Homebrew Au'Ra Species Details
"As the dust settled upon the Great Steppes… two lone Au'Ra stood apart, bloodied and bruised, they were fighting, but not out of hatred, but in the desire to know each other better." — Tales from the Steppes
Upon the Great Steppes on the continent of Ironide. They are natives to the land of the Great Steppes just as the Dwarves are native to the mountains of Ironide. The Au'Ra build their clans and villages along the Great Steppe and some even at the foot of the great mountain ranges. The lands of the Great Steppes are serene and beautiful but are full of dangerous beasts. As a result, the Au’Ra have grown much stronger than most of the other races that make the Great Steppes their home as they have become hardened warriors. From magic to steel weapons the Au’Ra carve their way through any opposing force.
A Different Breed
The curved horns and beautifully patterned scales on their necks and arms that usually appear in Ebony or White colors that characterize the Au’Ra often reflect that this race native to the Great Steppes are, in fact, the progeny of dragons unlike Triniads that are the progeny of Wyverns. Au'Ra have enhanced hearing and spatial recognition granted by their horns, Additionally they have an immense difference of body mass between the Au'Ra males and females with males being a lot larger than females. Some Au Ra possess luminous limbal rings, meaning that the outer edge of the eye's iris is darker or brighter than the rest of the iris.
Steppe Culture
The Au'Ra have a culture that is steeped in tradition both beautiful, bloody, and sometimes both. Au'Ra mostly express themselves with music and tapestry, most telling of the beauty of their land and the battles they fight everyday to survive.
The Au'Ra have a hardened battle culture. When two Au'Ra want to know each other they fight it out until they can't no more, and somehow this works as their bonds become stronger and they accept one another. Every year, they convene in a tournament to decide who will lead all of the Au'Ra of the Great Steppes as the Khagan of the tribes. To decide this, they host a tournament of the Ovoo, which is a magic symbol carved onto the steppes in honor of their ancestors. All interested clans send one representative to go and try to claim it. It is a bloody affair, and whichever representative wins means their clan is Khagan of the year who has the power to lead all the other fifty clans as they please for the year.
Au'Ra Traits
As a Au'ra, you have the following racial traits.Creature Type
You are a Humanoid.
Size
The Au'Ra have different sizes depending on their gender with Female Au'Ra having heights that range from 4'9" to 5'3" while the Male Au'Ra can range from 5'8" to 6'3". Your size is Medium.
Speed
Your walking speed is 30 feet.
Draconic Ancestry
The legacy of chromatic dragons runs deep through you. Thanks to this, you are resistant to lightning damage.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Draconic Evasion
You possess some of the supernatural endurance and skill of dragons. When subject to a Strength or Constitution saving throw that would cause you to take half damage on a success, you may instead choose to take no damage. You may use this trait an amount of times equal to your Constitution modifier per long rest.
Scaled Resilience
Your skin is as tough as dragons. When you aren’t wearing armor, your base AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Cranial Horns
Your horns act as your means of perceiving surroundings. You have improved hearing compared to other races because of this. You are proficient in the Perception skill. Whenever you make a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check.
Draconic Roar
As a bonus action, you let out a draconic roar. Creatures of your choice within 10ft of you that can hear you must succeed on a Wisdom saving throw or become frightened of you. At the end of the creature's turn, they can repeat the saving throw. The effect ends after the saving throw is succeeded or a minute passes, whichever comes first. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. You may use this trait an amount of times equal to your proficiency modifier per long rest.
Additionally you gain advantage on a single attack against a frightened target per turn.
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