Homebrew Draconic Fenrir Species Details

"AHAHAHA I SUCCEEDED! I HAVE CREATED A MONSTER ABOVE MONSTERS. The blood of the legendary dragons and the blood of world devouring wolf. Such a creature is magnificent. Truly wonderful. It took me millennia to finish this. But... This... This is better than I expected. Impeccable scales that flexes and act like a mortal's skin and flesh. Yet fur that covers over it that rivals the protection of the scales. Hm... Oh... That's a disappointment. This experiment may have succeeded, but this flaw... Hm... Oh, well I shall place this experiment on hold. I'll release the successful creations out to wild. OH! That's a good experiment. Let's see how the interact with a world that they have never seen nor heard. I wonder how well this experiment shall go..."

Born of a successful experiment and released as yet another one. No one knows of their true origin. They have chosen to remain secretive and live in secluded villages on the highest mountains. Few people are privy to what they are. Many assume they are just a variant werewolf race that have high pride. None live to tell the tales of attempts of attacking one of their settlements.

Proud Draconic-Fenrir

Draconic-Fenrir look very much like a wolf standing erect in humanoid form. The first Draconic-Fenrir had scales visible through the fur, but generations of breeding have created a more appeasing appearance. Their scales are no longer visible completely covered by fur. They are tall and strongly built, often standing close to 7 feet tall and weighing 300 pounds or more. Their hands and feet are strong, paw with four fingers and a thumb on each hand.

Due to their fused blood they can use the breath of dragons and the voice of fenrir. However, due to an unknown reason attempting to tap into either will cause the other to fight. Thus causing a random effect when they attempt to use either power.

Self-Sufficient Villages

To any Draconic-Fenrir, the village is more important than life itself. Draconic-Fenrir owe their devotion and respect to their village above all else, even the gods. Each Draconic-Fenrir conduct reflects on the honor of his or her village, and bringing dishonor or harm to the village can result in expulsion, exile, and possible immediate execution. Each Draconic-Fenrir knows his or her station and duties within the village, and honor demands maintaining the bounds of that position. It is high;y speculated that the villages have a sort of communication with one another through undetermined means.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Draconic-Fenrir value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts and will almost never give up. A Draconic-Fenrir holds mastery of a particular skill as a lifetime goal. Members of other races, no matter their alignment, who share the same commitment find it easy to earn the respect of a Draconic-Fenrir.

Though all Draconic-Fenrir strive to be self-sufficient,  they recognize that help is sometimes needed in difficult situations. But the best source for such help is the village, and when a village needs help, it turns to another Draconic-Fenrir village before seeking, and with some pretense demand, aid from other races—or even from the gods.

Draconic-Fenrir Names

Draconic-Fenrir have personal names given at birth, but they have a name that was given to them with the correlation to the generation they were born in. A childhood name or nickname is often used among others from the same generation as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Generation Names: Primus, Secudex, Tertitat, Amegrix

Draconic Fenrir Traits

Your Draconic-Fenrir heritage manifests in a variety of traits you share with other of your kind.

Natural Defense

This race can still equip armor but defense will not apply.
The armor class will be medium and have damage that applies frost be halved while fire will be doubled.
Natural Defense does not apply weight. However any other clothing or armor equipped will.
Magic damage is subtracted with 1d4 at lvl1 turning into 1d6 at level 3 and finally into 1d10 at lvl 5 effect stacks at lvl 6
For example:

  • lvl 6 is 1d10 + 1d4
  • lvl 8 is 1d10  + 1d6
  • lvl 10 is 2d10
  • and so on.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

Draconic Fenrir's Hunger

The player needs three pound of food per day and can make food last longer by subsisting on half rations. Eating one and a half a pound of food in a day counts as half a day without food.

The player can go without food for 1 day plus his or her constitution modifier. At the end of each day beyond that limit, the player automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

In replacement of food the player can devour a creature. The player then gains the racial bonus stat for 1 day. However after the duration they cannot gain the bonus from the same creature and suffers a penalty to their constitution (1d6).

Age

Young Draconic Fenrir grow fairly quickly, but do not age after reaching adulthood. They walk hours after hatching, attain the size and development of a 12-year-old human child by the age of 6. They live to be around 800+.
Their life-phase are classified as:

  1. Hatchling- Birth to 50 years.
  2. Cub- 51 to 100 years.
  3. Young- 101 to 300 years.
  4. Adult- 301 to 600 years.
  5. Elder- 600 to 700 years.
  6. Pursuer of Godhood- 800+ years.

Alignment

As Draconic-Fenrir were created from an experiment they have no clear indication as to an alignment. As of such they tend be neutral and sway partly to another alignment.

Size

Draconic-Fenrir are taller and heavier than humans, standing well over 7 feet tall and averaging almost 300 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Draconic-Fenrir Blood Fusion

You have Draconic blood as well Fenrir blood. Your breath weapon is determined by the roll when attack is declared.

  1. Acid - 5 by 30 ft. line (Dex. save)
  2. Lightning - 5 by 30 ft. line (Dex. save)
  3. Blood Confliction - Nothing 
  4. Fire - 15 ft. cone (Dex. save)
  5. Cold - 15 ft. cone (Con. save) (REQUIRED LVL 2)
  6. Poison - 15 ft. cone (Con. save) (REQUIRED LVL 2)
  7. Blood Confliction - Nothing (REQUIRED LVL 2)
  8. Primal Howl - 15 ft. radius [Allies will become inspired and get a 1d4 added to next attack] (REQUIRED LVL 2)
  9. Primal Growl -  15 ft. radius (Con. save) [Enemies will be feared](REQUIRED LVL 3)
  10. Blood Confliction - Nothing (REQUIRED LVL 3)
  11. Hemolytic Shock - Player becomes restrained for 1 turn (REQUIRED LVL 5)
  12. Primal Roar - 15 ft. radius [Applies Primal Howl and Primal Growl] (REQUIRED LVL 5)

Languages

You can speak, read, and write Common, Beastial, and Draconic. Beastial is a primal language that all animals can speak. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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