Homebrew Dräken Species Details
Born With Dragon Magic
Some great dragons affect the region around them so much that many children in the womb are altered by their magic and take on characteristics of whichever dragon was near. Sometimes these regional effects linger for decades, even after a dragon is no longer present. Random dragon-like mutations can appear in children. In some cases it's clear a cihld is affected when they are born with easily identifiable eyes, horns or skin that are similar to dragons. Some children do not show any variance from their own race until they mature into adulthood. The effects are not limited to certain races; any within the affected area could be mutated by the dragon's regional magic.
Dräken Traits
The dragon's magical traits will manifest in numerous ways. No two Dräkens are alike. Some show very little physical change, while others are incredibly exotic even demonstrating amazing dragon-like abilities.Age
A dräken can start to enter adulthood faster than a normal human, elf, orc, etc - typically a year or two faster, as the magic that builds within begins to manifest at an increasing rate. Most live 50 percent longer than what is usual for their base race.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Draconic Ancestry
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (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.
Dräken Mutations
At 1st level, roll 1d4 to see how many mutations a dräken has. Re-roll duplicate mutations. To determine which mutation chart to use, roll a d4 for every mutation you have(if you have 3 mutations roll 1d4 for each to tell you what chart level to roll on) for each and make as many percentile rolls (1-100).
1-50 Use the Level 1 Chart
51-85 use the Level 2 Chart
86-94 use the Level 3 Chart
95-100 use the Level 4 Chart
Roll Mutations again at 4th, 8th, 12th, 16th, and 20th level
Level 1:Cosmetic
|
d100 |
Mutation |
|
1 |
Arms: Muscular and sinewy |
|
2 |
Arms: Extra long |
|
3 |
Arms:Forearms have small winglets |
|
4 |
Arms: Scaled Forearms |
|
5 |
Arms:Bat-wing like skin |
|
6 |
Build: Muscular |
|
7 |
Build: Always Slender |
|
8 |
Build: Graceful |
|
9 |
Build: Beautiful Proportions |
|
10 |
Build: Unusually Light |
|
11 |
Digits: Long |
|
12 |
Digits: Metallic Nails |
|
13 |
Digits: One More or Fewer |
|
14 |
Digits: Shining Talons |
|
15 |
Digits: Colorful Nails |
|
16 |
Dragon Colored Ears |
|
17 |
Scaled Ears |
|
18 |
Pointed Ears |
|
19 |
Ears can Pivot |
|
20 |
No ears |
|
21 |
Dragon/catlike eyes |
|
22 |
Glowing Eyes |
|
23 |
Iridescent eyes |
|
24 |
Jewel-like eyes |
|
25 |
Multicolored eyes |
|
26 |
Face never ages and is youthful |
|
27 |
Metallic dragon-colored lips |
|
28 |
Perfect facial symmetry |
|
29 |
Beautiful facial features |
|
30 |
Metallic Facial Scar |
|
31 |
Hair always moves |
|
32 |
Hair colored like exotic bird feathers |
|
33 |
Hair is always short and very fine |
|
34 |
Hair is metallic colored |
|
35 |
Hands always cool to the touch |
|
36 |
Hands always warm to the touch |
|
37 |
Scaled hands |
|
38 |
Palms have scales |
|
39 |
Hands slightly blur when moved |
|
40 |
No fingerprints |
|
41 |
Head:Aggresive features |
|
42 |
Head: Bald |
|
43 |
Head: Draconic Features |
|
44 |
Head: Deep Set Eyes |
|
45 |
Head: Elongated Shape |
|
46 |
Legs:Clawed Feet |
|
47 |
Legs: Extra Long |
|
48 |
Legs: Chromatic Dragon-Colored Shins |
|
49 |
Legs: Metallic Dragon- Colored Shins |
|
50 |
Legs: Unnaturally long feet |
|
51 |
Your shadow animates on its own |
|
52 |
Your shadow has a tail |
|
53 |
Your shadow is dark and metallic |
|
54 |
Your shadow is prismatic |
|
55 |
Your shadow has wings |
|
56 |
Ashen-colored skin |
|
57 |
Scaled Skin |
|
58 |
Chromatic dragon-colored skin |
|
59 |
Metallic dragon-colored skin |
|
60 |
Glowing skin |
|
61 |
Iridescent skin |
|
62 |
Shadowy skin |
|
63 |
Metallic sheen skin |
|
64 |
Prismatic scaled skin |
|
65 |
Shimmering hue skin |
|
66 |
Voice has no echo |
|
67 |
Voice has a musical quality |
|
68 |
Voice is unusually high |
|
69 |
Voice is unusually low |
|
70 |
Draconic whispers heard within 100 feet |
|
71 |
Wings: Leathery |
|
72 |
Wings: Small, decorative on back |
|
73 |
Wings: Light |
|
74 |
Wings: Large Chromatic Dragon-Colored |
|
75 |
Wings: Prismatic |
|
76 |
Always looks clean |
|
77 |
Always well Lit |
|
78 |
Androgynous |
|
79 |
Breathing sounds deep |
|
80 |
Clothing billows with no wind |
|
