Homebrew DragonKin Species Details

 

           10,000 years ago there was a war against Dragons and humans. the dragons lost and most if not all were hunted down. there was one dragon priest named Enire. Enire for-saw the dragons losing the war and put a spell in place that would let dragons live forever. it was called eternity and was activated when a dragon of pure and royal decent spoke these words on the night of the rebirth moon. ( night of the rebirth moon is when all three moon's, Sentena, Arsen, and Aurora line up in front of the star ( Igneel ) which emits a deep golden glow across all the realm.)  "Ofan Vahzah UI" which translates to "bestow true eternity" in dragon tongue. this spell took all the remaining magic energy from any living dragon and broke it into pieces which would merge with the biggest race ( population wise ) giving them the abilities of dragons. some stayed there original shape and look were others got a couple mutations such as wings, horns, scales, a split and lounger tongue Ext... . ironically enough it was humans so they became the thing they wanted to destroy most. they decided to change there races names to Dragonkin Spirits mind you this did take a while to happen. 

Born of Dragonkin spirits, as their name proclaims, the Dragonkin spirits walk proudly through a world that greets them with fearful incomprehension. combined with the bodies of humans and the souls of dragons they have the best of both worlds. Some Dragonkin spirits are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin

Dragonkin spirits look much like humans with some having more dragon like features. The first Dragonkin spirits had scales of vibrant hues matching the colours of their dragon kin. the ones that are born with scales still manage to keep the truest of and brightest of colours. Their small, fine scales are usually brass or bronze in colour, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 150 - 300 (depending on how dragon like they are) .

The blood of a particular type of dragon runs very strong through some Dragonkin spirits clans. These Dragonkin spirits often boast mutations that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

To any Dragonkin spirits, the clan is more important than life itself. Dragonkin spirits owe their devotion and respect to their clan above all else, even the gods. Each Dragonkin spirits conduct reflects on the honor of there clan, and bringing dishonor to the clan can result in expulsion and exile. Each Dragonkin spirits knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

the Dragonkin spirits have a strong drive to be the best at every thing they do, there immense pride overwhelms almost every emotion in there body. they say that a Dragonkin spirits pride is a massive rowing fire. They hate to fail, and they push themselves to extreme efforts before they give up on something. A Dragonkin spirit will spend there entire lives to master 1 particular sill or aspect of life. though there are some who try to master multiple things at once to prove there belonging within there tribe. Members of other races who share the same commitment find it easy to earn the respect of Dragonkin spirits.

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

Dragonkin spirit Names

Dragonkin spirits have personal names given at birth for there human side, but when one reaches the age of 6 the dragon spirit inside awakens inside them in a ritual called the "rebirth". the dragon spirit will give them there name which the child will use as there first name. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

Clan Names: tiamara, Asgoria, Primorel, asteila, Bahura, Garyion, Hialion, Tamare, Zarqu. 

DRACONIANS

In the Dragonlance setting, the followers of the evil goddess Tiamat learned a dark ritual that let them corrupt the spirits of dormant dragonkin. producing evil Dragonkin spirits called draccos. Five types of draccos, corresponding to the five heads of Tiamat, Novaou (black), Crimso (red), Halor (white), Abies (blue), and emardo (green). In place of their draconic breath weapons, they have unique magical abilities.

 

DragonKin Traits

Your draconic spirit manifests in a variety of traits that are unique to your personality and spirit.

Ability Score Increase

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

Age

they age normally to humans but live 2x longer. they reach adult hood at 18 and live to around 200.

Size

DragonKin Spirits are taller and heavier than humans, standing well over 7 feet tall and averaging almost 180 - 300 pounds. Your size is Medium.

Speed

Your base walking speed is 40 feet.

Draconic Spirit

You have a draconic spirit. Choose one type of dragon from the Draconic spirit table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Spirit
Dragon Damage Type Breath Weapon
Black Necrotic 5 by 30 ft. line, or 3X 2 by 15 ball 45 ft distance (Con. save)
Blue Lightning 5 by 30 ft. line, or 1 by 120ft. line (Dex. save)
Green Poison 5 by 30 ft. line, 15 by 15ft oval cloud. (Con. save)
Red Fire 5 by 30 ft. line, or 2 by 30ft cone (Dex. save)
White Cold 5 by 30 ft. line, or 25 by 25ft square  (Dex. save)
Gold Thunder 5 by 30 ft. line, 300ft line radius (Con. save)
Brass Force 5 by 30 ft. line, 5X 2 by 10ft half circles (Dex. save)
Bronze slashing 5 by 30 ft. line, 40 by 15ft horizontal curved line (Dex. save)
Silver Psychic 5 by 30 ft. line, or 1 target within 100ft radius (Wis. save)
Copper Acid 5 by 30 ft. line or 15 by 15ft pool (Con. save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Languages

You can speak, read, and write Common and Draconic. 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.

Spirit Mutation

When dragonkin are born they may be born with a mutation if they house a powerful draconic spirit, but most dragonkin develop mutation as they get stronger or more bonded to it. the mutations them selfs can either be visible at all times or an astral projection of the dracon spirit that can be summoned at will.  these dragon mutations are unlocked at level 2, 4, 6, 10, 12, 14, and 16  

Mutation table:

 horns  gives you a ram attack that has a +6 to hit and deals 2d10+str modifier bludgeoning. if succeeds the creature must make a DEX saving of 16 or is knocked prone.  
 claws   gives you climbing speed of 20ft. as well as makes your unarmed strikes magical and adds an addition +5 to hit and adds your str modifier to you damage.
tail   this gives you the ability to grapple target with in your current movement as a bonus action after preforming an attack. also allows you to preform a tail sweep attack +6 to hit 2D12 bludgeoning with in 10ft. if hits the target must make a DEX saving 15 throw or get knocked prone 
 scales   gives a +2 to AC 
wings  gives you a flying speed of 30ft, and the gust cantrip.  
empowered Breath  your breath attacks pass throw resistances and immunities. 
 True Eternity  you can become the dragon that is your draconic spirit for 5 rounds(in combat) or 1 hour( out of combat). after you lose this transformation you get 2 points of exhaustion that go away after a long rest. ( run this by your DM first)

Draconic mutation Horns

horns:

gives you a ram attack that has a +6 to hit and deals 2d10+PR Bonus bludgeoning. if succeeds the creature must make a DEX saving of 16 or is knocked prone.

Draconic Mutation claws

gives you climbing speed of 20ft. as well as makes your unarmed strikes magical and adds an addition +5 to hit and adds your str modifier to you damage.

Draconic Mutation Tail

 this gives you the ability to grapple target with in your current movement as a bonus action after preforming an attack. also allows you to preform a tail sweep attack +6 to hit 2D12 bludgeoning with in 10ft. if hits the target must make a DEX saving 15 throw or get knocked prone

Draconic Mutation scales

gives a +2 to AC

Draconic Mutation wings

gives you a flying speed of 30ft, and the gust cantrip.

Draconic mutation empowered Breath

your breath attacks pass throw resistances and immunities. 

Draconic mutation  True Eternity

 you can become the dragon that is your draconic spirit for 5 rounds(in combat) or 1 hour( out of combat). after you lose this transformation you get 2 points of exhaustion that go away after a long rest. ( run this by your DM first)