea porque golpeas el suelo o porque la caída es detenida.

Mejora de Puntuación de Característica


Rasgo de demi-dragón de 4to nivel y superiores

Cuando alcanzas el nivel 4, y de nuevo en los niveles 8, 12, 16, y 19, puedes aumentar una puntuación de característica
de tu elección en 2, o puedes aumentar dos puntuaciones de característica de tu elección en 1. Como de costumbre, no
puedes aumentar una puntuación de característica por encima de 20 usando este rasgo.
Zancada
Rasgo de demi-dragón de 5to nivel

Estás mejor acostumbrado a tu nuevo cuerpo. Tu velocidad al caminar aumenta en 10 pies mientras no llevas equipada
una armadura pesada.

Además, una criatura que sea de la misma categoría de tamaño que tú o más pequeña puede montar en tu espalda si lo
permites. En tal situación, continúas actuando de forma independiente, no como una montura controlada.

Ataque Adicional
Rasgo de demi-dragón de 5to nivel

Puedes atacar dos veces, en lugar de una, siempre que realices la acción de Atacar en tu turno.

Golpes de Sanguijuela
Rasgo de demi-dragón de 6to nivel

Tu magia robada te empodera. Todas tus armas naturales cuentan como mágicas a efectos de superar la resistencia y la
inmunidad a los ataques y daños no mágicos.

Vuelo
Rasgo de demi-dragón de 7mo nivel y superiores

Ganas una velocidad de vuelo de 50 pies. Solo puedes usar esta velocidad de vuelo si no llevas equipada una armadura
pesada y no estás sobrecargado. Tu velocidad de vuelo aumenta a medida que ganas niveles de demi-dragón, como se
muestra en la columna Velocidad de Planeo y Vuelo de la tabla de Demi-dragón.

Ojo del Dragon


Rasgo de demi-dragón de 9no nivel

Tus sentidos están sobrenaturalmente afinados. Obtienes competencia en una habilidad a elegir entre Percepción o
Investigación. Si ya tenías competencia en la habilidad elegida, tu bonificador de competencia se duplica para dicha
habilidad.

Además, obtienes vista ciega hasta un rango de 10 pies. Sientes débilmente la ubicación de cualquier efecto mágico que
esté dentro del alcance de tu vista ciega y sabes de forma innata si dicho efecto mágico puede disiparse.

Poder del Dragón


Rasgo de demi-dragón de 11vo nivel

La vitalidad dracónica en estado puro te empodera. Tus puntajes de Fuerza, Constitución y Carisma aumentan cada uno
en 2. Tu máximo para esos puntajes ahora es de 22.

Desgarrar y Arruinar
Rasgo de demi-dragón de 13vo y 17vo nivel

Tus golpes dejan a tus enemigos destrozados y lisiados. Una vez en cada uno de tus turnos, si infliges daño a un
objetivo con al menos dos ataques, el objetivo recibe 1d6 puntos de daño adicional del mismo tipo que el último golpe,
y su velocidad se reduce en 10 pies hasta el comienzo de tu próximo turno.

A nivel 17, el daño aumenta a 3d6.

Resistencia Legendaria
Rasgo de demi-dragón de 14vo y 20mo nivel

La tenacidad de los dragones es legendaria. Tienes dos dados de resistencia, los cuales son d6. Cuando fallas una tirada
de salvación, puedes optar por tirar uno o más de tus dados de resistencia, sumando el resultado a tu tirada de salvación
total. Puedes tirar cada dado uno por uno. Una vez que un dado de resistencia ha convertido un fallo en un éxito, el dado
se gasta y no se puede volver a usar hasta que haya finalizado un descanso largo.

En el nivel 20, obtienes otro dado de resistencia para un total de tres, y cada uno se convierte en d10.
Fuerza del Yo
Rasgo de demi-dragón de 15vo nivel

Tienes una obstinada persistencia ante la adversidad. Obtienes competencia en las tiradas de salvación de Carisma. Si
ya tenías dicha competencia, obtienes competencia en las tiradas de salvación de Inteligencia o Fuerza (a tu elección).
Encarnaciones Dracónicas
Como demi-dragón, debes elegir encarnar un aspecto de los dragones como tu ideal. La magia de la que los dragones
obtienen su fuerza es adaptable y expresiva, y se manifiesta de forma única en el cuerpo y el comportamiento.

Encarnación del Juggernaut


Juggernauts face their foes head on and break them under a barrage of fury. Juggernauts rely on raw might and
tenacity to wade into battle, using their multiple limbs to tear their enemies down with their powerful natural weapons.

Fury
3rd-level and higher Juggernaut feature

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

• Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many
maneuvers require you to make an attack. Resolve the attack as you normally would while accounting for the
additional effect of the maneuver.
You learn two additional maneuvers of your choice at 6th, 10th, and 17th level. Each time you learn new
maneuvers, you can also replace one maneuver you know with a different one.
• Fury. You have four fury points. You regain all of your expended fury points when you finish a short or long
rest.
You can spend fury to perform a maneuver. Each maneuver costs fury points to use, noted in parentheses. You
must be able to pay the fury cost to use the maneuver.
You gain two more fury points at levels 6th, 10th, and 17th.
• Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s
effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier

By Any Means
3rd-level Juggernaut feature

Your horns and wings are alternative means of attack that are used as part of many of your maneuvers. These natural
weapons count as simple melee weapons for you, and you are proficient with them. You can use them to make melee
weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with them. Your
horns deal 2d4 piercing damage. Your wings deal 1d4 bludgeoning damage. When you take the Attack action to attack
with your claw or wing, you can use your bonus action to make an additional claw or wing attack.

Tenacious Assault
6th-level Juggernaut feature

A fervor burns within you to enact your fury upon your enemies. When you make an attack as a part of a maneuver,
you have advantage on the attack roll.

Unwavering Combatant
10th-level Juggernaut feature

You embrace challenge. You gain the following benefits:

• Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on
yourself.
• Heat of Battle. Whenever you roll initiative, you gain temporary hit points equal to your demi-dragon level.
These temporary hit points last for 1 minute.

Anvil of Will
17th-level Juggernaut feature

Combat is the anvil of will, and you are its hammer. When a creature succeeds on a saving throw against one of your
demi-dragon class features, you can force it to reroll. It must use the new roll. Once you use this feature, you can't do
so again until you finish a long rest.
MANEUVERS
• Bolstering Roar (1). As a bonus action, you bolster the conviction of your companions. Each creature of
your choice other than yourself that is within 20 feet of you and which can see or hear you gain a Bolster
die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one
saving throw it makes. The creature can wait until after it rolls the d20, but must decide before the DM says
whether the roll succeeds or fails. Once the Bolster die is rolled, it is lost. A creature can only have one
Bolster die at a time.
• Hammering Lunge (1). As a bonus action, make an attack with your horns against a target. You can choose
to move up to 10 feet without provoking opportunity attacks before you make this attack.
• Launch Ally (1). As a bonus action, choose a friendly creature within 5 feet of you that is the same size
category as you or smaller. That creature can use its reaction to let you launch it to an unoccupied space you
can see within a number of feet of it equal to twice your Strength score.
• Lockjaw (1). As part of the Attack action, you can replace one attack you make with a special bite attack
against a target. On a hit, the target must make a Strength saving throw if it's a creature that is up to one size
category larger than you. On a failure, it is grappled.
• Skylaunch (1). As a bonus action, you launch 15 feet upwards without provoking opportunity attacks.
Creatures up to one size category larger than you that are within 5 feet of you must succeed on a Strength
saving throw or be knocked prone by a powerful gust of wind as you launch. You remain airborne until the
start of your next turn or until you are incapacitated.
• Suppressing Gale (1). As a bonus action, you blast gusts of wind at your surroundings. Creatures up to one
size category larger than you within 30 feet of you must spend 2 feet of movement for every 1 foot when
moving closer to you. The gale disperses gas or vapor, and extinguishes candles, torches, and smaller
unprotected flames in the area. This effect lasts until the start of your next turn, until you become
incapacitated, or until you choose to end it early (no action required).
• Thieving Talons (1). As a bonus action, make an attack with your wings. On a hit, the target must succeed
on a Strength saving throw or drop one item of your choice that it's holding. The object lands at its feet.
• Brutal Dive (2). As a bonus action that you can take while gliding or flying, you dive up to your Glide &
Fly speed directly downwards. If you move at least 30 feet during your dive, choose one creature up to one
size category larger than you that is within melee range. The creature must make a Strength saving throw.
On a failed save, the target is knocked prone. As part of the same bonus action, you can then immediately
make a bite attack against the creature.
• Defiance (2). As a bonus action, you steel yourself against all attackers. Until the start of your next turn, you
gain resistance to all damage.
• Fearsome Wound (2). As a bonus action, make an attack with your claws. On a hit, the target is wounded
and will bleed for an additional 1d6 damage at the end of its next turn. Additionally, it must make a Wisdom
saving throw. On a failed save, it is frightened of you until the end of its next turn.
• Reprisal (2). When a creature misses you with a melee attack, you can use your reaction to make a horn
attack against the creature. On a hit, the creature must succeed on a Constitution saving throw or be unable
to take reactions until the start of its next turn.
• Rising Wing (2). As part of the Attack action, you can replace one attack you make with a special wing
attack against a target. On a hit, the target must make a Strength saving throw if it's a creature that is up to
one size category larger than you. On a failure, you knock the target 20 feet upwards. At your option, you
can choose to prevent the target from falling until the end of your turn.
• Battering Ram (3). As an action, you can move up to your speed as you charge in a straight line, during
which you can enter other creatures' spaces and creatures have disadvantage on opportunity attacks against
you. While charging, you can make a number of horn attacks as if you had taken the Attack action. One
creature that is up to one size category larger than you and which you hit must succeed on a Strength saving
throw or be pushed forward to the end of your charge. If the target ends its movement adjacent to another
creature or a solid object, both the pushed target and the creature or object take bludgeoning damage equal
to 2d6 + your Strength modifier. This maneuver deals double damage to objects and structures.
• Tail Sweep (3). As a bonus action, make a tail attack against up to two targets, both of which must be within
your reach. Roll separately for each. If the attack hits, a target must make a Strength saving throw if it's a
creature that is up to one size category larger than you. On a failed save, a target is pushed 15 feet away
from you.
• Wrath (3). As a bonus action, make a claw attack against each
creature of your choice within 5 feet of you.
• Wrest Magic (3). When a spell effect which you are aware of passes
within 60 feet of you, you can use your reaction to redirect it to
yourself, becoming the target of the effect. If the effect creates an Dividos Contra Nuestros Parientes
area, it is centered on you. If it requires you to make a saving throw, you have advantage on it. After the
effects of the spell are resolved, you regain hit points equal to twice the level of the spell + your
Constitution modifier. You can't target spells with a range of touch or self.

Encarnación del Behemoth


Some dragons rely on brute strength and unyielding vitality to survive in a world that means them ill. Such dragons
use their size and tenacity to shrug off deadly attacks, cause upheaval by their very presence, and manhandle their foes
with their natural strength.

Lumbering Behemoth
3rd-level Behemoth feature

Your endurance and physical might are impressive to behold. You gain the following benefits:

• You gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of
the following skills of your choice: Acrobatics, Animal Handling, Intimidation, Perception, or Stealth.
• You can carry one additional creature on your back, provided that you are at least one size category larger
than each creature you carry.

Some of your archetype features require your target to make a saving throw to resist the feature's effects. The saving
throw DC is calculated as follows:

Behemoth save DC = 8 + your proficiency bonus + your Strength modifier

Natural Overdrive
3rd-level Behemoth feature

As a bonus action, you enhance your natural might by boosting the magical power of your dragon spark into
overdrive. Your overdrive lasts for 1 minute and grants you the following benefits:

• If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room
to become Large, your size doesn't change.
• You have advantage on Strength checks and Strength saving throws.
• You gain temporary hit points equal to your demi-dragon level + your Constitution modifier.

While in overdrive, once per round on your turn you can choose one of the following effects to activate (no action
required).

• Grab. If you hit a creature that is no more than one size larger than you with a weapon attack, you can choose
to force the creature to make a Strength saving throw against your Behemoth save DC. On a failed save, the
creature is grappled by you.
• Trampling Push. You can attempt to move into the space of creatures smaller than yourself, treating that
space as difficult terrain. When you do, the creature must make a Strength saving throw against your
Behemoth save DC. On a failure, you push the creature 5 feet away from you. On a success, you cannot move
into that creature's space for that turn. On your turn when you activate this ability, you have a number of
charges equal to your Strength modifier, and expend a charge for each creature you attempt to push. You can
continue to push a creature that has failed its saving throw, expending a charge for every 5 feet you push the
creature.
• Guarding Wings. Until the start of your next turn, you and creatures of your choice within 5 feet of you are
protected by half cover. Your cover protects from danger from all sides, except from below. If a creature
moves within 5 feet of you while this ability is active, you can choose to extend this benefit to them.

You can go into overdrive a number of times equal to your proficiency bonus, and you regain all expended uses of it
when you finish a long rest.

Hulking Beast
6th-level Behemoth feature

You readily use your size and natural might to your benefit. The following options are available to you. You can use
each option once, and must then complete a short or long rest to use that option again.

• Earth-Shaking Stomp. As a bonus action while on the ground, you can make a powerful stomp. Each
creature other than yourself within 30 feet of you that is in contact with the ground must make a Dexterity
saving throw against your Behemoth save DC. On a failure, a target is knocked prone.
• Challenging Roar. As a bonus action, you let out a defiant roar. Each creature of your choice that is aware of
you and within 60 feet of you is forced to make a Wisdom saving throw against your Dragon Spark save DC.
On a failed save, that target has disadvantage on any attack roll that isn't against you for 1 minute, but only
while you are in the target's line of sight. The target can repeat the saving throw at the end of each of its turns.
• Feast. As a reaction that you can take 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 devour the creature whole. If the creature isn't a construct,
ooze, or undead, you regain a number of hit points equal to your demi-dragon level. If the creature was
carrying any magical items, you harmlessly disgorge them during your next short or long rest.

Overpowering Force
6th-level Behemoth feature

You 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
10th-level Behemoth feature

A mere glance can terrify your foes. When you use your Feast feature, choose one creature within 60 feet of you that
can see you. That creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or be
frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turn, ending the effect
on a success.

Wounded Defiance
10th-level Behemoth feature

You only grow more steadfast in the face of danger. If you have no more than half your hit points left, bludgeoning,
piercing, and slashing damage that you take from nonmagical attacks is reduced by an amount equal to your
Constitution modifier (minimum 1).

Earthshaker
17th-level Behemoth feature

The upheaval of your presence sends your foes tumbling. Each creature of your
choice that is your size or smaller which starts their turn within 10 feet of you
must succeed on a Dexterity saving throw against your Behemoth save DC or
fall prone. Additionally, when you use your Earth-Shaking Stomp feature, each
creature of your choice which fails their saving throw against the effect takes Gloria En Cada Faceta; Cada Aspecto
bludgeoning damage equal to 1d6 + your Strength modifier. Distinto

Encarnación del Acechador de Sombras


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
3rd-level Shadestalker feature

You can become a shade and dart forward. Once on each of your turns while you aren't grappled, incapacitated, or
prone, you can choose an unoccupied space which you can see within 15 feet of you. You can act as if you occupy that
space, instead of your own. Shadows pull you back and end the effect when you move, at the end of your turn, or if
you choose to end it early (no action required). If an effect reduces your speed to 0 during the lunge, you instead move
to the space.
Keen Predator
3rd-level Shadestalker feature

Predatory instincts awaken in you. You can use your Charisma modifier in place of your Dexterity modifier when
making Dexterity checks and Dexterity saving throws. Additionally, you gain blindsight out to 10 feet. When you gain
Eye of the Dragon, this range increases to 20 feet.