81 |
Chromatic dragon-colored freckles |
|
82 |
Does not sweat |
|
83 |
Metallic-scented Breath |
|
84 |
Dragon Tail |
|
85 |
Melodic Laugh |
|
86 |
Tears are metallic dragon-colored |
|
87 |
Womd whips up when entering room |
|
88 |
Smooth Skin/no body hair |
|
89 |
Sharp Teeth |
|
90 |
All birds become quiet within 50 feet |
|
91 |
Dragon Related Birthmark |
|
92 |
Steamy Breath |
|
93 |
Body has Metallic Scent |
|
94 |
Food and drink all taste sweet |
|
95 |
Lucid sleeping |
|
96 |
Horns |
|
97 |
Footprints are dragon like |
|
98 |
Body temperature of 99 or higher. |
|
99 |
Roll twice, ignore result 99 or higher |
|
100 |
Roll 3 times, ignore result 99 or higher |
Level 2: Abilities
Roll Percentile (1-100)
|
d100 |
Mutation |
|
1 |
3/Long Rest, as an action, you can heal 1d6 hit points |
|
2 |
As an action, use cure wounds 3/long rest as a spell like ability |
|
3 |
As an action, you can cast light as a spell like ability |
|
4 |
Once per day, you can drink a flask of water containing 1 gp of gold dust to heal 1d6 hit points.. |
|
5 |
You gain advantage on Wisdom(Survival) checks. |
|
6 |
You possess taloned fingers that act as natural weapons. They deal 1d4 points of damage on a successful hit and are considered magical weapons. |
|
7 |
You gain advantage on Wisdom (Insight) checks |
|
8 |
Use charisma instead of constitution to determine how many minutes you can hold your breath. 1 + your Charisma modifier (minimum of 30 seconds). |
|
9 |
Add +2 to Strength score |
|
10 |
You may live entirely on a meat diet |
|
11 |
You do not suffer from altitude sickness |
|
12 |
Your swim speed is naturally 20 feet |
|
13 |
You have advantage on attacks on good-aligned creatures |
|
14 |
As an action, you can cast animal friendship as a spell-like ability once per day. |
|
15 |
1/Long Rest: If you reach 0 hit points, you may take one more round of actions before falling unconscious. |
|
16 |
You have advantage on Dexterity (Acrobatics) checks |
|
17 |
3/Long Rest, as an action you may use breath weapon as a spell-like ability |
|
18 |
You have advantage on saving throws against poison. |
|
19 |
As an adult, you do not physically age. However, you live as long as your base race + 50% |
|
20 |
Add +2 to Dexterity score |
|
21 |
Any armor you wear appears as silver or gold. This illusion applies as long as you wear any armor. |
|
22 |
You have advantage on any Wisdom (Insight) saving throws |
|
23 |
3/Long Rest, as an action, you can cast create water as a spell-like ability. |
|
24 |
You have resistance to thunder damage |
|
25 |
You have resistance to damage from attacks of opportunity |
|
26 |
1/Long Rest you have a burst of speed for one minute. Your speed is doubled. You gain a +2 bonus to AC. You have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take an attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action. |
|
27 |
1/Long Rest you may use the spell identify |
|
28 |
1/Long Rest you may use the tongues spell |
|
29 |
2/Long Rest you have advantage on initiative rolls |
|
30 |
1/Long Rest you have advantage on grappling check |
|
31 |
You have advantage against enchantment spells |
|
32 |
1/Long Rest you can cast the shield spell as a reaction |
|
33 |
Coins become clean and shiny if you handle them. Values increase by 10% |
|
34 |
1/Long Rest, you gain a +2 to AC for one minute when you take the dodge action |
|
35 |
1/Long Rest you can cast the aid spell |
|
36 |
You have immunity to non-magical insect bites or stings |
|
37 |
2/Long Rest you gain advantage on any charisma check |
|
38 |
1/Long Rest, you emanate a 10-foot healing aura as a spell-like ability. The aura lasts for one minute. While the aura is active, any creature you choose within the aura that drops to 0 hit points regains 1 hp at the start of their next turn. A creature can only benefit from this aura once per day. |
|
39 |
You can mimic the sound of any animal |
|
40 |
Add +2 to Intelligence |
|
41 |
1/Long Rest rest any willing creature within 10 feet of you is immune to the effects of the scrying spell |
|
42 |
1/Long Rest you may grant one extra bonus action to a single friendly creature within 20 feet. This includes an offhand attack, casting a spell or a class feature. |
|
43 |
You have advantage on any saves against fear effects |
|
44 |
If you are within 300 feet of a dragon in the area you can meditate for 10 minutes to learn its name |
|
45 |
