Homebrew Drazord Species Details

Dinzards are very destructive, but respectful. This makes most Dinzards tend towards chaotic good, but never evil. Dinzards have scales of steel, allowing them to charge into battle unfazed and undefeated. The Dinzard have the head of a dinosaur and the body of a lizardfolk that looks like a brute. Dinzards with their powerful strength can burrow into the ground with ease. They also have jaws with the strength of a t-rex and razor-sharp claws built for killing.

Drazord Traits

Darkvision

Darkvision

When you choose this race you gain the following.

Darkvision 120ft 

Killer instinct 60ft, you can see a creature alignment from 60ft away. 

Claws of the beast

You have claws deadlier than that of a dragon. You gain the following.

Your claw attacks deal 1d12 slashing damage 

You can attack three times with your claws on one turn equal to your level per day.

Damage increases by 1d12 at levels 3, 5, 7, 9, 11, 15, 18, 20

At level 20 you can attack three times on your turn unlimited times per day.

Mega jaws

You have the jaw strength of a mighty tyrannosaurus rex. You gain the following.

Bite attack deals 4d12 peircing damage and target must make a dex saving throw DC equals 8 + str + dex + proficiency bonus.

 

Scaled equipment

You learn how to break of your scales to upgrade your equipment. You break them of then attach the scales to your equipment to enhance. Doing this will give the following benefits. 

Weapons get an extra 2d12 peircing damage creatures that take damage from this must make a strength save DC equals 12 + str + dex + proficiency bonus. If they succeed they take an extra 1d6 slashing damage. If they fail you rip a chunk of their flesh out and you may decide if the flesh Is inpaled on your weapon or it Flys out. You can also eat it as an bonus action to heal 2d6.

Armors upgraded this way give you the following abilities while wearing it.

Armors original ac gets added to your str + con modifiers. For example: lets say that the non-upgraded Armors ac is 16 noy you add your str and dex modifiers to increase that 16 to 20( that's only if both of your modifiers are +2).

Additionally if you find or take a skull of a creature that's the large or huge size you may use is skull to make an helmet. You would add your scales to the outside of the helmet if you want. The ac (3 + con)for the base skull would be added to your ac. The skull with the scales has an ac of 5 + con which is added to your ac.

Evolved apex

When you gain this trait, you gain two of the following.

Every time you level up, you add 1d12 to your hit points 

You grow an extra pair of arms over the course of a month. You would now be able to attack four times in one turn and dual-wield two heavy or two-handed weapons, and you gain a climbing speed of 20 ft.

You get a second tail. You can attack with your tail for 2d12 damage.

You grow Wings for a fly speed of 35ft. It takes a month to grow.

You become one with your dragon type. Example: if your dragon type is cold then your scales are cold to the touch, if your dragon type is fire then your scales are hot to the touch. You gain the following abilities depending on your dragon type choice.

Cold: your scales freeze any liquid is seconds and any creatures that come in contact with you must make a dex save or be frozen DC 8 + dex + proficiency bonus. On failed they are frozen for 1 minute and can not move nor talk. On an successful save they take 3d6 cold damage. Your scales are now darkend ice I'm the shape of scales.

Fire: your scales are now glowing red with emence heat. Your scales Burn or even melt those who touch you. If you touch a object that burn able like wood then it burns but if a creature touches you they take 2d12 fire damage and must make a dex save DC 10 + proficiency bonus or they are set on fire. If they succeed nothing happens.

Acid: your scales become slimy and melt to the touch. Objects that are held up against you for 30 seconds melt. Creatures that touch you must make a dex save DC 10 + proficiency bonus or be slowly melted (just the limb that they touched you with) taking 4d12 acid damage. If they succeed they take 1d12 acid damage.

Poison: you become toxic as your scales are Poisonous. Creatures that touch you become Poisoned. You treat immunity to Poison as resistance and resistance as nothing at all. 

Lightning: your scales glows an powerful white and blue with small electricity belts shooting out of you, your eyes glow a blue color now and whenever you touch metallic objects it becomes shocking dealing 2d6 Lightning damage to whoever it touches. If a creature is a construct or wearing metal and you come in contact with them they take 4d6 Lightning damage. You can move a few scales at a time, lifting them up and down making a huge thunderous booming sound which can be heard 300ft away.

Force: your scales glows a deep purple and glow more when you are hit or you make force damage. When every you make an unarmed strike you add 4d12 force damage and nock them away 30ft from you depending on how you hit  them. 

Radiant: your scales are bright and shead light 10ft out and dim light 10ft. When you attack with your claws you can deal an extra 3d6 Radiant damage and blind the target for 1 min.

Psychic: you almost appear transparent. You gain proficiency with stealth and creatures get disadvantage on attacking. You learn the telekinesis spell as an centrip.

Thunder: your scales vibrate and you and make evey sound louder than it really is. You can vibrate your limbs to cut anything cleanly. If is a creature it takes 2d8 damage. 

Necrotic: your scales are pitch dark and darkness covers your body. Whenever you make an claw attack you can deal 4d6 necrotic damage.

 

Growth

You grow to the colossal size for 1 minute but you must be able to fit in that area.

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