Shade Veil
6th-level Shadestalker feature

You can create an area of sheltering shadows. As a bonus action, you choose a point within your Cone Range from
which spreads a 15-foot cube of magical darkness. The darkness spreads around corners, a creature with darkvision
can't see through the darkness, and nonmagical light can't illuminate it. The darkness lasts for 1 minute, or until you
choose to dismiss it early as a bonus action. You can use this feature three times, and must then complete a short or
long rest before you can use it again.

Fade and Ambush


10th-level Shadestalker feature

You vanish and reappear abruptly. Immediately after ending your turn, you can take the Hide action as a reaction.

Additionally, whenever you hit with a melee weapon attack which you had advantage on, the target of your attack
must make a Wisdom save against your Dragon Spark save DC. On a failure, the target becomes frightened of you for
1 minute. The target can repeat the saving throw at the end of each of its turns. A target that succeeds on this save is
immune to this effect for the next 8 hours.

Blood and Shade


17th-level Shadestalker Feature

Shadows cling to you as you burst from concealment, and when you strike, you leave your enemies bleeding and
crippled. If you start your turn while heavily obscured or hidden, you become invisible until the end of your turn.

Additionally, the speed reduction of your Rend and Ruin lasts for 1 minute.

Encarnación del Terror del Cielo


An ancient martial technique amongst dragons has seen a resurgence with a new flair, wielding steel weaponry to
decimate hordes of foes. Normally impractical to a grounded dragon, such weapons taken on a different characteristic
when swung from the air, giving the appearance of a brutal aerial dance of flashing steel and beating wings.

Wing Surge
3rd-level Skyterror feature

You are swift on the wing. As a bonus action, you can immediately move up to half your Glide & Fly speed in a
direction of your choice without provoking opportunity attacks, and immediately start gliding. Until the start of your
next turn, Glide's rate of descent slows to 0 feet per round, and you can can hover in place. You can use this feature a
number of times equal to your proficiency bonus, and must finish a short or long rest until you can use it again.

Draconic Armory
3rd-level Skyterror feature

You have learned that you merely need the right angle of approach when using manifactured weaponry. You gain
proficiency with simple and martial weapons. While you are gliding or flying, Mythic Build does not impose
disadvantage on attacks made with weapons that have the ammunition or two-handed property. Additionally, you gain
the following benefits:

• Whirling Destruction. Whenever you move at least 10 feet in a straight line, you can add your Charisma
modifier to the damage roll of one weapon attack you make with a martial melee weapon which you are
wielding and which lacks the Reach property before the end of that turn.
• Unerring Momentum. When you make an attack with a martial melee weapon which you are wielding,
which has the Reach property, and which deals slashing or piercing damage, you can add 1 to the damage roll
(maximum of twice your proficiency bonus as extra damage) for every 5 feet you move in a straight line
before making the attack.
• Dragon Sight. Whenever you make a ranged weapon attack, you can use your Strength modifier in place of
your Dexterity modifier for the attack and damage rolls.

Dive and Soar


6th-level Skyterror feature

Your momentum is your greatest asset. Once during each of your turns, you can activate one of the following benefits
(no action required):

• Dive. While you are gliding or flying, you can dive straight down a number of feet equal to half your Glide &
Fly Speed without expending movement.
• Soar. When you make a melee attack against one creature of your choice, you don't provoke opportunity
attacks from that creature for the rest of the turn, whether you hit or not.

Aerial Acrobatics
10th-level Skyterror feature

You are both elegant and devious in your maneuvering. When you use Wing Surge, you gain advantage on Dexterity
saving throws and your AC increases by 3 until the start of your next turn.

Unfettered
17th-level Skyterror feature

You are swift and free as the wind. Your walking and flying speeds each increase by 20.

Additionally, when you use Wing Surge, your speed can't be reduced in any way until the start of your next turn.

Encarnación del Sibilante


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
3rd- and 10th-level Sibilant feature

Your psionic mind lets you manipulate those who surround you, or protect yourself from attackers. As a bonus action,
you gain one of the following benefits which lasts until you choose the other option:

• Beckoning Influence. When you spend your action to take the Attack, Dodge, or Dragon's Breath actions,
you can nudge the mind of another creature that you can see within 60 feet of you as part of that action. The
creature must succeed on a Wisdom saving throw against your Dragon Spark save DC or immediately move
up to 10 feet in a direction of your choosing. This movement doesn't provoke opportunity attacks, and occurs
before your action. A creature can willingly fail this save. At 10th level, you can influence up to two different
targets.
• Bolstering Backlash. As a reaction when a creature forces you to make a saving throw, you can choose to
lash out at the offender with your mind. The creature takes 1d4 psychic damage. You gain a bonus to your
saving throw equal to the damage dealt. At 10th level, the damage increases to 1d8.

Telepathic
3rd-level Sibilant feature

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. Your communication doesn't give
the creature the ability to respond to you telepathically.

Clarity of Thought
6th-level Sibilant feature

Your careful planning and disciplined thoughts leave no room for error. You cannot be charmed. Additionally,
whenever you start your turn with no hostile creature within 5 feet of you, you can add your Charisma modifier to one
damage roll you make before the end of your turn.

Obfuscate Consciousness
6th-level Sibilant feature

You can infiltrate the minds of others to change how they see you. As a bonus action, choose a creature within 120 feet
of you that you are aware of. The creature must succeed on a Wisdom saving throw or become charmed by you for 10
minutes. 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
10th-level Sibilant feature

Amidst the destruction of your elemental breath reigns confusion. When you use your Dragon's Breath feature, you
can use your bonus action to psionically overwhelm one target that failed its save against your Dragon's Breath. That
creature must make a Wisdom saving throw against your Dragon Spark save DC or be incapacitated until the end of
their next turn.

Dominion of Perception
17th-level Sibilant feature

You leave a web of altered perception in your wake. When you use Obfuscate Consciousness, you can choose to
concentrate (as if on a spell) for up to 1 hour afterwards. While concentrating in this manner, you can use Obfuscate
Consciousness at will, but cannot target the same creature more than once.

Encarnación del Vástago


Scions are demi-dragons who commit themselves fully to dragonkind. The purity of their elemental spark makes them
nearly indistinguishable from true dragons, inheriting their most iconic traits. Scions dedicate themselves to a specific
draconic bloodline from which they draw their power.

Bloodline Heritage
3rd-level Scion feature

You grow closer to one of the fifteen draconic bloodlines, taking on the physical appearance of a dragon of that type.
Choose a dragon type from the table below. The type chosen must match the damage type you chose for Dragon's
Breath. You gain a climbing, swimming, or burrowing speed depending on your choice. If you choose Silver, you
instead gain the Silver Mist morph, detailed under the Embodiment of the Metamorph.

If you gain a climbing speed, it is equal to your walking speed and you suffer no ill effects from high altitudes. If you
gain a swimming speed, it is equal to your walking speed and you can breathe both air and water. If you gain a
burrowing speed, it is equal to half your walking speed and you can tunnel through loose dirt, gravel, and similar
materials, but not through solid materials. If you burrow at half speed, you can reinforce your tunnel as you move,
letting others safely pass through—otherwise it slowly collapses behind you.

Dragon Damage Type Speed Ardent Gift


Black Acid Swim Acid Barrage
Blue Lightning Burrow Lightning Lance
Green Poison Swim Beguiling Miasma
Red Fire Climb Fiery Eruption
White Cold Burrow or Swim Freezing Mist
Brass Fire Burrow Fiery Eruption
Bronze Lightning Swim Lightning Lance
Copper Acid Climb Acid Barrage
Gold Fire Swim Fiery Eruption
Silver Cold Silver Mist Freezing Mist
Amethyst Force Swim Spatial Echo
Crystal Radiant Burrow or Climb Scintillating Radiance
Emerald Psychic Burrow Delusion Zone
Sapphire Thunder Burrow or Climb Thunderous Disruption
Topaz Necrotic Swim Desiccating Aura

Ardent Gift
3rd- and 6th-level Scion feature

You inherit the unique properties of your bloodline's fabled powers.


Depending on your Bloodline Heritage, you gain a unique draconic ability.
You can use this feature once, and regain the ability to do so once you finish a Nuestro Dios Olvidado Dividido En Mitades De
short or long rest. At 6th level, you can use this feature twice. Espejos, Enfrentando Su Opuesto En Desafío A
La Antigua Unidad
Each Ardent Gift uses the numbers listed in the Dragon's Breath Range column of the Demi-Dragon class table, and
increases in range as you gain levels. It uses the specified line or cone regardless of what you chose for Dragon's
Breath.

• Acid Barrage. As an action, you launch bursts of acid at up to 3 nearby targets that you can see and which are
within a number of feet equal to your Line Range. Make a ranged spell attack with your Dragon Spark
against each target. On a hit, the target takes acid damage equal to your Dragon's Breath Damage.
• Beguiling Miasma. As a bonus action, you breathe forth a vaporous poison, which billows around one
creature you can see that is within the range of your Line Range. The creature must succeed on a Wisdom
saving throw against your Dragon Spark save DC or become charmed by you for 1 minute. If the charmed
target takes any damage, it can repeat the saving throw, ending the effect on a success. While charmed in this
way, the target is poisoned. At the end of the charmed creature's turn, every creature of your choice within 5
feet of the charmed creature must succeed on a Constitution saving throw against your Dragon Spark save
DC or become poisoned until the start of the charmed creature's next turn.
• Delusion Zone. As an action, you craft a shared delusion in the mind of each creature in a radius equal to
your Cone Range, at a location you choose within your Line Range. When a creature moves into the area of
the delusion or starts its turn there, that creature must succeed on a Wisdom saving throw against your
Dragon Spark save DC or be affected by the delusion until the start of their next turn. While caught in the
delusion, a creature is convinced that it is surrounded by illusory shapes. Each time the creature makes an
attack while the effect lasts, you roll a d20 to determine whether the attack instead targets one of your illusory
shapes. If you roll an 11 or higher, you force the creature to instead attack and destroy one of your illusory
shapes. You have a number of illusory shapes equal to your proficiency bonus, and your delusion lasts for 1
minute or until you have no illusory shapes left. While the effect lasts, you can move the delusion up to 30
feet as a bonus action.
• 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
width to your Cone Range, centered on a point within range of your Line Range. The mist spreads around
corners, and its area is lightly obscured. Each creature other than you in the mist when it appears or which
ends its turn in the mist must make a Constitution saving throw against your Dragon Spark save DC or take
cold damage on a failed save or half as much damage on a successful one. The damage follows the
progression of your Dragon's Breath Damage, but using d4s in place of d8s. The mist lasts until the start of
your next turn.
• Lightning Lance. As a bonus action, your breath forms a beam of crackling energy between yourself and a
target within the range of your Line Range, creating a sustained arc of lightning. Make a ranged spell attack
with your Dragon Spark against that creature. On a hit, the target takes lightning damage, and on each of your
turns for up to 1 minute thereafter, you can use your bonus action to automatically deal further lightning
damage to the target. The damage follows the progression of your Dragon's Breath Damage, but using d4s in
place of d8s. The effect ends if you use your bonus action to do anything else. The effect also ends if the
target is ever outside the range of your Line Range or if it has total cover from you. While the effect lasts,
your bite attacks deal lightning damage instead of the piercing damage normal for a bite attack.
• Scintillating Radiance. As a bonus action, you grant yourself and each creature of your choice within a
diameter of yourself equal to your Cone Range a number of temporary hit points equal to your demi-dragon
level + your Constitution modifier. These temporary hit points last for 1 minute.
• Spatial Echo. As a bonus action, you manifest a dimensional projection of yourself in an unoccupied space
that you can see within your Line Range. The echo looks like a magical shimmering purple image of you. The
echo lasts until it is destroyed or until one minute has passed. Your echo shares your AC and saving throws,
has hit points equal to twice your demi-dragon level, and immunity to all conditions. It is the same size as
you, and occupies its space. Whenever you move during your turn, you can choose to move yourself or the
echo, expending 5 feet of your movement for each 5 feet you move the echo. The echo shares your senses,
and you experience what it sees and hears (no action required). You can use the echo in the following ways:
◦ When you take the Attack or Dragon's Breath actions on your turn, you can choose to treat any attack or
breath exhalation you make with that action as originating from your space or the echo's space. You
make this choice for each attack.
◦ When a creature that you can see moves away from your echo, you can treat the reach of your natural
weapons as if you were in the echo's space, and you can use your reaction to make an opportunity attack
against that creature.
• Thunderous Disruption. As a bonus action, you launch a thunderous detonation of sound that can be heard
up to 100 feet away at one creature you can see within your Line Range. The creature must succeed on a
Constitution saving throw against your Dragon Spark save DC or take thunder damage and be incapacitated
until the end of its next turn. On a successful saving throw, a creature takes half the damage and isn't
incapacitated. The damage follows the progression of your Dragon's Breath Damage, but using d4s in place
of d8s.

Ardent Focus
6th-level Scion feature

You've learned how to get the most out of your Ardent Gift. Depending on your
Bloodline Heritage, you gain the following benefit: Elegido Del Creador

• 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 upto 1d4 hours. If the unconscious creature takes any damage, it wakes up.
• Mirage Synthesis. When you create your Delusion Zone, you can choose to include additional illusory
effects. At an area of your choice within the delusion, you create a silent image that does not require your
concentration and which lasts until the delusion ends. Each time you move your delusion, you can choose to
change the appearance and position of the silent image, but it must always be within the area of the delusion.
• 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).
• Awesome Shockwave. When a creature fails its saving throw against your Thunderous Disruption, it is
additionally stunned until the end of its next turn, and you can choose to push it up to 10 feet away from you.

Elemental Suffusion
10th-level Scion feature

You've grown fully attuned to your bloodline. You are immune to the
damage type you chose for Dragon's Breath.
Encuentra Tu Pertenencia como Gobernante de
Frightful Roar Fragmentos, Heredero De Un Mundo Arrebatado
17th-level Scion feature De Nuestro Alcance

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.

Encarnación del Asceta


Ascetics devote themselves to contemplation and worship. By
seeking to better themselves through spiritual and physical
training, Ascetics harness the magical nature of their Dragon
Spark, developing it into an ember of ineffable power which
they use to aid and protect their allies.

Imbue Breath
3rd- and 13th-level Ascetic feature
Escucha El Eco De La Vieja Creación, Nuestra Canción De
Concordancia
You can invest allies with the blessing of your breath. As a
bonus action when you use Dragon's Breath, you can anoint yourself or one creature in your breath's area with your
elemental might. The target takes no damage from your Dragon's Breath as your elemental energy harmlessly swirls
around it. Once per turn when the creature deals damage, they can choose to deal an additional 2d4 damage. The extra
damage is of the same type as your Dragon's Breath, and while imbued with your breath, the target has resistance to
that damage type. These effects last for 1 minute.

You can use this feature twice, after which you must finish a short or long rest to use it again. At 13th level, you can
use it three times before a rest.

Disciple's Meditation
3rd-level and higher Ascetic feature

You can focus your Dragon Spark to mend wounds. If you or one other creature of your choice regains hit points by
spending Hit Dice at the end of a short rest, the target regains an extra 2d6 hit points. The extra hit points increase to
3d6 at 6th level, 4d6 at 10th level, and 5d6 at 17th level.