You have exceptional hearing and avantage on Wisdom (Perception) checks involving hearing. |
|
46 |
Breath Weapon. As an action you can use your breath weapon based on the dragon traits |
|
47 |
You have immunity to a dragon’s Frightful Presence |
|
48 |
3/Long Rest, as an action you can cast spiritual weapon as a spell-like ability. The spell takes the shape of a small spectral dragon with sharp claws |
|
49 |
You gain advantage on Dexterity saving throws |
|
50 |
Add +2 to Wisdom |
|
51 |
1/Long Rest 50gp can be turned into a wholesome meal that heals 1d4 creatures to full health. This is considered a short rest. |
|
52 |
1/Long Rest, as an action you can cast comprehend languages |
|
53 |
+2 added to Charisma |
|
54 |
You gain advantage on attacks against evil-aligned creatures. |
|
55 |
1/Long Rest as an action you can cast Augury |
|
56 |
1/Long Rest as an action you can cast Zone of Truth |
|
57 |
You gain advantage on death saving throws |
|
58 |
Any creature that causes harm to you must roll a DC14 Con save or suffer 1d4 points of acid damage |
|
59 |
Choose any ability score and increase it by 2 |
|
60 |
You always know where true north is |
|
61 |
When rolling a d20, treat a 19 as a 20 |
|
62 |
Regeneration. You regain 1 hit point each round. Fire or acid damage disrupts regeneration, requiring normal or magical healing. Once fully healed the regeneration resets. |
|
63 |
+3 AC bonus against any creature that has a charge attack |
|
64 |
Frightful Presence. 1/day each creature of your choice within 20 feet and aware of you must succeed on a DC 15 Wisdom saving throw or become frightened for three rounds. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If successful a creature is immune to your Frightful Presence for 24 hours |
|
65 |
1/Year, summon a pseudodragon. A telepathic bond exits as long as the pseudodragon is within 1 mile. If the pseudodragon is within 10 feet, the bonded pair share it’s Magic Resistance trait. |
|
66 |
You gain advantage on attacks against undead. |
|
67 |
If a creature is within 10 feet, you always know if they are speaking the truth or lying |
|
68 |
1/Long Rest as an action you can cast gust of wind |
|
69 |
1/Long Rest as an action you can cast Mass Cure Wounds |
|
70 |
+2 added to Constitution |
|
71 |
3/Long Rest, holding 5 gp or more for 10 minutes heals 2d8 hp of damage. |
|
72 |
1/Long Rest you are resistant to 3rd level spells or below |
|
73 |
If your dead body is laid upon a treasure hoard or pile of gold valued at 10,000gp or more, you are returned to life as if by the Raise Dead spell. This ability works 1d4 times in your lifetime. |
|
74 |
1/Long Rest you may touch any willing creature to reduce their level of exhaustion down to 1 |
|
75 |
You know the alignment of any creature within 10 feet |
|
76 |
1/week, as an action you can cast Remove Curse |
|
77 |
1/year as an action you can cast Contact Other Plane |
|
78 |
1/Day, you may determine the value of any item |
|
79 |
You know the position of the stars and can navigate anywhere without getting lost. |
|
80 |
You have resistance to fire |
|
81 |
Any willing creature withing 10 feet of you heals 1d6 additional Hit Points when taking a short rest. |
|
82 |
1/Long Rest, As an action you can casting Mending |
|
83 |
You have advantage on ability checks if you are within 100 feet of an evil-aligned dragon |
|
84 |
You have resistance to cold. |
|
85 |
Any healing effects upon you are doubled |
|
86 |
You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. |
|
87 |
You gain advantage on Wisdom (Animal Handling) checks. |
|
88 |
All weapon attacks are magical |
|
89 |
You have immunity to disease |
|
90 |
You have resistance to acid |
|
91 |
1/Long Rest you can fly for 2d4 rounds at a speed of 40 feet. |
|
92 |
3/ Long Rest you can choose to go first on initiative |
|
93 |
1/Long Rest, as an action you can cast enlarge/reduce |
|
94 |
1/Week, as an action you can cast shapechange |
|
95 |
You gain advantage on Charisma (Persuasion) checks |
|
96 |
3/Long Rest you can re-roll a 1 |
|
97 |
1/Long Rest if you fail a saving throw, you can choose to succeed instead. |
|
98 |
1/Long Rest you have resistance to any dragon breath weapon |
|
99 |
You cannot be surprised |
|
100 |
Roll on this table twice, ignoring rolls of 100 |
Level 3: Abilities and Drawbacks
Roll a d20(1-20)
|
d20 |
Effect |
|
1 |
