Homebrew Draconian Species Details

 Origins

In ancient times a Female Gold Dragon name Shazzrah saw a young Male Elf laying at the base of a cliff, not far from the cave she called home.  She took pity on the injured creature and carried him back to her home.  She created a room in her cave to nurse the injured elf back to health.  Every time she visited her patient, she would change herself to look like a female elf.

Over time she grew to love her patient and he grew to love her.  She eventually became pregnant.  When it came time for her to give birth, she went further into the cave system.  She tunneled out to a secluded valley.  There she turned back to her dragon form and laid several eggs.  These eggs hatched into the first Draconians.  Over her long life, Shazzrah took many elven mates, and each time she became pregnant and laid her eggs in the valley.  She called this valley Draconia.

Appearance

Draconians have a wide variety of appearances.  They are usually tall, between 7 and 10 feet in height, with the tallest ever being 15 feet.  They usually have light-colored hair with tints of red, green, or blue.  Their eyes are almond-shaped with red, green, blue, or orange irises and slitted pupils.  They have forked tongues and their teeth are slightly pointed.  Their "skin" is made of tiny scales granting them a +3 to AC.  Some have wings (25%) or tails (70%) (Separate die rolls on character creation) and very few can have both.

A Draconian's fingers end in claws.  If you perform unarmed attacks, you do an additional 1d6 damage because of this.

In their own communities, Draconians usually go unclothed, but if they find themselves in lands controlled by other races they prefer simple, loose-fitting clothes.

Lifestyle

Draconians usually live in small clans (between 5 and 10 family groups).  Each family group lives in the same dwelling and usually has members from all age ranges.   Each clan is ruled by its elders and Legends.  Each clan can have as many as 500 individuals or more.  If a clan reaches more than 800 individuals, it will usually split into two clans.  Some smaller clans sometimes merge to form larger ones.  In other words, the clan structure is malleable and flexible

Draconians hatch from eggs.  This stems from their draconic lineage.  From the time they hatch until they reach 200, they are considered infants; from  200 until they reach 400, they are children; from 400 until they reach 600, they are adolescents; from 600 until they are 800, they are considered adults; 800 to1000 years is considered to be an elder; anything over 1000 years becomes a Legend.  Some Draconians can even reach as old as 1700 years. 

At 500 years, Draconians usually leave their clan and adventure on their own as a rite of passage.  This rite of passage usually consists of slaying an enemy of the clan, finding a new homeland, establishing trade with another clan, or finding new resources.  When they return from this rite of passage, there is a ceremony to declare them an adult. 

At this point, they are eligible to mate.  A mated pair usually moves from one clan and joins another to prevent stagnation of the bloodline.

Beliefs

Draconians hold Dragons sacred and worship them as gods.  Draconians view elves as a slightly inferior cousin race.  They view the other humanoid races as being inferior, some clans even keeping them as slaves or "pets".  In the worst-case scenario, some Draconians even view the other races as "livestock" or cattle.

Draconian Traits

Due to their Draconic ancestry, Draconians have many traits.

Ability Score Modifiers

You gain 2 points for Strength and Constitution because of your Draconic ancestry.  You gain 1  point for Intelligence and Wisdom because you have longer life spans to learn and acquire knowledge.  However, because of your large size, you lose 3 points in your Dexterity stat.  You also lose 3 points to you Charisma score because of your bestial appearance.

Dark Vision

You can see up to 30' in low light conditions

Breath Weapon

You have the ability to use one of 5 different breath weapons 3 times a day

  1. A stream of fire shoots out of your mouth for 30'.  All creatures within the path of this jet must make a Dexterity save (DC 20) to dodge it or take 1d10 fire damage.  If this stream hits a creature, it stops.
  2. A cone of icy air comes from your mouth for 30'.  At the end, it reaches 10' across.  All creatures within this area must make a Dexterity save (DC 20) to dodge out of the way
  3. A cloud of poisonous gas fills a 15' x 15' space.  You are immune to this, but all other creatures in this area must make a Constitution Save (DC 20) or take initial 1d10 damage and lingering 1d6 damage for 1d4 rounds, or a successful constitution save is made, or an antivenom is given.  Applying the antivenom to an ally is two actions; the first is to reach your target, and the second is to apply the antivenom.
  4. You shoot out a ball of electricity.  This ball will drift across the room until it hits something.  All creatures within the path must make a Dexterity save (DC 20) to dodge the ball of electricity.  If the ball hits a target, they receive 1d10 damage.  If all creatures make the save, then the ball will continue to drift in a straight line until it hits something.
  5. Your saliva is acidic.  You are immune to this acid, but you have learned to channel large amounts of it into your mouth.  You spit out a large wad of this acid.  It travels for 30'.  Any creature straight in front of you must make a Dexterity Save (DC 20) or take 1d10 corrosive damage.  If all creatures dodge this wad of acid it falls to the floor and is neutralized.

To determine which breath weapon you have, roll 1d12 at character creation.  If you roll a 2 or a 3 you use fire; 4 or 5 you use cold; 6 or 7 you use poison; 8 or 9 you use electricity; 10 or 11 you use acid.  If you roll a 1, you don't have any breath weapons.  If you roll a 12, you have the ability to use them all.  If you have the ability to use all breath weapons, when you use it, you must tell your DM which weapon you are using.

Extra Appendages

Wings (30% chance)

Every Draconian's wings are fully functional.  To determine if your Draconian character has wings, roll 2d10.  If the result is 30 or less, you have wings and the ability to fly.  In order to get airborne, you must have the appropriate space; 15' to either side of you and at least a 20' ceiling.  Besides being used for flight, wings can also be used to propel you through the water while swimming.

Tails (75% chance)

To determine if your Draconian character has a tail, roll 2d10.  If the result is 75 or less, you have a tail.  If you have a tail.  There is a 15% chance that it is a prehensile tail.  If it is not, it has limited functionality. To determine whether or not your tail is prehensile, roll 2d10 on character creation.  On rolls of 15 or less, it is prehensile; anything over 15 results in a nonprehensile tail. If it is not prehensile it hangs loosely behind you.

If your tail is prehensile, it allows you many abilities.

  1. You can use it as a rudder while swimming or flying.
  2. When climbing, you can use it to grab rocks, roots, or any other outcrops to give yourself more support.
  3. When exploring a dungeon and not in combat your tail can be used to carry a torch or a lantern.
  4. When in combat, you have two separate attacks you can use with your tail.  First, you can use your tail to trip enemies (Dexterity Save (DC 15) or be knocked prone.  If you don't use your tail to trip an enemy, you can stand on your tail to do a powerful kick that does 1d12 Bludgeoning damage + 2d4 claw damage to an enemy.  This attack also has a 10% chance to stun the enemy.

 

Polymorph Humanoid

To disguise yourself in non-Draconian controlled areas, you can change shape to appear human or elf.

Languages

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

Racial Language

Draconian is a language made up by the Draconian Race.  It uses Syllables, Sounds, Words, and Phrases from Common, Draconic, and Elvish.  Even though there is one base language, individual clans may have their own dialects and slang.  

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