Anointed Blessings
6th-level Ascetic feature

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:

• Bravery of the Venerated. Your gifted breath takes the form of a symbol of protection. While the benefit lasts,
the target of your Imbue Breath is immune to being frightened and gains temporary hit points equal to your
Charisma modifier (minimum 1) + your Proficiency bonus at the start of each of its turns.
• Might of Dominion. Your gifted breath flows and shapes with the gesture of its wielder. Once per turn while
the benefit lasts, when the target of your Imbue Breath deals damage to a creature, they can choose to deal
additional elemental damage equal to your Charisma modifier (minimum 1) to every creature of their choice
within 5 feet of the initial target. The damage type is the same as your Dragon's Breath.

Bestow Grace
10th-level Ascetic feature

Your Dragon Spark can bond your breath to a creature. When you use Imbue Breath, you can additionally grant the
target one of the following additional effects:

• Gift of Flight. Your gifted breath forms a pair of wings shaped by elemental power. While the benefit lasts,
the target of your Imbue Breath gains a flying speed of 40 feet. If you target a creature that already has a
flying speed, it instead increases by 20 feet.
• Crown of the Irrepressible. Your gifted breath forms a set of horns shaped by elemental power upon the
target's brow. While the benefit lasts, the target of your Imbue Breath gains a bonus to their saving throws
equal to your Charisma modifier (minimum 1).

Sage Wisdom
10th-level Ascetic feature

You become a conduit for the teachings of dragon sages. At the end of a short rest, the target of your Disciple's
Meditation can ask one question that can be answered with a yes or no. The sages speak through you, and give a
correct answer for the question. The DM provides the answer.

The sages aren't omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies
beyond their knowledge. In a case where a one-word answer could be misleading or contrary to the sages' teachings,
the DM might offer a short phrase as an answer instead.

Ineffable Paragon
17th-level Ascetic feature
En El Aliento se Encuentra La Paz

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.

Encarnación del Árbitro


Arbiters tap into their inner strength through magic by binding spells to their very form. Arbiters learn esoteric magical
secrets that aid them in enhancing their own natural abilities with spells, using core principles of magic known only to
dragonkind.

Spellcasting
3rd-level and higher Arbiter feature

You begin to tap into your innate dragon magic and gain the ability to cast spells. See chapter 10 of the Player's
Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

• Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer
cantrip of your choice at 10th level.
• Spell Slots. The Arbiter Spellcasting table shows how many spell slots you have to cast your spells of 1st
level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain
all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot
available, you can cast burning hands using either slot.
• Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which
you must choose from the abjuration, evocation, and transmutation spells on the sorcerer spell list.
The Spells Known column of the Arbiter Spellcasting table shows when you learn more sorcerer spells of 1st
level or higher. Each of these spells must be an abjuration, evocation, or transmutation spell of your choice,
and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you
can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the
sorcerer spells you know with another spell of your choice from the
sorcerer spell list. The new spell must be of a level for which you have
spell slots, and it must be an abjuration, transmutation, or evocation
spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or
Con Cada Latido Crece Tu Fuerza
20th level from any school of magic.
• Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma
whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting
the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
• Spellcasting Focus. You can use your own body as a spellcasting focus for your sorcerer spells. You still
need a free hand to use your body as a spellcasting focus in this way.

ARBITER SPELLCASTING
Cantrips
Level Spells Known 1st Slots 2nd Slots 3rd Slots 4th Slots
Known
3rd 2 3 2 – – –
4th 2 4 3 – – –
5th 2 4 3 – – –
6th 2 4 3 – – –
7th 2 5 4 2 – –
8th 2 6 4 2 – –
9th 2 6 4 2 – –
10th 3 7 4 3 – –
11th 3 8 4 3 – –
12th 3 8 4 3 – –
13th 3 9 4 3 2 –
14th 3 10 4 3 2 –
15th 3 10 4 3 2 –
16th 3 11 4 3 3 –
17th 3 11 4 3 3 –
18th 3 11 4 3 3 –
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Scale Bind
3rd-level Arbiter feature

You gain the ability to mystically imbue yourself with magic. When you cast a spell, you can choose to bind the spell
to one of your scales, extending the casting time of the spell to 1 minute but suspending the spell to unleash later.

While the spell remains bound, you can unleash the spell as a reaction at any time. If the spell requires concentration,
it lasts for the full duration and doesn't take up your concentration. Once unleashed with a reaction, Scale Bind ends.

As an action, you can rip loose the scale upon which the spell is bound and throw it up to 30 feet. If you unleash the
spell while the scale is separate from you, the spell is cast from the scale's space. The binding remains intact unless the
scale is destroyed. While separated, the scale is a tiny object that shares your AC and has 1 hit point.

While the spell remains bound, the scale bears a glowing runic sigil and appears as obviously magical. The spell
remains bound for up to 8 hours if not unleashed, after which the effect dissipates. You can only bind spells that
normally take an action, bonus action, or reaction to cast, and which are of a spell level which your Arbiter level
allows you to cast.

You can use this feature once, and you must finish a long rest before you can use it again.

Dragonweave
6th-level Arbiter feature

The melding of body and the Weave of magic lies in your heritage. As a bonus action, you can call on your innate
magic to grant yourself Dragonweave until the end of your turn. If you take the Attack action while you have
Dragonweave, you can cast one of your cantrips in place of one of your attacks. The cantrip must have a casting time
of 1 action.

Focal Point
6th-level Arbiter feature

You now regain use of your Scale Bind feature when you finish a short rest.

Additionally, while the scale is detached from you and the spell remains bound, you can see and hear from the scale's
location (no action required), using your own senses.

Unmaker's Sight
10th-level Arbiter feature

You've studied both the creation and destruction of magic, and have developed an unerring sight for the mystical. You
gain the ability to cast detect magic and identify at will. Additionally, you add dispel magic and counterspell to your
spells known, and you can cast them each once per long rest without expending a spell slot.

Weave and Unweave


17th-level Arbiter feature

You've learned how to fuel your spells with the sundered power of your enemies. Whenever you use Devour Magic or
cast dispel magic, you can immediately use your bonus action to cast a spell of 2nd level or lower. The spell must have
a casting time of 1 action or bonus action.

Encarnación del Acaparador Ferviente


Fervent Hoarders hold a singular desire in their heart, and take up adventuring to sate it. Hoarders form a special bond
with an object that they covet, binding it tightly to the Weave of magic as a focus for their own extraordinary power.
Though many Hoarders desire glittering gold, their magical bond can take the form of any beloved object.

Heart of the Hoard


3rd-level Fervent Hoarder feature

The pride and joy of your hoard takes the form of a special centerpiece item, which is imbued with your draconic
magic as a nascent focal point of your lair. During a short or long rest, you can designate one item in your possession
as your hoard centerpiece. The item can benefit from any enchantments that you have available via Absorb Magic as if
it were a part of you, but is also subject to the same restrictions. When you designate an item, choose from the
following benefits to apply to it:

• Reach of the Hoard. The centerpiece item takes the form of a melee weapon, a rod, a large gemstone, a piece
of furniture, a collection of coins, or some other perilous object. You can magically float the centerpiece item
while it remains within 20 feet of you, and you can use it to make melee weapon attacks. It counts as a
natural melee weapon for you, and you add your Charisma modifier to the attack and damage rolls when you
attack with it. The centerpiece item deals 2d6 damage of a type determined by the DM and has a reach of 20
feet, but cannot be used to make opportunity attacks. When you attack with the centerpiece item, you can
optionally choose to conjure a spectral copy of it as part of the attack.
• 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.
• Ingenuity 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.

Demi-Dragon Level Spell Slots & Known Spell Level


3rd 1 2nd
5th 1 3rd
7th 1 4th
9th 1 5th
11th 2 5th

True Treasure
3rd-level Fervent Hoarder feature

Your fascination with a particular type of treasure manifests as a keen knowledge in a related field of artisanry, and a
unique magical talent for handling your property. You gain proficiency in one set of artisan's tools of your choice.

Additionally, as an action you can magically float up to 50 pounds of items which you own, which remain in place as
you designate for 1 minute or until you are ever more than 20 feet away from the items, after which the items gently
descend to the ground. As an action while floating the items, you can manipulate one item as if you were holding it,
and can use any of your proficiencies with it.

Manifest Lair
6th-level Fervent Hoarder feature

A hoard serves as the magical anchor for a lair, and as an adventuring dragon, you've learned to rapidly form and sever
the magical connections that signify a lair. As an action, you establish a connection to all nearby terrain within a 60
feet radius of your centerpiece item. Your lair lasts until the centerpiece item is moved from within the range of the
established lair, until you manifest a new lair, or until you die.

While you are within your lair, you can take one of the following reactions of your choice at the end of any other
creature's turn.

• Whisk Away. A tapestry, carpet, gust of wind, or magic wand instantaneously transports a willing creature
within your lair up to 30 feet in a direction of your choosing.
• Hoard Barrage. Your hoard magically launches one object that you own at a target that you can see within
120 feet. Make a ranged spell attack using your Dragon Spark. On a hit, the target takes damage equal to 1d4
+ your Charisma modifier. The type of damage dealt is determined by the DM.
• Shelter of the Lair. Your lair conceals those within. One willing creature of your choice becomes invisible
until the start of their next turn. The creature can choose to take the Hide action as a reaction.

Once you manifest your lair, you can't do so again until you finish a short or long rest.

Claim Item
10th-level Fervent Hoarder feature

All that you survey is yours to wield. As an action, you immediately attune to a magical item that is in your possession
and is not attuned to another creature. If doing so would cause you to be attuned to more than your maximum attuned
items, you can immediately unattune from one other item as part of the action.
When you attune or unattune to an item in this way, you can additionally
choose to use Absorb Magic to absorb or return the item's enchantment. If you
do, the item must remain in your possession for 1 hour, else the enchantment
returns to the item at the end of the hour.

You can use this feature a number of times equal to your proficiency bonus, Eres Heredero De Su Reino Mortal Disputado
after which you must finish a long rest to use it again.

Homely Lair
10th-level Fervent Hoarder feature

Given a little time to settle in, you can make improvements to your new home. When you finish a long rest while
resting in the area of your Manifest Lair, you can choose a spell from the following list which takes effect: druid
grove, guards and wards, programmed illusion, and project image. You determine the effects of the spell as if you had
cast it, but all effects must be within the radius of your lair and cannot leave it. Only one of these spells can be active
at any one time, and the spell immediately ends if Manifest Lair ends. The spell does not require you to concentrate on
it.

Splendor
17th-level Fervent Hoarder feature

The crowning glory of your hoard is a true marvel. When you designate an item as your centerpiece item during a
short or long rest, you can choose two of the features detailed in Heart of the Hoard. You gain the benefits of both.

Encarnación del Metamorfo


Metamorphs learn to master and manipulate the secrets that drove their initial transformation. They can reshape their
own bodies, adapting themselves to overcome the challenges that are brought on by their surroundings, solve practical
problems, enhance their draconic nature, or to express themselves freely by taking on fantastical traits of their
choosing—such as by imitating the brightly-colored feathered wings of the coatl, or the flowing mane of a ki-rin.

Adaptive Morph
3rd-level and higher Metamorph feature

Your form is an ever-shifting canvas, constantly changing to reflect your circumstances.

• Morphs. You learn three morph categories of your choice, which are detailed under "Morphs" below.
• You learn two additional morph categories of your choice at 6th level, and one additional category at 10th and
17th level. Each time you complete a long rest, you can choose to replace one morph category you know with
a different one.
• Active Category. As part of a short or long rest, you undergo a metamorphosis which grants you new benefits.
Choose one morph category that you know. The morph category you choose becomes your Active category,
granting you one of its two listed features (your choice). This morph lasts indefinitely, or until you choose to
change it again.
• Waning Morph. When you change your Active Category to a different one, the morph you chose as part of
that category becomes "Waning". You keep the benefits of the morph, but you are one step closer to forfeiting
it. When you change your Active category again, the effect of the previously Waning morph is lost, and the
morph of your previously Active category becomes Waning. In this manner, you are always gaining and
discarding new effects.

Swift Adaptation
3rd-level Metamorph feature

You can rapidly adjust to new surroundings. If you spend 1 minute in deep focus, you can assume a new morph from
among those you have learned. Choose a new Active Category and one of its morphs, and discard old morphs as if you
had changed morphs during a rest. Once you use this feature, you can't do so again until you finish a short or long rest.

Twinned Adaptation
6th-level Metamorph feature
Your morphs carry side effects with them. Whenever you choose an Active Category, you gain both the benefits listed
in that category. When you choose a new Active Category, you choose one morph from the previously Active Category
to keep as a Waning morph and one to discard.

Fueling the Transformation


6th-level Metamorph feature

Your form needs only a spark of energy to change entirely. When you use Devour Magic, or upon completing the goal
of your Resolution (see Optional Class Features), you can additionally choose to immediately change your form. If
you do, choose a new Active Category that you know and one of its morphs, and discard old morphs as if you had
changed morphs during a rest.

Remake Self
10th-level Metamorph feature

You can remake yourself from the ground up. As part of a long rest, you can choose to undergo a metamorphic ritual,
during which you cocoon yourself as you rework the nature of your being. This allows you to change your past
choices. Change each of the following to your liking:

• Dragon's Breath Damage Type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
thunder.
• Dragon's Breath Area Effect: line or cone.
• Elemental Adaptation Damage Type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
thunder.
• Eye of the Dragon Proficiency: Perception or Investigation.

Upon completing the ritual, any ability score damage, scars suffered, or limbs lost are restored. Once initiated, the
ritual can't be interrupted. You are helpless and unconscious for the full duration, and can only be stopped by an
untimely death.

Essence of Change
10th-level Metamorph feature

You understand change like few others. Unless you choose to be affected, your form can't be changed against your
will, such as by the polymorph spell or a Medusa's Petrifying Gaze.

Flawless Metamorphosis
17th-level Metamorph feature

You have nigh-total control over your transformation. You can retain one additional Waning morph, and when you
change morphs, you can choose to change each of your previously Waning morphs to any morph from any category
you know.

MORFOLOGÍAS
Aid
• Gold Luck. You harness the mystic fortuity of the
gold dragon. Whenever you or an ally that you can
see makes an attack roll, an ability check, or a saving
throw, you can choose to roll an additional d20. You
can take this action after you roll the die, but before
the outcome is determined. You choose which of the Fortaleza En Las Capas De Tus Huesos Por Años
d20s is used for the attack roll, ability check, or
saving throw. You can use this feature once, and regain the ability to do so after finishing a short or long
rest.
• Sheltering Wings. Flexible armor plating grows across your wings, allowing you to use them as shelter for
your allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can
use your reaction to impose disadvantage on the attack roll.

Courage
• Ivory Charge. Your horns split into a branching crown of antlers, capable of punching holes through hide
and armor alike. You gain an antler natural weapon, which counts as a martial melee weapon for you. You
can use it to make melee weapon attacks, with which you are proficient. Your antlers deal piercing damage
equal to 3d4 + your Strength modifier. If you move at least 10 feet in a straight line during your turn, you
gain advantage on the first attack you make with your antlers.
• Warrior's Will. You adorn your form with a symbol of bravery and prepare yourself to face opposition. You
gain advantage on Wisdom saving throws.

Cooperation
• Draining Scales. You alter your scales to siphon magical energy. Whenever you are a target of any spell of
1st level or higher, you gain temporary hit points equal to your Constitution modifier (minimum 1) before
the spell's effects are resolved.
• Silver Mist. You take on the aspect of the silver dragon, and can walk on clouds. As a reaction that you can
take when you or another creature that is Large or smaller within 60 feet of you falls, you can create a cloud
beneath the target as a reaction. The cloud supports the creature's weight and can harmlessly break their fall
as if it were a physical object. As part of creating the cloud, you can choose to have it immediately move up
to 10 feet up or down, where it will then float in place for up to 1 hour, or until you create a new one.

