Lone Drake Evolution Line (Wolfwind) [3] Image

Choose 2 out of these 21 options of an evolution your Drake may take. Each Evolution having their own unique perk that may or may not go well with others, choose what you think would suit your Drake the best for survivability!

Note: Can be chosen 3 times (Which're listed in the history area below)
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1 Spikes: As a reaction, when a creature hits you with a melee attack, you can deal 1d4 (non-magical) piercing damage to them, unless it unarmed and natural become magical then it does.

2 Saber-Tooth Fangs: You can grapple creatures 1 size larger than you.

3 Extended arms/tail: When using the attack action, you gain an extra 5ft of reach for your claw and tail attacks.

4 Clubbed Tail: As an action you can force any creature in a 15 foot cone in front of you to a dexterity save DC, on a failure, all creatures become prone, on a success they keep their ground.

5 Enhanced Strength: increase your carry capacity by triple the amount [small = x3, medium = x6, large = x9, huge = x12].

6 Enhanced Speed: You gain +10 movement speed on one of your selected terrain movements (only one).

7 Basic Scavenger: Whenever you use the bite action, a number of times per long rest equal to your proficiency, you gain temporary hp equal to half the damage dealt, once per turn.

8 Advanced Scavenger (req basic scavenger): you gain immunity to disease and poisoned and resistance to poison damage if you haven't got those already, if you have the poison ancestry (not just restistant) you are now immune to poison damage.

9 Opposable Thumb: You gain the ability to interact with objects but not wield them (can use potions and rings atleast)

10 Cognitive Function (req Opposable Thumbs): You can speak any language you know, you can wield weapons now, you can stand on two legs (reducing your speed by 10 whenever you're two legs), and you can officially carry items and use said items without assistance

11 Hardened Body: while unarmored your defense now is 15+con

12 Nimble Body: while unarmored your defense now is 15+dex

13 Fur Coat: You gain resistance against cold and have advantage against cold environmental effects, unless you have the cold ancestry then you're immune to cold dmg and cold environmental affects,

14 Stone Body: You gain resistance against fire and have advantage against hot environmental effects, unless you have the cold ancestry then you're immune to fire dmg and fire environmental affects,

15 Hardened Bone: You gain resistance to non-magical bludgeoning

16 Tough Hide: Gain resistance towards non-magical piercing

17 Enhanced Elemental Prowess: Those resistance towards your elemental damage aren't considered to be any more.

18 Wings/Gills/Burrowing Claws: You gain an additional movement speed depending on what you choose out of these (can't choose one you already have), whatever you choose becomes equal to your movement speed.

19 Sharp Horns: You gain the ability to pierce through an foe with your mighty horns, giving you the ability to deal 1d8+str or dex with an additional +5 damage when you charge at them using atleast 10ft of movement.

If size large then it becomes 2d8

20 Spiked Tail: Whenever an enemy gets too close to you, you may use your reaction to attack with your tail doing 1d8+str damage, or you may use it as an basic action.

If size large it becomes 2d8, but this also counts as bludgeoning still

21 Rideable: You are able to be ridden by any creature of the size as you, aka halflings can ride you when size small, humans can ride you at size medium, and ogres or enlarged goliaths can ride you at size large

Previous Versions

Name Date Modified Views Adds Version Actions
8/13/2026 11:28:42 PM
49
3
1
Coming Soon
8/13/2026 11:29:37 PM
48
1
Wolfwind
Coming Soon
8/13/2026 11:36:25 PM
48
1
Wolfwind
Coming Soon
Lone Drake Evolution Line (Wolfwind) [3] Image

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