Homebrew Dragon Wyrmling Species Details

History of the High Kingdom

THE FIRST AGE: THE GREAT SEVERING

Genocide against dragons and war among the continents of Lachios led to the gods abandoning the world and leaving them without magic. In the vacuum of power, war continued to rage among the now-dying world.

THE SECOND AGE: THE REUNIFICATION 

Mark and Kythr, the two strongest and most ruthless continents, formed an alliance. Tanmu quickly fell to them followed by most of Ramal. Qima, a stronghold of elves and ancient traditions, was the last to fall. An accord was reached, naming Marakh's king, a gold Dragonborn, as the High King above the rulers of the other nations. Together, they formed the High Kingdom.

The gods returned to the world and brought divine and earth magics with them. This allowed spell casters such as clerics, paladins, druids, rangers, and some natural magics to exist again. (Note: This did not include warlocks, wizards, or spell casting bards.) 

THE THIRD AGE: THE RAGING FIRE

Current Age.  The year is 997 in the Age of the Raging Fire.

The beginning of this age is marked by the battle between The Eternal Flame and The Shadow. They fought fiercely for control of the world, ending only when The Eternal Flame sealed her and her followers away, binding her in her darkness. Her touch is believed to still cause corruption in the world. The Tower of Fire was built in Marakh to commemorate The Eternal Flame's victory. 

The Arcane (God of Magic) gifted a Key to the Weave in the form of a dragon scale to Drustan, a halfling, who then became the first wizard since The Severing. Gradually, through the generosity of dragons, wizards and bards returned to the world. And through the corruption of The Shadow, warlocks were once again free to exist.  

Dragon Tribes

Dragons were hunted to near extinction in an attempt by mortal races to wield their hearts and scales for magical power. To survive, dragons formed tribes with their allies among the humanoid races and moved into seclusion. Over the centuries, many of these isolated communities have grown into massive hidden cities. Dragons are recognized as people among the political and social majorities of Lachios, and are generally welcomed with respect and awe. The Metallic Tribes are also recognized as independent nations by the High Kingdom.

Among some such as the Silver Dragon Tribe of Ramal, dragons and humanoids can form life bonds and live as partners for the full extent of the dragon's lifetime.  They share magics and compliment each other in every way. Humanoid partners are considered a member of the dragon's Tribe. Some choose to have dual citizenship with their country of origin. 

Stages of Life

Dragons have one of the longest lifespans known in the universe, eventually turning into a god when an Ancient Dragon moves on.

Egg (indeterminate length of time depending on resources
Hatchling (0-25 yrs): hatched from egg, eyes closed, soft claws, no feathers
Fledgling (25-200 yrs): eyes open, claws hardened, wing bone nubs have feathers
Wyrmling (200-500 yrs)
Young Dragon (500-1000 yrs)
Adult Dragon (1000-2000 yrs)
Prime Dragon (2000-10,000 yrs)
Elder Dragon (10,000-50,000 yrs)
Ancient Dragon (over 50,000 yrs)
Great Wyrms (gods)

 

Dragon Wyrmling Traits

Your draconic heritage manifests in a variety of traits you share with other dragon kin.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Age

Young Dragons are considered young adult dragons during the second half of their first millennia (500-1000 years of age).

No longer a child like the previous stages, but usually not considered as experienced or mature as the later life stages. They are finally coming into their own abilities, having mastered some of their talents through magical practice for half a millennia. Elemental magic and shape changing are almost second nature and no longer require casting a spell. As young adults, they now explore their impact on a world around them and begin to develop their hoard.

Size

Wyrmlings are roughly the size of horses with muscular bodies and wings. Your scales are still dull like all young dragons who are not powerful enough to fend for themselves against other adults. Your size is large.

Speed

Your base walking speed is 30 feet.
Your base flying speed is 60 feet.
Your base swim speed is 30 feet.

Draconic Senses

DARKVISION: You can see in dim light within 120 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.
BLINDSIGHT: You can perceive your surroundings with 20 ft. without relying on sight.

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)

Draconic Magics

As a wyrmling, you are still learning to master the element granted to you by your draconic heritage. You gain access to a spell list tied to your bloodline. When you are older, these spells will manifest as abilities and lair actions.

Your spell casting modifier is either Intelligence, Wisdom, or Charisma (choose when you select this race).

Damage Resistance

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

Bite Attack

Bite. Melee Weapon Attack: Proficiency + strength modifier to hit, reach 5 ft., one target. Hit:  1d10 + strength modifier, piercing damage

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.

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.
You also know one other language of your choosing. 

Comments

Posts Quoted:
Reply
Clear All Quotes