Creation
• Stone Scales. You assimilate available minerals in order to create a thick layer of defensive stone scales.
Your Armor Class becomes equal to 16 + your Constitution modifier. You count as wearing heavy armor,
but don't suffer any penalty to your Dexterity (Stealth) or as a result of not having heavy armor proficiency.
• Capable Form. Your body grows better suited to grasping and manipulating objects. You can ignore the
disadvantage imposed on attack rolls by Mythic Build. Additionally, you gain proficiency with simple and
martial weapons as well as with two tools of your choice. You can change your tool choices every time you
finish a short or long rest.

Disruption
• Tunnel Wyrm. You gain a burrowing speed equal to half your walking speed. You can tunnel through loose
dirt, gravel, and similar materials, but not through solid materials. If you burrow at half speed, you can
reinforce your tunnel as you move, allowing others to pass through—otherwise your tunnel slowly collapses
behind you. Additionally, as an action while burrowing, you can hollow out a portion of space in the terrain
into a 15-feet wide and deep sinkhole. If the sinkhole connects to the surface, it immediately collapses.
Creatures caught in the area must succeed on a Dexterity saving throw against your Dragon Spark DC or
fall into the sinkhole and drop prone. On a successful save, a creature can instead choose to move to the
nearest available space without provoking opportunity attacks. If you spend 1 minute creating the sinkhole,
it will instead collapse when the first creature that is Small or larger moves into its space. You can use this
property twice, after which you must finish a short or long rest before you can use it again.
• Reverberating Roar. Your voice commands the attention of your foes. As a bonus action, you can roar,
inciting fear and hesitation. Each creature of your choice within 20 feet of you are forced to make a Wisdom
saving throw against your Dragon Spark save DC. A target is unaffected if it can't hear or see you. On a
failed save, a target can't take reactions until the start of your next turn. A creature that succeeds on this
saving throw is immune to your roar until the end of your next turn.

Freedom
• Esoteric Ward. Runic glyphs carved across your body guard you against a variety of magics. You gain
advantage on all Intelligence, Charisma, and Strength saving throws against magical effects.
• Veiled Wings. Your wings take on a new aspect. Your Glide & Fly speed increases by 10 feet, and you can
take the Disengage action as a bonus action.

Heritage
• Blasting Breath. Your elemental spark is always at the ready. You can use your action to exhale a bolt of
elemental energy and spit it at a creature you can see within a range of 120. Make a ranged spell attack
using your Dragon Spark. On a hit, the target takes 1d10 + your Charisma modifier damage. The damage is
the same damage type as your Dragon's Breath. The number of damage dice increases by one at levels 5,
11, and 17.
• Wyrm Tongue. Your suave voice is confident and convincing. You have advantage on your choice of
Charisma (Deception) or Charisma (Persuasion) checks. Additionally, you learn two languages of your
choice. You can change your choices every time you finish a short or long rest.

Instinct
• White Cunning. You instill yourself with the primal awareness of the white dragon. You have advantage on
initiative checks and you ignore non-magical difficult terrain.
• Rending Jaws. Your jaw grows more powerful, and your fangs become serrated and cruel, capable of
puncturing armor and rending flesh. When you hit with a bite attack, the target suffers a -1 to AC for 1
minute. This effect can only be applied once per creature.

Might
• Driving Strikes. The tip of your tail develops a tough, bony club, and the force of your blows leaves your
enemies reeling. When you make a tail attack on your turn, your reach for it is 5 feet greater than normal.
Additionally, when you deal damage to a creature twice on the same turn with any combination of natural
weapons, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you.
Save DC = 8 + your proficiency bonus + your Strength modifier
• Elemental Maw. Volatile energy fills your gullet. Once on each of your turns when you hit with a bite
attack, you deal an additional 1d6 damage of your Dragon's Breath damage type.

Navigation
• Darting Predator. You adapt to better surprise your foes with short bursts of speed. You can take the Dash
action as a bonus action.
• Drowning Terror. You gain a swimming speed equal to your walking speed, and you can breathe both air
and water. Whenever you grapple a target that is unable to breathe freely—such as an aquatic creature on
land or viceversa—at the start of each of its turns, the target of your grapple must succeed on a Wisdom
save against your Dragon Spark DC or become frightened of drowning until it can again breathe freely.
Additionally, when you are dragging or carrying a grappled creature with you, your speed is no longer
halved.

Pain
• Thorny Spines. You grow a series of sharp, slender spikes across your body. Whenever a creature within 5
feet of you hits you with a melee attack, they take 1d4 piercing damage. At the start of each of your turns
you deal 1d4 piercing damage to any creature grappling you or any creature grappled by you.
• Skewering Quills. You develop clusters of sharp quills along your limbs which you can fire in an arc at your
foes. You gain a quills natural weapon, which counts as a martial ranged weapon for you and which you are
proficient with. You can use them to make ranged weapon attacks with a range of 60/120, and you add your
Strength modifier to the attack and damage rolls when you attack with them. Your quills deal 1d10 piercing
damage. Hit or miss, one square occupied by the targeted creature is then filled with quills, and you can
additionally choose two squares within 5 feet of that square to also fill with quills as your inaccurate
bombardment harmlessly scatters across the area. Any creature that subsequently enters a square filled with
quills must succeed on a Dexterity saving throw against your Dragon Spark save DC or stop moving this
turn and take 1 piercing damage. A creature moving through the area at half speed doesn't need to make the
save. You can use this attack a number of times equal to 1 + your Constitution modifier (minimum 1), after
which you must finish a short or long rest to use it again.

Salvation
• Breath of Bolstering Essence. Your magical essence is a wellspring of vitality waiting to be shared. As an
action, you exhale revitalizing power unto a creature of your choice within 10 feet of you, restoring a
number of hit points equal to your demi-dragon level. At your option, you can expend one or more of your
Hit Dice, up to half your demi-dragon level. For each Hit Die spent in this way, roll the die then add your
Constitution modifier, and add the result to the total amount of hit points you restore to the target. Once you
use this feature, you cannot use it again until you finish a short or long rest.
• Enthralling Dragonsong. You can sing a wordless aria that pacifies your audience. As a bonus action and
on each subsequent turn while your song lasts, every creature of your choice within 20 feet of you must
succeed on a Wisdom saving throw against your Dragon Spark or become charmed by you until your song
ends. A creature that cannot hear you or which has successfully saved against your song is immune to this
use of your song. The song ends after 1 minute, if you are incapacitated, or if you do not maintain it with a
bonus action each turn. Once you use this feature, you cannot use it again until you finish a short or long
rest.

Sanctuary
• Numinous Dragonsong. As a bonus action, you can sing a wordless hymn that bolsters your allies. Your
song lasts until the start of your next turn, and while it lasts you and creatures of your choice within 20 feet
of you gain a bonus to death saving throws and Constitution saving throws equal to your Charisma modifier
(with a minimum bonus of +1). The song ends if you are incapacitated or if you do not maintain it with a
bonus action each turn.
• Shape Breath. When you breathe destructive energy, you can shape pockets of relative safety within the
area of your breath. When you use your Dragon's Breath feature, you can choose a number of creatures that
are within the area of the breath weapon and which you can see equal to 1 + your Charisma modifier
(minimum 1). The chosen creatures need not make a saving throw, and take no damage from your Dragon's
Breath.

Subtlety
• Chameleon Scales. Your scales gain the ability to change color, letting you blend in with your surroundings.
You can take the Hide action as a bonus action on your turn. You have advantage on Stealth checks made to
hide in dim light and in natural terrain, such as rocks, plants, or sand.
• Venomous Sting. Your tail develops a stinger, loaded with poison. Your tail attack deals your choice of
piercing or bludgeoning damage. Once on each of your turns when you deal damage with a tail attack, the
target must succeed on a Constitution saving throw against your Dragon Spark save DC. On a failure, the
target takes an additional 2d6 poison damage and is poisoned until the end of its next turn.

Vantage
• Skittering Crawl. You gain a climbing speed equal to your walking speed. If you move at least 15 feet in a
straight line while on the ground or as part of a climb, you can choose to take the Dodge action as a bonus
action.
• Snatching Tail. Your tail becomes flexible, letting you unexpectedly catch your foes and yank them around.
When you hit a creature that is up to one size category larger than you with your tail, you can choose to
force them to roll a Strength saving throw. On a failure, they are pulled to a space of your choosing within
10 feet of you. The space must be on the ground and unoccupied.
Save DC = 8 + your proficiency bonus + your Strength modifier

Additional Draconic Embodiments


Further character options are available for your Draconic Embodiment. You can access them below.

• Voidmaw, a health-draining terror.


• Protector, a supportive frontliner.
• Genesis, a chaotic elementalist.
• Dragon Queen, a versatile tyrant.
• Platinum Dragon, a benevolent defender.

Encarnación del Fauces de Vacío


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
3rd-level Voidmaw feature

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
3rd-level Voidmaw feature

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
6th-level Voidmaw feature

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
10th-level Voidmaw feature

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 Appetite
17th-level Voidmaw feature

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.

Encarnación del Protector


Some demi-dragons choose a path of protection. These demi-dragons are often of a metallic or even an earthen hue.
Those that choose to embody protection become a stalwart shield to their allies, emboldening themselves with the
magical powers of their foes.

Shelter the Brood


3rd-level Protector feature

Your wings grow thick plates of armor and your bones strengthen. You can use your wings to protect yourself and your
allies. As a bonus action, you can spread your wings in an area around you. Until the start of your next turn, you and
creatures of your choosing within 5 ft. of you are considered to be behind half cover. This cover protects from danger
from all sides, except from below. If a creature moves within 5 ft. of you while this ability is active, you can choose to
extend the bonus of this ability to them.

Strength of Steel
3rd-level Protector feature

Like true steel dragons, you are resistant to magic. Whenever you are a target of any spell of 1st level or higher, you
gain temporary hit points equal to your Constitution modifier (minimum 1) before the spell's effects are resolved.

COVER (PHB 196)


Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm.
A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle
blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a
creature, whether that creature is an enemy or a friend.

Rapid Response
6th-level Protector feature

In battle, your watchful alertness is matched only by the speed of your response. Whenever a creature that is granted
cover from your Shelter the Brood is attacked, you can make a tail attack against the attacking creature as a reaction.

Vigorous Wings
10th-level Protector feature

The edges of your wings are bladed like those of a steel dragon. You can use your wings as natural weapons, with
which you are proficient, to make melee weapon attacks. When you attack with them, your wings shear an area
dealing 1d4 + your Strength modifier slashing damage to each enemy in a 10 ft. cone. Roll an attack separately for
each target in the cone.

Wings of Protection
17th-level Protector feature

You are a living avatar of protection to any who find themselves under your watchful gaze. When a friendly creature
that you can see is the target of an attack, you can use your reaction to move up to 30 ft. using your glide or flying
speed and resolve that attack with yourself as the target. If the attack would still hit you, you reduce the damage that
you take by an amount equal to your Constitution + Charisma modifiers. You can use this feature a number of times
equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a short or long
rest.

Encarnación del Génesis


While most demi-dragons model themselves after dragons of legend, some seek to carve a path entirely their own.
These demi-dragons nurture their inner spark above all else, and let it find its shape as it grows. While this process is
both abstract and tenuous, a devotee can find inspiration from planes outside the Material Plane, such as the Elemental
planes, Limbo, and Mechanus. Through this process, they become a living conduit of the planes, and a force of
elemental might on the battlefield. The scales of a Genesis dragon change color as they grow in strength, eventually
settling on abnormal hues such as violet, orange, pink, or even prismatic or opalescent palettes.

Shifting Tides
3rd-level Genesis feature

Your elemental attunement is less defined, but more potent. You roll d10s instead of d8s for the damage of your
Dragon's Breath. However, you can no longer choose the damage type. Instead, roll on the following table every time
you use your Dragon's Breath. If you roll acid, fire, force or lightning, the target must make a Dexterity saving throw.
If you roll cold, poison, or thunder, the target must make a Constitution saving throw.

SHIFTING TIDES
d8 Damage Type
1 Fire
2 Cold
3 Poison
4 Acid
5 Lightning
6 Thunder
7 Force
8 Choose a damage type from this list. You deal additional damage equal to your Constitution modifier.

Additionally, the spark within you never truly burns out. Once on each of your turns when you hit a creature with a
natural weapon attack while you are out of uses of your Dragon's Breath feature, you deal an additional 1d6 damage,
matching the damage type of your last Dragon's Breath.

Prismatic Scales
3rd-level Genesis feature

Your scales shimmer with power, often changing to an unnatural hue. When you take a short or long rest, you can
choose to exchange the resistance granted by your Elemental Adaptation feature for a weaker but more varied
elemental protection. While Prismatic Scales is active, acid, cold, fire, force, lightning, poison, and thunder damage
you take is reduced by an amount equal to your Constitution modifier.

Chaotic Mire
6th-level Genesis feature

The energy within you constantly struggles to escape, building up until you allow it to burst free. Whenever an enemy
hits you with a melee attack, you can use your reaction and spend a use of your Dragon's Breath feature to unleash a
wave of elemental power. Roll on the Shifting Tides table. All creatures within a 15-foot wide radius of you must make
a Dexterity or Constitution saving throw depending on the damage type you roll, taking damage equal to your
Dragon's Breath Damage on a failure and half as much on a success. The affected area then becomes difficult terrain
until the start of your next turn.

Unpredictable Spirit
10th-level Genesis feature

You have learned how to better channel the raw, unformed energy of the outer planes, granting additional effects to
your non-damaging combat actions. When you gain this feature, choose two of the following effects, which you gain
access to. Each time you gain a level in this class, you can replace one effect you know with a different one.

• Mechanus' Rhythm: Disengage – When you use your action to Disengage, you can choose a creature you
can see within 60 feet of you. You have advantage on all your attack rolls against that creature until the end of
your next turn.
• Dance of the Fey: Dodge – When you take this action, until the start of your next turn, whenever an attack
roll is made against you, you can teleport 5 feet in a direction of your choice after the roll is resolved.
• Ethereal Jaunt: Dash – When you take this action, you have resistance to all damage until the end your turn.
• Gaze of Pandemonium: Search – When you use your action to Search, other creatures provoke a special
opportunity attack from you when they enter your reach. As part of this opportunity attack, you can make one
tail attack, one claw attack, and one bite attack. Additionally, until the start of your next turn you can see
through lightly obscured areas as though they were normal.
• Beastland's Focus: Grapple – While you are grappling a creature that is on the ground, ranged attacks have
disadvantage against you.
• Celestia's Decree, Hell's Demand: Help – You may take this action as a bonus action.
• Veil of Limbo: Hide – The damage reduction granted by your Prismatic Scales feature increases to twice
your Constitution modifier.
• Ysgardian Blessing: Shove – When you shove an allied creature, their movement does not provoke
opportunity attacks until the end of their next turn.

Flux Incarnatus
17th-level Genesis feature

Your attunement to untamed power is such that it shields you of its own volition. Whenever you expend a use of your
Dragon's Breath feature, you wreath yourself in elemental power. Until the start of your next, you gain immunity to
the damage type you rolled on the Shifting Tides table. Additionally, when an enemy hits you with a melee attack, they
take 2d8 damage of the same damage type.

Encarnación de la Reina Dragón


Worshiped in secret by cults, and spoken of in whispers by more upstanding citizens of the world, the legend of the
Dragon Queen is known to all across the realm. With five heads, each wielding the power of a different element, her
devastation and cruelty is unmatched. Perhaps you have been given her blessing, or maybe you strive to emulate a
measure of her power. Whatever your reasons, your transformation into a multi-headed creature of horror has only just
begun.