2/Long Rest, for 1 minute you have advantage on attacks against good aligned creatures. However, evil-aligned creatures have advantage against you until the end of your next turn. |
|
2 |
Add +2 to Strength Score. Subtract 1 from Intelligence |
|
3 |
2/Long Rest, for one minute you gain advantage on any Charisma check, but have disadvantage on all Dexterity checks. |
|
4 |
2/Long Rest you may choose to go first on initiative, but gain 1 level of exhaustion. |
|
5 |
3/Long Rest you have advantage on a saving throw, but take 1d6 psychic damage for each unsuccessful save |
|
6 |
1/Long Rest, as an action you cast Lightning Bolt. The spell shocks you as well and you take 1d4 Lightning Damage |
|
7 |
3/Long Rest you gain advantage on a melee attack. However, a single enemy within range takes an attack of opportunity against you. |
|
8 |
Any willing creature within 10 feet of you heals 2d6 additional hitpoints when taking a short rest. However you take 1d6 points of Necrotic damage. |
|
9 |
Add +2 to Intelligence Score. Subtract 1 from Charisma Score |
|
10 |
You have resistance to fire, but have vulnerability to cold damage |
|
11 |
1/Week you can shapechange. If outside, the new form attracts unwanted attention from insects obscuring the area for 10 minutes. |
|
12 |
1/Long Rest you can cast haste upon yourself as an action. However no other spell-like abilities can be used until you take a short rest. |
|
13 |
Gain +1 to any ability score. Your skin becomes pearlescent white and you have sunlight sensitivity |
|
14 |
2/Long Rest you may roll an extra d6 on an attack damage roll, but reduce your maximum hp by 1d4 until you take a long rest |
|
15 |
1/Long Rest if you fail a saving throw, you can choose to succeed instead. The effects causes you to be stunned for 1d4 rounds. |
|
16 |
1/Long Rest you cannot be surprised. However you are forced to go last on initative |
|
17 |
1/Long Rest any gold you spend is considered double its value, but your wisdom score is reduced by 2 points until you take a long rest |
|
18 |
2/Long Rest, for one minute, you have advantage on attacks against evil-aligned creatures. However, good-aligned creatures have advantage against you until the end of your next turn. |
|
19 |
You have advantage on all ability checks if you are within 100 feet of a dragon. However the dragon becomes keenly aware of your location as if using the scrying spell, with the equivalent knowledge of a body part, lock of hair, bit of nail or the like. |
|
20 |
Add +2 to your AC as natural armor. Choose one ability score and reduce the number by 1. |
Level 4: Drawbacks
Roll a d20(1-20)
|
d20 |
Effect |
|
1 |
Your eyes are blighted and you have sunlight sensitivity. |
|
2 |
-1 to Strength Score |
|
3 |
-1 to Dex Score |
|
4 |
-1 to Con Score |
|
5 |
You must eat twice as much as a normal creature. Each day that passes without eating five meals will result in a level of exhaustion. |
|
6 |
You extinguish any natural light source within 10 feet. |
|
7 |
Any friendly creature you touch is slowed for 1d4 rounds per initiative. An affected creatures speed is halved, it takes a -2 penalty to AC and Dex saving throws, and it can’t use reactions |
|
8 |
You are obsessed with collecting gold and valuables and have disadvantage when negotiating the price of anything of value. |
|
9 |
When talking, there is a one in four chance of only speaking draconic. Roll 1d4. On a roll of 1, the condition occurs and lasts one minute. |
|
10 |
Dogs within 20 feet that can see you begin barking |
|
11 |
You are wracked with paranoia in a city. Any Charisma checks are at disadvantage in towns, villages or cities. |
|
12 |
When speaking to any commoner, roll a d10. If the results is a 1, the commoner must succeed on a DC 15 Wisdom saving throw or be frightened. |
|
13 |
In moonlight all ability scores under 13 are reduced to 8 |
|
14 |
Spell-like abilities have a 1 in 10 chance of failure (nat 1 on a d10) |
|
15 |
If you roll a 1 on any Death Saving Throw, you automatically die. |
|
16 |
You always go last on initiative |
|
17 |
-1 to Intelligence Score |
|
18 |
-1 to Wisdom Score |
|
19 |
-1 to Charisma Score |
|
20 |
You have thunder susceptibility. Take 1d4 extra bludgeoning damage on every thunder-based attack against you. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/23/2023 8:55:01 PM
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8
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7
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