Better Than One


3rd-level Dragon Queen feature

You grow another head. This new head has all the capabilities as your first, minus the ability to use your original
breath weapon, and shares your mind and will. When you gain this new head, and for each new head hereafter, select a
new breath weapon option from those available to you from the Dragon's Breath feature.

You can not select a damage type you have already chosen, and you do not gain additional damage resistances from
these choices through Elemental Adaptation. The damage type and breath weapon you have chosen for the new head is
unique to that head alone. Your original head's elemental damage type is the same as your original breath weapon's.

When you use your Dragon's Breath, choose which one of your heads' breath weapons to use for that feature. This
doesn't give additional uses of Dragon's Breath, but rather expands your elemental damage and area of effect options.

If you are targeted by an effect that would cut off one of your heads, you choose which head to lose and do not die so
long as you have one head remaining. While the head is detached, you lose access to its elemental damage type and
breath weapon.

The missing head can be restored by any effect that can replace or restore limbs, or by spending a week's worth of
downtime in deep focus.

When you reach level 6, and again at levels 10 and 17, you gain an additional head as per this feature, for a total of
five heads at level 17.

Elemental Fury
3rd-level Dragon Queen feature

When you take the Attack action, you can blast a nearby target with elemental power as a bonus action. Make a ranged
Dragon Spark attack with a range of 60 feet. On a hit, the target takes damage equal to 1d4 + your Charisma modifier.
The damage type is one of the elemental types possessed by one of your heads. The damage die increases to 1d6 at
level 6, 1d8 at level 10, and 1d10 at level 17. This attack has advantage if the target of the attack is not one you have
already hit with an attack on this turn.

Sleep With Two Eyes Open


6th-level Dragon Queen feature

You have grown accustomed to your multi-headed nature and have begun to split your attention more efficiently.
Whenever you take a long rest, so long as you have more than one head, one of your heads remains awake enough to
keep watch for danger. While sleeping, you can use this head to see and hear as normal.

Additionally, while you have more than one head, you have advantage on initiative checks and saving throws against
the Blinded and Deafened conditions, and can no longer be surprised.

Onslaught
10th-level Dragon Queen feature

Your heads act in perfect unison. When you use your Dragon's Breath feature, you can also use a bonus action to make
a bite attack with a different head.

Terror Of The Nine Hells


10th-level Dragon Queen feature

Your form has become something truly frightening to behold. You gain proficiency in the Intimidation skill. If you
already have proficiency in Intimidation, your proficiency bonus is doubled for that skill.

Additionally, while you have more than one head, you have advantage on saving throws against being Stunned or
knocked Unconscious.

Fanged Frenzy
17th-level Dragon Queen feature

Nothing can escape your fury. You gain an additional reaction each turn that can only be used to make an attack of
opportunity with your bite attack, and creatures that willingly move while within 5 feet of you trigger an attack of
opportunity.

Variant: Embodiment of the Hydra


The Dragon Queen is not the only multi-headed beast of legend to be feared and avoided. You have turned your
attention towards the sleek elegance and the regenerative power of the Hydra.

You may choose this variant when you gain the Embodiment of the Dragon Queen subclass. Once chosen, the
following alterations to the subclass take place, starting at level 3.

• When you would gain an extra head, you do not choose a new breath weapon option from the Dragon's
Breath feature for that head, and that head's elemental damage type is the same as the damage type you
chose when you originally gained the Dragon's Breath feature and each of your heads may use your original
Dragon's Breath.
• The reach of your bite attack increases to 10 feet.
• You can expend hit dice as a bonus action to regrow missing heads instantly, regrowing one missing head
per hit die spent. You do not regain hit points for hit die spent in this way.

Encarnación del Dragón de Platino


Compassion, empathy, and an unyielding sense of justice have inspired you to take up the cause of the Platinum
Dragon, such that your very nature as a Demi-Dragon will be forever altered by your alignment with this most holy of
dragons. Though capable of resolving conflicts with force if need be, Embodiments of the Platinum Dragon will find
that it is better to prevent harm rather than cause it, and the strength of their devotion shall aid them in their cause.

Golden Spirits
3rd-level Platinum Dragon feature

You gain the aid of celestial emissaries that take the form of of tiny golden birds, pseudodragons, or other suitable
flying creatures. These spirits constantly fly or rest around you, going no further from you than 10 feet away, unless
required to by one of your features. You have a number of these spirits equal to 1 + your proficiency bonus.

As a reaction when you or one of your allies within 60 feet would take damage, you cause one of your spirits to
interpose itself between the target and the source of damage, reducing the damage taken by an amount equal to half
your demi-dragon level (rounded down) + your Charisma modifier (minimum 1). Damage taken can not be reduced
below 0. The spirit's energy is then expended and it cannot be used again until you have finished a long rest.

Platinum Decree
3rd-level Platinum Dragon feature

You gain proficiency in Persuasion. If you already have this proficiency, you instead gain proficiency in another skill
of your choice.

Additionally, you can use your action to make a Decree, commanding a target within 60 feet to cease violent acts for 1
minute. At the start of each of its turns, the target must make a Wisdom saving throw against your Dragon Spark DC.
On a failure, the target cannot make an attack or force an unwilling creature to make an ability check or saving throw.
On a successful saving throw, the Decree ends. A creature can choose to automatically succeed this saving throw, and
if it does so, you have advantage on attacks against it until the end of your next turn.

On a successful save, the creature is immune to this effect for 24 hours.

Celestial Soul
6th-level Platinum Dragon feature

Your ever strengthening devotion to your ideals has aligned your being with the forces of the heavens, suffusing your
body and soul with radiant energy.

Once per turn when you roll damage with a natural weapon, you deal an additional 1d6 radiant damage.

Additionally, when you use your Dragon's Breath feature, you can change its damage type to radiant. If it's damage
type is already radiant, it deals an additional 1d8 radiant damage.

Walk Among Them


6th-level Platinum Dragon feature

Following in the steps of your inspiration, you have learned to retake a humanoid form to allow you to better converse
with the people of the world.

You gain a language proficiency of your choice, and you can shapeshift into a medium or small humanoid with an
appearance of your choosing as an action. This appearance is your persona, and once chosen, its appearance cannot be
altered.

While your shape is changed in this way, you still benefit from your race and class features, briefly manifesting claws,
wings or whatever else is required to use your features, though you can choose to conceal these manifestations as
mundane strikes or other non-draconic abilities. You can revert to your true form as an action.

You gain an additional persona and language proficiency at levels 10 and 17.

Breath of Heaven
10th-level Platinum Dragon feature

Your innate connection to celestial forces has empowered your Dragon's Breath.

As an action, you can exhale a radiant wind with an area equal to your Dragon's Breath Cone Range. Creatures of
your choice within that area, including yourself, regain hit points equal to your Dragon's Breath damage.

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

At 17th level, you can use this feature twice.

Platinum Pinnacle
17th-level Platinum Dragon feature

The spark of divinity within you has fully manifested.

As an action, choose one dead creature within 30 feet that has been dead for no longer than one minute, and return it to
life with 1 hit point. This feature can’t return to life a creature that has died of old age, nor can it restore any missing
body parts.

You can expend any number of spirits as part of this action, restoring an additional amount of hit points to the target
equal to half your demi-dragon level (rounded down) + your Charisma modifier (minimum 1) per spirit expended.

Once you have used this feature, you cannot do so again until you have finished a long rest.

NUEVE VECES IO
Vino Del Vacío
De La Nada Él
Hizo Girar El Mundo
Sobre Este Él Puso
Su Orgullosa Creación
Porque Uno Fue Hecho
Para Satisfacer Al Otro

Pero Llegó La Guerra


E Io Murió Protegiendo
Lo Que Había Hecho Girar
Otros Se Quedaron
Con Otras Creaciones

Somos Huérfanos
Vilipendiados Por La Civilización
Pero Fuimos Los Primeros
Este Es Nuestro Mundo
Lo Tomaremos De Vuelta
Parte II: Dotes, Objetos, Conjuros & Más
Dotes
Versatilidad del Aliento
Prerrequisito: Arma de aliento

Puedes alterar tu aliento. Obtienes los siguientes beneficios:

• Aumenta tu puntuación de Constitución o Carisma en 1, hasta un máximo de 20.


• Cuando usa su Aliento de Dragón o Arma de Aliento, puede elegir libremente entre usar un aliento de línea o
un aliento de cono. Si elige una línea, puede aumentar el ancho de tu aliento de 5 pies a 10 pies.

Tesoro del Dragón


Prerrequisito: Demi-dragón, nivel 8

Una codicia profundamente arraigada se apodera de ti. Durante un descanso largo, puedes vincularte mágicamente a
una ubicación, reclamando un área con un radio de 60 pies como la ubicación de tu tesoro. Monedas, gemas, arte y
otras riquezas no mágicas ubicadas dentro del área contribuyen a tu tesoro, calculado en piezas de oro. Solo puedes
vincularte a un área de tesoro a la vez, y solo puedes vincularte a un nuevo tesoro una vez cada 7 días. Si se retira
algún objeto del tesoro, sabrás de inmediato qué se ha retirado. Obtienes los siguientes beneficios en función de la
cantidad de riqueza almacenada en el área de tesoro. Si pierdes suficiente riqueza para colocarte por debajo de un
umbral de riqueza, perderás todos los beneficios asociados con ese umbral hasta que vuelvas a tener suficiente riqueza.

• Absorber Encantamientos Mágicos. El límite máximo de objetos mágicos que puede absorber con Absorber
Magia aumenta en la cantidad indicada para ese umbral.
• Sifón de Tesoro. Tu hambre mágica se extiende a cualquier distancia hasta los objetos almacenados en tu
tesoro. Puedes usar cualquier pieza del tesoro que no sea equipo, como una poción o algunos objetos
maravillosos, que esté almacenado dentro de tu tesoro como si lo estuvieras sosteniendo. El objeto funciona
con normalidad y se consume con el uso o gasta cargas si normalmente lo haría. Si el objeto es requerido para
su propio funcionamiento, como una vara inamovible o una figura de poder maravilloso, conjuras una
proyección espectral de este. Cualquier daño recibido por tal proyección espectral se transfiere al objeto real.
Una proyección desatendida se desvanece después de 1d4 horas, después de lo cual puedes volver a activarla
siempre que se cumplan todas las demás reglas.
• Sueño Áurico. Cada vez que finalizas un descanso largo mientras descansas a 30 pies de tu tesoro, obtienes
puntos de golpe temporales equivalentes al doble de tu nivel. Estos puntos de vida temporales no se pierden
al final de un descanso largo y duran hasta 7 días. Además, tu nivel de agotamiento, si lo hubiera, se reduce
en 1.
• Sintonización Desatada. Puedes sintonizarte con hasta cuatro objetos mágicos a la vez. Además, ignoras
todos los requisitos de clase, raza y nivel sobre el uso de objetos mágicos.

Riqueza Absorber Encantamientos Mágicos Rasgos


3,000 +3 Sifón de Tesoro
10,000 +1 Sueño Áurico
30,000 +1 Sintonización Desatada

Esbirro Leal
Prerrequisito: Demi-dragón
Obtienes los servicios de un esbirro leal, que toma la forma de un Pequeño humanoide o una monstruosidad de tu
elección. El esbirro tiene las estadísticas que se detallan a continuación.

Tu siervo actúa independientemente de ti, pero siempre obedece tus órdenes. En combate, tira su propia iniciativa y
actúa en su propio turno. Un esbirro no puede atacar, pero puede realizar otras acciones con normalidad.

Además, aprendes un nuevo idioma o adquieres una habilidad o dominio de herramientas de tu elección.

Si pierdes a tu esbirro, puedes revivirlo o reclutar uno nuevo al final de un descanso largo.

Si seleccionas esta dote varias veces, la cantidad de esbirros leales que tienes aumenta en 1 para cada uno, y puedes
seleccionar un idioma, dominio de habilidades o dominio de herramientas adicional.

ESBIRRO LEAL
Humanoide o Monstruosidad Pequeño, Comparte Tu Alineamiento

Clase de Armadura 13
Puntos de Golpe 5 + el doble de tu nivel (el esbirro tiene un número de Dados de Golpe [d4] iguales a tu nivel)
Velocidad 30 pies

FUE 9 (-1) DES 16 (+3) CON 14 (+2) INT 14 (+2) SAB 15 (+2) CAR 11 (+0)

Tiradas de Salvación determinadas por el rasgo de Adaptación de Dotados del esbirro


Habilidades Comparte tus competencias
Resistencias al Daño determinadas por el rasgo de Adaptación de Dotados del esbirro
Inmunidad de Condiciones hechizado
Sentidos visión en la oscuridad 60 pies, percepción pasiva 12
Idiomas Comparte tus idiomas conocidos
Desafío —

Adaptación de Dotados. El esbirro es resistente al tipo de daño que elegiste para el Aliento de Dragón, y es
competente en la tirada de salvación que usas para ese rasgo.
Conjunto de Habilidades Compartidas. El esbirro comparte tu bonificación de competencia, conoce todos tus
idiomas y comparte tus competencias en habilidades y herramientas.

ACCIONES
Implementar Trampa (2/Día). El esbirro coloca una trampa en un cuadrado adyacente a él.
Cualquier criatura que se mueva posteriormente a esa casilla debe hacer una tirada de salvación
de Destreza contra tu CD de salvación de Chispa de Dragón o quedar inmovilizada. Una
criatura contenida puede, como acción, realizar una tirada de salvación de Fuerza contra la
misma CD para finalizar el efecto.
Gancho de Agarre. El esbirro puede agarrarse a cualquier superficie o a una criatura voluntaria La Magia Es Un Derecho De Nacimiento,
que pueda ver a 30 pies de sí mismo e inmediatamente arrastrarse a un espacio adyacente. Si el Nos Cambiamos A Nosotros Mismos Por
esbirro se aferra a ti, puedes optar por permitir que te monte inmediatamente como parte de la Intención Y Voluntad
acción del gancho de agarre, siempre que se cumplan todas las demás reglas de montaje.

Adaptación del Inadaptado


Prerrequisito: Demi-dragón

Tu cuerpo continúa cambiando de formas inesperadas. Obtienes los siguientes beneficios:

• Aumenta tu puntuación de Fuerza, Constitución o Carisma en 1, hasta un máximo


de 20. Nuestro Legado Deshecho, Crónicas Sin
• Elige un rasgo individual de una categoría de morfología disponible para la Guardar, Aprender De Nuevo O Desesperarse
Encarnación del Metamorfo. Obtienes el efecto elegido, que es permanente. Si ya tenías acceso a las
morfologías y ha aprendido la categoría de morfología asociada, puede elegir cambiar esta u otra morfología
menguante cada vez que cambies de morfología.

Puedes tomar esta dote varias veces. Cada vez que lo hagas, elige una morfología diferente.

Ferocidad Natural
Prerrequisito: Demi-dragón

Te has acostumbrado a usar tu cuerpo como el arma que debe ser. Obtienes los siguientes beneficios:

• Obtienes 3 puntos de furia, como se describe en la Encarnación del Juggernaut. Puedes gastarlos en cualquier
maniobra de Juggernaut que conozcas y por la que puedas pagar el coste de furia. Si ya tenías furia, tu total
aumenta en 3. Recuperas tu furia gastada cuando finalizas un descanso corto o largo.
• Aprendes dos maniobras de tu elección de las disponibles para la Encarnación del Juggernaut. Si una
maniobra que usas requiere que tu objetivo haga una tirada de salvación para resistir los efectos de la
maniobra, la CD de la tirada de salvación es igual a 8 + tu bonificador de competencia + tu modificador
por Fuerza. Si la maniobra utiliza un arma natural de cuerno o ala, la añades a tu lista de armas naturales.

Revestimiento de Guerra
Prerrequisito: Demi-dragón

Te has entrenado para usar armaduras pesadas en el combate. Obtienes los siguientes beneficios:

• Aumenta tu puntuación de Fuerza en 1, hasta un máximo de 20.


• Obtienes competencia con armadura pesada.
• Cuando te equipas una armadura pesada, puedes optar por renunciar a usar tu
cálculo de CA. Si lo haces, el daño contundente, perforante y cortante que recibes
de los ataques no mágicos se reduce en 3.
• Llevar una armadura pesada ya no restringe los rasgos de Vuelo o Zancada. Moldéate Libremente
Rasgos de Clase Opcionales
Esta sección ofrece rasgos adicionales que puedes obtener como demi-dragón. A diferencia de los otros rasgos de tu
clase, aquí no obtiene los rasgos automáticamente. Consultando con tu DM, tu decides si deseas obtener un rasgo en
esta sección si cumples con el requisito de nivel indicado en la descripción del rasgo. Estos rasgos se pueden
seleccionar por separado unos de otros; puedes usar algunos, todos o ninguno de ellos.

Poder Transformado
Rasgo de demi-dragón de 1er nivel

Cuando tomas un nivel en demi-dragón por primera vez mientras ya tiene niveles en otra clase, puedes convertir
opcionalmente esos niveles en una cantidad equivalente de niveles de demi-dragón.

Mente Indefinida
Rasgo de demi-dragón de 1er nivel

Como opción, eliges Inteligencia o Sabiduría. La puntuación de habilidad elegida se usa en lugar de Carisma para
Chispa de Dragón y Escamas de Dragón, así como todas los rasgos de demi-dragón que se refieren a Carisma
(excepto Fuerza del Yo).

Recarga de Aliento
Rasgo de demi-dragón de 1er nivel, el cual cambia el rasgo de Aliento de Dragón

Aliento de Dragón ya no almacena múltiples cargas. Cuando usas tu Aliento de Dragón, tira un d6 al comienzo de
cada uno de tus turnos. Con un 6, recuperas el uso del rasgo.

A partir del nivel 13, recuperas el uso del rasgo si obtienes un 5 o un 6.

Resolución
Rasgo de demi-dragón de 1er y 18vo nivel, el cual reemplaza el rasgo de Devorar Magia

Actúas con propósito y celebras tus triunfos. Como acción adicional, fijas tu atención en la realización de una tarea—
ya sea matar a un enemigo en particular, obtener un objeto que no tienes o ayudar a un aliado de alguna manera. La
tarea debe ser de naturaleza no trivial. Mientras la tarea permanezca sin hacer, tienes ventaja en tu próxima tirada de
salvación de Sabiduría. Cuando se completa la tarea, recuperas puntos de golpe equivalentes a 1d10 + tu nivel de
demi-dragón. Si abandonas la tarea o no la completas antes de que hayan pasado 10 minutos, estos beneficios se
pierden.

Una vez que uses este rasgo, debes finalizar un descanso corto o largo antes de poder usarlo nuevamente. Comenzando
a nivel 18, obtienes ventaja en todas las tiradas de salvación de Sabiduría hasta que se completa la tarea.

Aumento de Tamaño
Rasgo de demi-dragón de 10mo y 20vo nivel

Tu Tamaño aumenta a Grande. A nivel 20, tu tamaño aumenta a Enorme.

Nota: Un aumento de tamaño permanente puede ser un problema significativo durante el curso de una campaña, especialmente desde la perspectiva
del DM. Considera cuidadosamente si permitir esto. A opción del DM, los niveles sugeridos pueden ser ajustados.
Objetos y Equipo
Aunque los dragones no necesitan armas ni armaduras, muchos aún encuentran útil una variedad de equipos
especializados.

Clawguards
Mundane, 20 gp, 10 lbs

These sturdy kite-shaped steel spades are made to fit over a creature's claws, serving as gauntlets. They are intended to
reduce the strain of manual labor, and you can use them to perform the functions of a shovel, crowbar, or hammer.
While wearing them, your claw attacks deal piercing damage.

Crown of the Platinum Savior


Wondrous item, very rare (requires attunement by a creature that has a breath weapon and is of neutral or good
alignment)

This platinum filigree ornament clasps a softly glowing sapphire spindle. It signifies one who is favored by Bahamut.

• Protection. You gain a +1 bonus to AC and saving throws while you wear this crown.
• Radiant Blessing. When you use a breath weapon while wearing the crown, you can choose to change your
elemental exhalation into a burst of radiant energy. If you do, your breath deals radiant damage.
• Breath of Life. When you use a breath weapon while wearing the crown, you can choose to change your
destructive breath into a burst of healing energy. If you do, you and each creature in the area of your breath's
exhalation instead regain a number of hit points equal to the damage normally dealt by your breath. Once you
use this property of the crown, you can't use it again until the next dawn.

Crystallized Blood of Io
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a demi-dragon)

While you are wearing this ornate ruby-red jewelry, you can use it as a spellcasting focus for any spells you have, and
you gain a bonus to Dragon Spark attack rolls and to the saving throw DC of your Dragon Spark features, as well as
to spells. The bonus is determined by the rarity.

When you roll a 1 on a damage die for your Dragon's Breath feature, you can reroll the die and must use the new roll.

Dragongilded Armring
Wondrous item, uncommon (requires attunement)

This ornate armring was forged from gold mixed with dragon's blood. It is made up of
looping segments that can be adjusted to fit onto practically any limb, and bears a subtle
magical enchantment that protects its wearer. While wearing the armring, you can choose Los Tesoros Son El Regalo De Ios, Un Ancla
to calculate your Armor Class as 13 + your Constitution modifier. Para Nuestra Guarida

Formshifter's Armring
Wondrous item, very rare (requires attunement)

This gleaming gold armring appears to be a dragongilded armring to anyone who tries to identify it, and it confers that
item's property when attuned to.
• Curse. This item is cursed. When attuned to, you fall unconscious for 2d4 hours, during which you are
transformed into a demi-dragon using Transformed Power and Indefinite Mind. The DM determines the shape
and damage type of your Dragon's Breath, but you otherwise make your own class choices. The armring can
be removed with the remove curse spell or similar magic, but doing so doesn't return you to your old form.
Only a remove curse spell cast at 6th level or higher, the wish spell, or obtaining the blessing of a true dragon
can restore you to your old form. This curse has no effect on a character that is already a demi-dragon, and it
can't curse more than one target at a time.

Dragonrider's Saddle
Mundane, 75 gp, 30 lbs

Each of these heavily-cushioned saddles are constructed to individual specifications. A dragonrider's saddle braces the
rider and comes with straps and handholds to hold the rider in place during flight or battle, providing advantage on any
check to remain mounted.

The saddle also has space for pouches and saddlebags, positioned within the reach of the dragon wearing it.

Essence of Fury
Wondrous item, legendary (requires attunement by a demi-dragon)

This crimson orb of intangible power roils with passionate intensity. As part of attuning to it, you must absorb it with
Absorb Magic, infusing you with its fervor.

While you are attuned to the essence, you gain 4 Fury points, and learn the Lockjaw, Reprisal, Rising Wing, and Wrath
maneuvers, as described under the Embodiment of the Juggernaut.

Additionally, you can choose to go berserk (no action required). When you do, and again at the start of each of your
turns, you regain all your Fury points. Your berserk lasts for 1 minute, and you can't activate it again until you have
finished a long rest.

Essence of Transformation
Wondrous item, very rare (requires attunement by a demi-dragon)

This viridian orb of intangible power stirs with subtle restlessness. As part of attuning to it, you must absorb it with
Absorb Magic, infusing you with its flexibility.

While you are attuned to the essence, during a short or long rest, you can choose any morph available to the
Embodiment of the Metamorph. You gain the benefits of the morph until you change it during another rest.

As an action, you can immediately select a different morph, changing the morph granted by this item as if you had
changed morphs during a rest. Once you do so, you can't do so again until you have finished a long rest.

Green Dragon Gizzard Stone


Wondrous item, uncommon (requires attunement by a creature with a poison breath weapon)

This noxious green jewel writhes with vile smoke. Exposed to centuries of magical corruption, the hazardous vapor
item its would kill a lesser creature. As part of attuning to it, you must swallow it in order to gain its benefits.

While attuned to the gizzard stone, you are immune to the poisoned condition. Additionally, any creature that fails
their saving throw against your breath weapon is poisoned for 1 minute. A creature can repeat the same saving throw
they made against your breath weapon at the end of each of their turns, ending the effect on themselves on a success.

Inkbound Jewel
Wondrous item, common

This small gem bears a simple enchantment. By focusing on the jewel and passing it across a surface, you can sketch a
simple picture or write a short message in a language you know as an action. The image or message appears on a
suitable surface that is within 5 feet of you, and is written in ink.
Medallion of Change Shape
Wondrous item, rare

This rune-inscribed medallion, with a core of willow wood inset in a steel frame, grants the ability to change one's
physical shape. As an action while wearing the medallion, you magically polymorph into a humanoid that has a
challenge rating no higher than 1. You revert to your true form if youdie, if you lose the medallion, or if you use a
bonus action to do so. Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice).
Once you have used the medallion to polymorph into a new form, you cannot use the medallion to assume the form of
a different humanoid until you next finish a short rest, but can still use the medallion to change between the chosen
humanoid form and your true form.

In a new form, you retain your personality, alignment, hit points, Hit Dice, ability to speak, proficiencies, and
Intelligence, Wisdom, and Charisma scores. Your statistics and capabilities are otherwise replaced by those of the new
form, except any class features (including spell casting) or legendary actions of that form, and you additionally gain
proficiency with simple weapons, light armor, and medium armor if you don't already have those proficiencies.

Potion of Change Shape


Wondrous item, uncommon

This grayish, murky potion swirls and shifts when shaken. When you drink it, you magically polymorph into a
humanoid that has a challenge rating no higher than 1 for 2d4 hours. This form is determined when the potion is
initially created. You revert to your true form if you die or at the end of the duration. Any equipment you are wearing
or carrying is absorbed or borne by the new form (your choice).

In a new form, you retain your personality, alignment, hit points, Hit Dice, ability to speak, proficiencies, and
Intelligence, Wisdom, and Charisma scores. Your statistics and capabilities are otherwise replaced by those of the new
form, except any class features (including spell casting) or legendary actions of that form, and you additionally gain
proficiency with simple weapons, light armor, and medium armor if you don't already have those proficiencies.

Myrielle's Razors
Wondrous item, uncommon (requires attunement by a winged creature)

These elegant fan-shaped razors come as a pair, and are decorated with artistic patterns of seafoam. They are intended
to be worn on the wing limb and used as a slicing weapon. While wearing the razors, you gain a wing attack, which is
a natural weapon and which counts as a martial melee weapon for you, and you are proficient with it. You can use it to
make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when you attack with
it. Your wing attack deals 1d6 slashing damage.

While you wear the razors and are attuned to them, you additionally gain 2 Fury points, and learn the Suppressing
Gale and Thieving Talons maneuvers, as described under the Embodiment of the Juggernaut.

Obsidian Blast-Sphere
Wondrous item, uncommon

This spherical chunk of shaped obsidian is hollow on the inside, and its dark surface is inscribed with runes of
protection. A gilded lid on one side gives access to the interior. If you have a breath weapon, you can breathe into the
inert Blast-Sphere, sealing one use of your breath weapon within the sphere for up to 1 hour.

As an action, you can unseal a charged Blast-Sphere, causing the stored breath to burst forth in a direction of your
choosing. Alternatively, the Blast-Sphere can be thrown up to 30 feet as an action. When thrown, roll a d8 to determine
which direction the breath bursts forth in. After being used, a charged Blast-Sphere becomes inert.

Ring of Draconic Deception


Wondrous item, rare (requires attunement by a creature with the dragon type)

This ornate silver jewelry is inlaid with jade and takes the form of a bracelet, hornring, tailring, or other suitable
ornament. While wearing it, as an action you can alter your appearance to mimic the form of any creature with the
dragon type which has the same basic arrangement of limbs as yourself. This change
holds up to physical and sensory inspection, but magic may reveal your true nature.

Nuestra Magia Está Disminuida, Pocos Recuerdan


El Viejo Poder
The ring has 3 charges. Whenever you use a breath weapon, you can expend 1 charge to change the damage type of
your breath to one of the following of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant,
or thunder. The ring regains all charges daily at dawn.

Sapping Lattice
Wondrous item, rare (requires attunement by a creature with a Constitution saving throw breath weapon)

This net of white-gold filigree jewelry is made to wrap around the neck, and is shaped in arcane patterns that resonate
with draining energy when in use. Your breath save DC or your Dragon Spark save DC and attack bonus increases by
1. When a creature fails their saving throw against your breath weapon, its speed is reduced by 15 feet until the start of
your next turn.

Skybreaker's Wing Spurs


Wondrous item, rare (requires attunement by a winged creature)

This set of elaborate mithral plates are of a distinctly elven design, and end in talon-like spurs inset with sapphires.
They are worn on a creature's wings, protecting the main limb. While wearing them during flight, you have advantage
on checks made to resist being knocked prone.

The spurs have 5 charges, which are used to fuel the spells within them. While wearing the spurs, you can use your
action and expend 1 charge to cast one of the following spells (save DC 15) from the spurs: gust of wind, thunderwave
(2nd level), or warding wind. The spurs regain 1d4 + 1 expended charges each day at dawn. If you expend the spurs'
last charge, roll a d20. On a 1, the sapphires set into the spurs crack, and they can no longer be used to cast spells.

Spell Slinger's Chains


Wondrous item, very rare (requires attunement)

This set of thick iron chains connects to a ruby pendant, intended to be worn on the limbs and chest, respectively. The
set was created by a gallant spell duelist who preferred to defeat his adversaries by turning the power of their own
magic against them.

As a reaction when you see a creature within 60 feet of you casting a spell, you can attempt to interrupt the creature's
spellcasting. Make an ability check using your highest mental ability score. The DC equals 10 + the spell’s level. On a
success, the creature’s spell fails and has no effect, and you store the spell that was being cast for up to 8 hours. You
can cast the spell stored in the chains, even if you can't usually cast spells. The spell uses the slot level, spell save DC,
spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Once
the spell has been cast from the chains, it is no longer stored in them.

Once you attempt to disrupt a creature's spell, it can't be used to do so again until the next dawn.

Stone of Avarice
Wondrous item, uncommon (requires attunement)

This lustrous gemstone appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's
property while on your person.

• Curse. This item is cursed. While it is on your person, you are seized by boundless greed. Whenever you are
presented with a clear chance to add to your fortune, you must make a DC 10 Wisdom saving throw. On a
failure, you must act on your desire, even if doing so would put you in danger. You are unwilling to part with
the stone until the curse is broken with remove curse or similar magic.

Talrion's Gatecrasher
Wondrous item, rare (requires attunement)

This sturdy adamantine-plated helmet conforms to the shape of a dragon's skull, and is padded on the inside. Forward-
facing adamantine horns are designed to splinter wood and puncture armor. While wearing the helm, you gain a ram
attack, which is a natural weapon and which counts as a martial melee weapon for you, and you are proficient with it.
You can use it to make melee weapon attacks, and you add your Strength modifier to the attack and damage rolls when
you attack with it. Your ram attack deals 2d4 piercing damage, and whenever you hit an object with it, the hit is a
critical hit.

While you wear the helm and are attuned to it, you additionally gain 3 Fury points, and learn the Hammering Lunge,
Reprisal, and Battering Ram maneuvers, as described under the Embodiment of the Juggernaut.

Warmask of the Brass Dragon


Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of burnished brass is stylized with the back-swept crest of a brass dragon. While you are
wearing the mask you gain the following properties.

• Damage Protection. You have resistance against fire damage. If you already have resistance to fire damage
from another source, you instead have immunity to fire damage.
• Sleep Breath. As an action, you can use a charge of your breath weapon to exhale sleep gas in an area. The
affected area is determined by your breath weapon. Each creature in that area must succeed on a Constitution
saving throw with a DC equal to your breath weapon or fall unconscious for 10 minutes. This effect ends for
a creature if the creature takes damage or someone uses an action to wake it. You can use this property
without expending a charge of your breath, but must then wait until the next dawn to do so again.

Warmask of the Bronze Dragon


Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of polished bronze is stylized with the ribbed crest of a bronze dragon. While you are wearing
the mask you gain the following properties.

• Damage Protection. You have resistance against lightning damage. If you already have resistance to lightning
damage from another source, you instead have immunity to lightning damage.
• Repulsion Breath. As an action, you can use a charge of your breath weapon to exhale repulsion energy in an
[Link] affected area is determined by your breath weapon. Each creature in that area must succeed on a
Strength saving throw with a DC equal to your breath weapon or be pushed 60 feet away from you. You can
use this property without expending a charge of your breath, but must then wait until the next dawn to do so
again.

Warmask of the Copper Dragon


Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of ruddy copper is stylized with the prominent brow plates of a copper dragon. While you are
wearing the mask you gain the following properties.

• Damage Protection. You have resistance against acid damage. If you already have resistance to acid damage
from another source, you instead have immunity to acid damage.
• Slowing Breath. As an action, you can use a charge of your breath weapon to exhale slowing gas in an area.
The affected area is determined by your breath weapon. Each creature in that area must succeed on a
Constitution saving throw with a DC equal to your breath weapon. On a failed save, the creature can't use
reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can
use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
You can use this property without expending a charge of your breath, but must then wait until the next dawn
to do so again.

Warmask of the Gold Dragon


Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of gleaming gold is stylized with the sagely whiskers of a gold dragon. While you are wearing
the mask you gain the following properties.

• Damage Protection. You have resistance against fire damage. If you already have resistance to fire damage
from another source, you instead have immunity to fire damage.
• Weakening Breath. As an action, you can use a charge of your breath weapon to exhale weakening gas in an
area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a
Strength saving throw with a DC equal to your breath weapon or have disadvantage on Strength-based attack
rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. You can use this property without expending
a charge of your breath, but must then wait until the next dawn to do so again.

Warmask of the Silver Dragon


Wondrous item, very rare (requires attunement by a demi-dragon, dragonborn, or half-dragon)

This ornamental mask of shimmering silver is stylized with the spiny frill of a silver dragon. While you are wearing
the mask you gain the following properties.

• Damage Protection. You have resistance against cold damage. If you already have resistance to cold damage
from another source, you instead have immunity to cold damage.
• Paralyzing Breath. As an action, you can use a charge of your breath weapon to exhale paralyzing gas in an
area. The affected area is determined by your breath weapon. Each creature in that area must succeed on a
Constitution saving throw with a DC equal to your breath weapon or be paralyzed until the end of their next
turn. You can use this property without expending a charge of your breath, but must then wait until the next
dawn to do so again.
Conjuros de Árbitro
Los siguientes conjuros también están disponibles para los demi-dragones que practican la Encarnación del Árbitro,
además de los conjuros de hechicero disponibles para ellos. Estos conjuros no cuentan contra las restricciones
habituales de las escuelas de conjuros.

Férend's Tempestuous Tail-Lash


Transmutation cantrip

Casting Time: 1 action


Range: Self (10-foot radius)
Components: S, M (a tail natural weapon)
Duration: Instantaneous

You call forth a tempest and direct it at an enemy with a tail natural weapon that you have. Make a melee weapon
attackwith your tail against one creature within 10 feet of you. On a hit, the target suffers the tail weapon's normal
effects and is pushed 10 feet away from you.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 slashing
damage to the target on a hit. It increases again at 11th level (2d8) and 17th level (3d8).

Malygris' Cadaverous Tail-Sting


Transmutation cantrip

Casting Time: 1 action


Range: Self (10-foot radius)
Components: S, M (a tail natural weapon)
Duration: 1 round

You warp your own body with bone and lash out with a tail natural weapon that you have. Make a melee weapon
attack with your tail natural weapon against one creature within 10 feet of you. On a hit, the target suffers the attack's
normal effects and a bone spur is left in it. If the creature ends its next turn within 5 feet of any other creature, the bone
spur erupts and deals an additional 1d4 piercing damage.

This spell's damage increases by 2d4 when you reach 5th level (3d4), 11th level (5d4), and 17th level (7d4).

Talon's Freezing Tail-Strike


Evocation cantrip

Casting Time: 1 action


Range: Self
Components: S, M (a tail natural weapon)
Duration: Concentration, up to 1 hour

You imbue a tail natural weapon that you have with numbing icicles. The next time you hit a creature with a tail attack
during this spell's duration, the icicles are released in a crippling spray, the attack deals an extra 1d8 cold damage, and
the target's speed is reduced by 15 feet until the start of your next turn.
The spell then ends.

When you cast this spell at higher levels, you can make additional tail
attacks before the spell ends, for a total of two attacks at 5th level, three La Diosa Del Tejido Restringe Nuestra Magia Natural. Solo Nosotros
Sabemos Lo Que Nos Han Quitado
at 11th level, and four at 17th level.

Rogoth's Caustic Tail-Swipe


Evocation cantrip

Casting Time: 1 action


Range: Self (10-foot radius)
Components: S, M (a tail natural weapon)
Duration: Instantaneous

You coat a tail natural weapon that you have with seeping acid. Make a melee weapon attack with your tail natural
weapon against one creature within 10 feet of you. On a hit, the target suffers the weapon attack's normal effects. On a
miss, acid splashes the target, and you instead deal 1d4 acid damage.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 acid
damage to the target on a hit, and the acid damage dealt on a miss increases to 2d4. Both damage rolls increase by one
die at 11th level (2d8 and 3d4) and 17th level (3d8 and 4d4).

Repulsion Wave
1st-level evocation

Casting Time: 1 action


Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

You release repulsion energy in a cone in front of you. Each creature in the area must succeed on a Strength saving
throw or be pushed 30 feet away from you.

At Higher Levels. When you cast this spell using a spell level of 2nd level or higher, the range of the cone increases by
10 feet for each slot level above 1st, and the range you push each target increases by 20 feet for each slot level above
1st.

Elemental Javelin
2nd-level evocation

Casting Time: 1 action


Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You form a mote of elemental power in your palm. Choose acid, cold, fire, lightning, or poison. When you cast the
spell—and as a bonus action on each of your turns thereafter—you can evoke a javelin of the chosen elemental energy
from the mote and hurl it at a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes
damage equal to 2d8 of the elemental type you chose.

The spell ends when you have made six javelin spell attacks.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for
every two slot levels above 2nd.

Gale Wings
2nd-level transmutation

Casting Time: 1 bonus action


Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You imbue your wings or another set of limbs with the force of a storm. For the duration, your speed increases by 15
feet and moving doesn't provoke opportunity attacks.

Once on your turn at your choice when you move within 5 feet of a creature, it must make a Strength saving throw. On
a failure, the creature is knocked prone from your blast of wind.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can force one additional
saving throw against a different creature, and you increase your speed by 10 feet for each spell slot level above 2nd.

Spurious Glide
2nd-level conjuration

Casting Time: 1 reaction, which you take when you or a creature within 120 feet of you falls
Range: 120 feet
Components: V, S
Duration: 1 minute

You call forth a phantasmal winged spirit. One falling creature of your choice that you can see within range halts in
midair and remains suspended for the duration as their rate of descent is reduced to 0. While held aloft in this way, the
creature's speed increases by 10, and it can use its highest speed to move in any horizontal direction, or dive straight
down. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.

Elemental Stake
3rd-level evocation

Casting Time: 1 action


Range: 120 feet
Components: V, S
Duration: Instantaneous

You summon a lance of elemental energy and hurl it at a target within range. Choose between acid, cold, fire,
lightning, or poison. Make a ranged spell attack against the target. On a hit, the target takes 6d10 damage of the type
you chose, and must then succeed on a Strength saving throw or pushed 30 feet away from you. If the target collides
with terrain as part of this push, it is pinned by the lance and restrained until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for
each slot level above 3rd.

Caesar's Faded Imprint


4th-level divination

Casting Time: 1 minute


Range: Touch
Components: V, S, M (a fried pastry)
Duration: Concentration, up to 1 hour

You touch a point on the ground from which you call forth the memories of all that transpired within a radius of 20
feet within a breadth of 4d4 hours before the spell was cast. While the spell lasts, you can take
an action to focus upon a particular point in time within that duration. The events that took
place at that time replay as an illusory imprint that acts out everything that happened within
the radius of the spell exactly as it transpired. The projection is obviously illusory to anyone
who observes it, and can't be interacted with.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the breadth Aprendemos En El Cascarón, Soñando Con
La Magia Y Nuestros Dones Dados por Dios
of duration increases by 4d4 for each slot level above 4th.
Bendiciones
Un DM puede otorgar la siguiente bendición a un personaje
como recompensa alternativa. La Diosa Del Tejido Restringe Nuestra Magia Natural

Bendición de Magia Dracónica


When you gain this boon, choose a dragon type. You gain the spells associated with that dragon type listed in the Boon
of Draconic Magic table at the indicated level, and can cast each of them without requiring material components once
per long rest. Charisma is your ability for Draconic Magic spells. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you
cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier


Spell attack modifier = your proficiency bonus + your Charisma modifier

BOON OF DRACONIC MAGIC


Type 1st 3rd 5th 7th 9th 11th
blindness/deafness, greater
Black – – – –
darkness invisibility
hallucinatory
Blue create or destroy water – major image – –
terrain
fast friends,
Green – suggestion – – –
plant growth
Red cause fear locate object – – – find the path
gust of wind, pass freedom of
White – – – –
without trace movement
Brass speak with animals – tongues locate creature – –
detect thoughts,
Bronze – – control water – –
zone of truth
Copper earth tremor – – stone shape – move earth
Gold bless fortune's favor – – geas –
Silver fog cloud – – polymorph control winds –
protection from
Amethyst – blink resilient sphere – –
poison
Crystal color spray – daylight – dawn –
enemies
Emerald – silence compulsion – –
abound
Sapphire cause fear – fear – passwall –
Topaz create or destroy water ray of enfeeblement – blight – –
Ritual de Transformación Metamórfica
The following content is representative of how a demi-dragon transformation could proceed, but isn't necessarily the
only way it could be performed.

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

Required Materials:

• A creature of humanoid origin within acceptable size parameters (the subject)


• A minimum of 30 gallons of dragon's blood (to bathe in)
• A fresh dragon's heart (to be consumed)
• Wing bones of an appropriate size (need not be draconic)
• An arcane focus, preferably crystal (as a lens)
• Ash of oak (to bind and stabilize)

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

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

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

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

Before immersion, the subject should be supplied with a dragon's heart, or one should be placed within the pool where
the subject can reach it. As soon as the subject is fully submerged, establish an arcane feedback loop by channeling as
much magical power through the dragon's heart and into the subject as possible. The type of magic employed is
irrelevant, only the magnitude matters.

If the subject establishes a viable connection with the magical energies channeled through the heart, the subject will
proceed with metamorphosis. If not, the subject will expire, and all spent materials will be wasted.

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

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

Depending upon the type of dragon that the heart belonged to, additional measures can be taken to cement the subject as
matching that type. This includes ensuring that both the blood and heart used belongs to the same type of dragon, and
making additions to the ritual based on the habits and personality of the dragon in question—such as mixing in brackish
water corrupted by a black dragon—or casting spells matching the characteristics of the dragon type during the ritual,
such as stone shape for a copper dragon. A failure to appropriately address the subject in this manner will manifest as
cosmetic inconsistencies, such as unusual scale colors and physical features matching no known true dragon. As this is
ultimately not harmful to the health of the subject, adhering to a specific dragon type can be encouraged or forfeited as
desired.

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

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

Allow the subject to sleep. Any blood remaining in the pool is tainted and useless, and should be disposed of. In the
following days, the subject will experience a craving for magical energy and an inexplicable ability to extract it from
any valid source. While it can be useful to make use of this craving to establish your relationship as a superior with the
subject, it is recommended to indulge it at first, as it seems to have a positive effect on the subject's condition.
Sustenance both physical and magical should be presented once the subject regains consciousness.

Some subjects of unusual species have been observed to retain features of their former countenance. One avian subject
maintained beak features, while another did not. Tests have proven inconclusive, and the matter is discarded as
irrelevant.
Trasfondos
Aunque cualquier personaje demi-dragón podría hacer uso de los trasfondos oficiales existentes, estos no siempre
encajan en la extraordinaria historia de un plebeyo transformado en una nueva forma, o un personaje nacido como un
dragón verdadero. Los trasfondos de esta sección brindan a los demi-dragones pistas adicionales de la historia y
opciones para la identidad del personaje.

Chosen of the Community


You were chosen by a small community of individuals to undergo transformation. Perhaps you were a promising young
warrior who was deemed ready to take part in an ancient ritual, or maybe you were part of a group of zealous dragon
worshippers, honored to be selected as a vessel for their devotion. Regardless of how the rest of the world may view
you now, you can always count on the small group of people that support you, perceiving you as an exalted idol.

Skill Proficiencies: Persuasion, Religion


Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), a mark of your community (a signet ring, a religious emblem,
or a branded scale), and a pouch containing 10 gp

Shared Society
You previously pursued a simple profession among your community before you were chosen. Your community and your
role within it have played a defining part in your life. Choose or randomly determine the nature of your community
from the table below.

d6 Community
You are part of an isolated clan of barbarians. Each century, a warrior is selected to take on the role of guardian
1
and maintain balance between the elements.
2 You are a member of a secret society that is searching for a way to prolong life. You are the latest experiment.
A small group of demi-dragons travel the country-side, offering transformation to those who are willing. You
3
accepted, and found a start to a new life.
Selected by your village to confront an ancient dragon, you had expected to meet death. Instead, the dragon agreed
4
to your terms, but bound you in a magical pact.
As an acolyte of a dragon god, your prayers for strength were one day answered. The priesthood has since
5
recognized you as a minor saint.
6 You were part of an adventurer's guild for years before an unfortunate accident caused your transformation.

Feature: Community Support


You are accepted as part of a community that will care for you and provide you with shelter, food, and any information
that they can. Your community will shield you from the law or anyone else searching for you, though they will not risk
their lives for you.

Suggested Characteristics
Though different from those around you, you've been accepted as part of the community, and have shared in local
values, customs, and daily practices.

d8 Personality Trait
1 I always put others ahead of myself.
2 I prefer to listen to the opinions of those around me before speaking my mind.
3 I like to hear myself talk.
4 I am loyal and dependable to the end.
5 My life is built on secrets, as is my community.
6 I always act with great solemnity and ceremony.
7 I have adopted the persona that my community believes me to be, but that's not the real me.
8 I feel like an outsider and a fraud, unable to really connect with those around me.

d6 Ideal
1 Dedication. I have an important cause that I devote myself to which will benefit everyone. (Good)
2 Tradition. I uphold the traditions of my community and bring honor to us all. (Lawful)
3 Peace. We can only be truly happy in those rare moments of quiet. (Neutral)
4 Adventure. Home is well and good, but I only truly live when I break away from daily life. (Chaotic)
5 Prestige. I will spread my influence far and wide, and use it for my own ends. (Evil)
6 Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)

d6 Bond
1 I used to work as a craftsman, and I still have a close relationship with the artisan who taught me.
2 I am a natural-born leader, and have worked for years to coordinate with my community.
3 My family has taken my transformation poorly.
4 My community is split into opposed factions, with meat the center of the conflict.
5 My community has entrusted me with a mission. I must live up to what is expected of me.
6 I have grown distant from those around me since my transformation. Things can't ever be the same again.

Nosotros Somos Desconfiados, Y Mal Entendidos

d6 Flaw
1 I desperately crave acceptance from those around me. I am terrified of being rejected.
2 I worry that others now think of me as strange, and obsess over the smallest comment or glance.
3 I have certain traditions and rituals that I follow routinely. I must never fail to uphold them.
4 I secretly believe that I am more important than others.
5 I believe in complicated conspiracy movements that explain the real truth of this world.
6 I have trouble acknowledging that I have flaws. I get aggressive about it if others confront me about it.

Nuestra Difícil Situación No Es Escuchada

Curse of Transformation
You've been changed by mystical means. Some creature or event has cursed you with a magical transformation, giving
you your current form. Perhaps you gave offense to a vengeful god, wore a cursed item, signed an arcane contract, or
were tricked by an entity such as a fey or elder dragon. Whatever the reason, you are stuck with your curse until some
condition is fulfilled, and must learn to see the world from a new perspective.

Skill Proficiencies: Arcana, Insight


Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: An item that signifies the nature of your curse (a contract, a mystic sigil, or a cursed item that you wear),
one gaming set of your choice, and a pouch containing 20 gp

Feature: Shelter for the Stricken


Your story evokes sympathy in a select few, and those few are willing to offer you food, shelter, and secrecy. Perhaps
you have loved ones who keep a space for you ready, or maybe you excel at finding those who are willing to listen to
your story and offer support. Your allies will help you as they can, but they will not risk their lives for you.

d6 Nature of Curse
1 I earned the ire of a god and have been given a set of tasks to complete that will lift my curse.
2 I was tricked by a fey or other creature and lost my humanity until the day I forget my past life.
3 I awoke in a wizard's workshop, having been gifted life from nothing. Now I must earn my further existence.
4 I signed a contract that would change me into something I was not. In return, I owe a debt.
5 A dragon or other creature cursed me to walk ten thousand miles in a form of their likeness.
6 The magic of a cursed item changed me.

If the source of your curse is an item, choose from the table below, or decide on an appropriate item yourself.

d6 Cursed Item
1 A golden armring
2 A pendant bearing a mystic symbol
3 A book of indecipherable lore
4 An elaborate magical machine which swapped my old body for the form I now bear
5 A soulgem of a creature whose visage I now share
6 A polished chunk of amber with a tiny creature within

Suggested Characteristics
Though anyone can fall victim to a curse, it is your attitude towards what has befallen you that reveals who you are.

d8 Personality Trait
1 My curiosity comes with a price, and that's okay.
2 I've grown more comfortable in my new form.
3 I've become obsessed with experimenting with and resolving the terms of my curse.
4 I try to go on living as always, but things are different.
5 My life has been turned around and I deeply resent it.
6 Being cursed has kindled an occult interest in me.
7 I'm not cursed, I'm blessed! I wish I could share this.
8 I deserved this curse for all the sins I've wrought.

d6 Ideal
1 Selflessness. Whatever befalls me, I want to help other sin any way I can. (Good)
2 Discipline. It is more important than ever that I remain vigilant and in control. (Lawful)
3 Acceptance. The mistakes of the past are better left forgotten. I lead a new life now. (Neutral)
4 Exuberance. Who cares about consequences? I'll live life to the fullest! (Chaotic)
5 Greed. I was cursed for my tainted greed, yet still I want more. (Evil)
6 Pride. I deserve my own success, and will fight fiercely for every victory. (Any)

d6 Bond
1 I have a close friend who readily accepts my change.
2 I still keep in loose contact with my family. They don't know about my curse.
3 I've found it difficult to relate to the people I used to, and instead prefer the company of a beloved pet.
4 My curse was inflicted in service to the love of my life.
5 It was my hated rival who cursed me.
6 Since being cursed, I increasingly prefer the company of others that are like myself.

d6 Flaw
1 I dwell long on my mistakes and fall into despair.
2 I get angry when reminded of what cursed me.
3 I think everyone is constantly judging me.
4 I failed, and I can never make up for it.
5 I don't believe anyone can ever love me like this.
6 I won't acknowledge that I did anything wrong to deserve this curse.

Seas Nuestro, De Carne Y Hueso, O


Mera Imitación; No Importa; Eres
Pariente Del Dragón

True-Born Dragon
Born a true dragon, you are legend embodied and heir to countless myths and stories. Though true dragons don't usually
lead lives of adventure—often preferring to safely amass power by growing older—something has pushed you to seek
out such a life.

Skill Proficiencies: Perception, Stealth


Languages: Two of your choice
Equipment: A meager hoard, containing cheap gemstones and a mix of various coins totaling a value of 30 gp
Optional Class Features: Use the rules for Resolution, replacing Devour Magic

Feature: Dragon's Lair


Your natural lifespan is counted in the thousands of years, and you never suffer any ill effects from old age.

Additionally, you have a knack for locating a suitable lair. This lair can be anything from an abandoned cave to an
underwater cove, an old fort, a forest glade, a hollow glacier, or a forgotten house. The lair gains no special benefits, but
readily provides you with a safe haven away from prying eyes.

Inherent Nature
Each of the fifteen draconic bloodlines share certain traits common to their kind. Although it is possible for an
individual to defy their nature, they can never get rid of it. A chromatic dragon may be raised with difficulty to act out
of sincere kindness, but the temptation to give in to their darker sidewill always remain—likewise, a metallic dragon
may fall prey to evil influence, but must actively reject their own tendency towards virtue in order to be swayed to an
evil worldview.

Type Inherent Nature


You have a predisposition towards cruelty, and find great satisfaction in bringing ruination to all that is
Black more beautiful than you. You are best at home when you are unseen, hidden by darkness or beneath fetid
swamp waters.
To your ordered mind, everything has its place in the world—it's just that most of it exists purely for your
Blue benefit. Other creatures are merely a means to an end, and those who don't understand their place deserve
to be made an example of.
You see others as tools that can be manipulated with subtlety and cunning to get you what you want. Your
Green long-lasting plots and schemes are often strongly motivated by short bursts of emotion such as anger, fear,
or envy.
You are better than everyone and everything, and all should learn to grovel before you or face your wrath.
Red You revel in destruction, brutality, and conquest, and often invent complex strategies to improve your odds
of victory.
You delight in your physicality, living in the moment and expressing yourself through movement and
White action, viewing all others as prey to be chased. You disdain speech, and have trouble grasping abstract
concepts or promises.
You can't help but enjoy the sound of your own voice, and can talk ceaselessly for hours on end about
Brass
practically anything. You find gossip and the motivations of lesser creatures to be fascinating.
You have an inquisitive mind, and can't help but want to right wrongs and bring evildoers to justice. You
Bronze
tend to prefer anonymity, and only open up to a few people that are close to you.
You have an appreciation for wit, wordplay, and humor. Dazzling others with your cleverness—whether by
Copper
pranking them, sharing an insightful story, or causing them to laugh—has a certain intrinsic appeal to it.
Reserved and insightful, you tend to consider before speaking, and view others in the light of your own
Gold high standards of order, piety, and morality. You come up with complicated plans that are meant to help
others, but often miss the obvious in favor of the esoteric.
You are open, honest, and tolerant, and you can't help but sympathize with those in need—especially lesser
Silver creatures who are down on their luck. The history and actions of the mortal races is a subject of your
endless fascination.
You are detached and aloof. You believe yourself the wisest of dragonkind, seeking neutrality and wisdom
Amethyst —the prattling and conflicts of your lessers will not distract you from unraveling the true secrets of the
world.
You are curious and friendly, always pleased to meet new people and learn new things. You wish everyone
Crystal could just get along, but you won't miss a chance to have a good snow fight or engage in some other
mischief.
You are paranoid and isolationist. You stick together only with others for the safety that comes with
Emerald strength in numbers, but you don't trust anyone easily and prefer your own kind or that of the sapphire
bloodline over all others.
You are confident in yourself and dependable to friends, but distrustful of strangers. You don't like when
Sapphire
others intrude into your space, and you can be quite menacing, but really you just want to be left alone.
You can't help but be unfriendly and curmudgeonly. Your patience is short and you hate the nosy
Topaz interference of others, especially the bronze bloodline. You like the peace of a quiet day spent sunning
yourself and enjoying the breeze. Moisture annoys you.

Vivimos Y Respiramos Y Sangramos Y Morimos Como Mortales; Somos


Pocos Y Poderosos Y Aislados; Somos Despreciados Como Lobos
Solitarios Entre Las Ovejas
Suggested Characteristics
Dragons view the world differently than the humanoid races, with their perspective shaped chiefly by their inherent
nature, and secondarily by their surroundings and experiences. Most dragons are lonesome outsiders that never truly
belong around others—and prefer it that way—and only a few ever find genuine companionship.

d8 Personality Trait
1 I want to be remembered as a mythical dragon of which tales are told and songs are made.
2 I consider myself a knowledgeable scholar of a particular subject, which holds my eternal fascination.
3 I love exploring the land and trying new experiences.
4 I want to change how mortals view dragonkind.
5 I want to defy my inherent nature through great effort, but it is a constant, daily struggle.
6 I am faithful to a god, whose decree I seek to carry out.
7 I idolize a particular ancient dragon, whose stories and legends I model myself after.
8 I try to rebel against the expectations that people often have of dragons, and go out of my way to be different.

d6 Ideal
1 Justice. I will use my strength to protect others from those that would cause harm. (Good)
2 Authority. The mortal races must be led by those who know better. (Lawful)
3 Freedom. I will not be beholden to anything or anyone. My path is mine alone. (Chaotic)
4 Might. The power to do as I please is all that matters. (Evil)
5 Treasure. Wealth is an anchor for dragon magic. I must amass treasure to expand my domain. (Any)
6 Arrogance. In fact, I am better than everyone else. (Any)

d6 Bond
1 My relationship with my siblings or parents drives me to continually seek to exceed expectations.
2 I was all alone when I hatched, and an unpleasant experience soon taught me not to trust strangers.
3 I was raised by a humanoid, and though I love my foster parent, I never really fit in.
4 I haven't had many to speak with, and have filled the void with an imaginary friend that I talk to.
5 One day, I met and befriended an explorer. We still regularly speak or exchange letters.
6 My only companions are the weak minions that I subjugate to do my bidding.

d6 Flaw
1 I am flawless. Those who say otherwise earn my ire.
2 I like to be worshiped or praised, and will aggressively encourage others to do so.
3 I am full of boasts and clever jests that drive home how much better than the mortal races I am.
4 I hate being questioned or second-guessed.
5 I am often unpleasantly surprised when others don't give me the attention that I clearly deserve.
6 As I view it, in this world, there are only predators and prey, and I will be a predator.

Juegas A La Creación Con Nuestro Regalo De Sangre


Victim of Thaumaturgy
You've met an unfortunate fate. Against your own will, you were plucked from your old life and forced to give up your
humanity at the behest of your captor. Transformed and held against your will, you had plenty of time to plan, and
eventually mustered an escape or reached an agreement with your captor or another entity. Regardless of how you've
won your freedom, your life can never be the same again.

Skill Proficiencies: Arcana, Insight


Tool Proficiencies: Choose between alchemist's supplies, tinker's tools, poisoner's kit, and thieves' tools
Languages: One of your choice
Equipment: A set of tools (one of your choice), a token belonging to your captor, a sack of stolen or gifted valuables
totaling 15 gp

Feature: Thaumaturgic Rites


You've witnessed firsthand the application of blood magic or some other form of metamorphic power. With the right
preparation, research, and access to materials, you believe that you could duplicate the same rites that were inflicted
upon you, creating another demi-dragon.

Oppressive Captor
Your captor has been a brief but influential figure in your life. You may have had time to watch them perform their
thaumaturgic work, or perhaps even gotten to know them. While a captor may be a cruel and selfish lunatic from whom
you must escape, they may just as easily be eccentric or misguided, and may have offered you your freedom of their
own choice. Work with your DM to determine who your captor is, what your relationship to them is like, or use the
table below.

d6 Captor
1 A crazed wizard abducted you and used you as a test subject in their mad pursuit for immortality.
2 An ancient dragon destroyed your home and offered you a choice: die, or serve and be transformed.
3 The Cult of the Dragon chose you to trial their blood magics, as the first of many more to come.
4 You were a ritual offering to a god. The god offered you transformation in exchange for servitude.
An abishai used you as part of an experiment to break free from Tiamat's control, and now roams the Material
5
Plane with an agenda of their own.
A powerful entity punished a wyrmling dragon with mortality, and swapped your form for the dragon's. Now the
6
dragon roams the world with your old body.

Lingering Quirk
Your unique experiences have left their mark on you. Choose what this means for you, or roll on the table below.

d6 Quirk
1 Your form is a mishmash of different dragon types.
2 You are haunted by the voice of your captor or another captive, and sometimes hear that voice speak to you.
3 Your body is artificial and is made of stone, wood, or metal, akin to a gargoyle or draconic warforged.
4 When you look at your reflection, it's the old you staring back.
5 You bear the memories of a wyrmling dragon, which you've learned was slain by your captor.
6 You are scaleless—flawed and incomplete.

Suggested Characteristics
You've had your body changed against your will. You might embrace this change, or rage against it.

d8 Personality Trait
1 I am cautious in my dealings with others.
2 I am always fiddling with tools, vials, and other components relevant to my new studies and research.
3 The life I left behind was dull, and I don't regret trading it for one of adventure.
4 I judge people by how they treat others, rather than by what they say or how they appear.
5 I joke about my condition as if it doesn't matter to me.
6 It's not all bad. I love flying and exploring new places!
7 I get angry easily, and afterwards, I can't help but be a little afraid of myself.
8 I must battle this monster I've become, lest I slip and hurt someone I care for.

d6 Ideal
1 Confrontation. I adventure to make the world a safer place, and to exorcise my own demons. (Good)
2 Progress. We must advance our knowledge for the good of the world, even of darker subjects. (Lawful)
3 Self-Determination. Everyone should be free to make their own choices, be they good or bad. (Chaotic)
4 Depravity. I've seen what one dark ritual can do, and I harbor an unshakable hunger to know more. (Evil)
5 Change. Life is constant change, and I will learn to adapt to any circumstance. (Neutral)
6 Destiny. I believe that my circumstances are a road to be traveled, and that my journey has just started. (Any)

Nuestro Corazón Llora Sangre

d6 Bond
1 I seek to undo what's been done to me, and will pursue a way to do so by any means necessary.
2 I got to know one of my captor's other captives. They didn't survive, and I now seek to carry on their legacy.
3 Though I didn't have a choice, my captor wasn't so bad after all, and I now work for them.
4 I miss my family, but I can't face them like this.
5 The few people who are nice to me are like a beacon of hope. They matter more than anything else.
6 I stick up for anyone who is treated poorly.

d6 Flaw
1 I don't trust people easily.
2 I feel like I don't deserve to go on when there are so many others who didn't make it.
3 I will shout loudly at anyone who makes mean comments about my form until they shut up.
4 Others are afraid of me now. I like that.
5 I've never felt more distanced from others, and sometimes I will cry myself to sleep in loneliness.
6 I always expect the worst from others. I am genuinely surprised when they occasionally prove me wrong.

Somos Perseguidos En Nuestro Propio Mundo


Hogar, Dejados Sin Guía; Lo Que No Nos Ha
Sido Quitado, Lo Será; Nuestra Magia
Desaparecida, Nuestras Escamas Cosechadas,
Nuestra Sangre Drenada; Hay Que Adaptarse De
Nuevo

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