Homebrew Amethyst Half Dragon (Satyr Version) Species Details

Amethyst Half Dragons have the same instinct to hoard things.

Amethyst Half-Dragon Traits

You gain the following traits as an amethyst half-dragon.

  • Ability Score Increase. You gain a +2 bonus to Dexterity and Charisma
  • Age. You mature at the same rate as someone of your heritage without draconic ancestry, but you live as long as an amethyst dragon unless your other ancestor lives longer.
  • Size. Your size is Large
  • Speed. Your base walking is 45 and you have a flying and swimming speed equal to your walking speed and you can breathe air and water.
  • Hybrid Creature. You are both a Fey and Dragon.
  • Languages. You can speak, read, and write Common and Draconic and Sylvan.

Satyr Features and Abilities

  • Ram - Level 1
    • You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
  •  Magic Resistance - Level 1
    • You have advantage on saving throws against spells.
  • Mirthful Leaps - Level 1
    • Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
  • Reveler - Level 1
    • As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Draconic Features and Abilities

  • Damage Resistance/ Immunity. - Level 1
    • You are immune to both Force and Poison Damage and can't be poisoned or catch disease. You are resistant to Psychic damage.
  • Dragon Sight. - Level 1
    • You have blindsight with a radius of 15 feet. 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. You have proficiency in the Perception skill.
  • Dragon Scales. - Level 2
    • When you aren’t wearing armor, your AC is 13 + your Dexterity modifier + your Proficiency 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 when you use your natural armor.
  • Telepathy. - Level 2
    • You can speak telepathically with any creature you can see within 60 ft. or with any creature you have had spoken with telepathically in the past within 60ft. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability the creature must be within 60 feet of you.
  • Sprout Wings. - Level 3
    • You grow dragon wings. You now have a flying speed equal to your walking speed. 
  • Mind As A Weapon. - Level 3
    • You can use your action to send out a wave of destructive energy from your mind. You can send out a Force Wave in a 15 ft. radius around you. When you use your mind as a weapon, each creature in the area of the Force Wave must make a Dex. saving throw. The DC for this saving throw equals 10 + your Intelligence modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save and half as much damage on a successful one. On a failed save the creature/s are pushed back 10 ft. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level. After you use your mind as a weapon, you can’t use it again until you complete a short or long rest.
  • Natural Weaponry. - Level 3
    • You possess the natural weaponry of a dragon, such as claws, fangs, horns, and/or a tail. These are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (depending on the type of weaponry) equal to 1d6 + your Dexterity modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite. The damage increases to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
  • Telekinesis. Level 4
    • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Intelligence. You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves’ tools to pick locks and disarm traps at range. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 10 + your proficiency bonus + your Intelligence modifier) or be moved 10 feet toward you or away from you. A creature can willingly fail this save.
  • Force Shield. Level 5
    • As a reaction you can temporarily add your Intelligence modifier to your AC and gain immunity to psychic damage which lasts till the start of your next turn. you can use this feature a number of times equal to proficiency modifier.
  • Draconic Fear. - Level 6
    • You can use your action to intimidate those around you. Each creature of your choice within 30 feet of you that can see and hear you must make a Wisdom saving throw. The DC is 12 + your Intelligence modifier + your proficiency bonus. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.
  • Legendary Resistance. - Level 6
    • When you fail a saving throw, you can make another attempt, taking the highest result. You can use this ability a number of times equal to your proficiency modifier, you regain usage after you finish a short or long rest.

 

Amethyst Half Dragon (Satyr Version) Traits

Due to your draconic and satyr ancestry you gain the following features:

Size

You are size Large.

Creature Type

You are both Fey and Dragon.

Languages

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

Damage Resistance/ Immunity

You are immune to both Force and Poison Damage and can't be poisoned or catch disease. You are resistant to Psychic damage.

Dragon Sight

You have blindsight with a radius of 15 feet. 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. You have proficiency in the Perception skill.

Dragon Scales

When you aren’t wearing armor, your AC is 13 + your Dexterity modifier + your Proficiency 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 when you use your natural armor.

Telepathy

You can speak telepathically with any creature you can see within 60 ft. or with any creature you have had spoken with telepathically in the past within 60ft. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability the creature must be within 60 feet of you.

Sprout Wings

You grow dragon wings. You now have a flying speed equal to your walking speed.

Mind As A Weapon

You can use your action to send out a wave of destructive energy from your mind. You can send out a Force Wave in a 15 ft. radius around you. When you use your mind as a weapon, each creature in the area of the Force Wave must make a Dex. saving throw. The DC for this saving throw equals 10 + your Charisma modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save and half as much damage on a successful one. On a failed save the creature/s are pushed back 10 ft. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level. After you use your mind as a weapon, you can’t use it again until you complete a short or long rest.

Natural Weaponry

You possess the natural weaponry of a dragon, such as claws, fangs, horns, and/or a tail. These are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (depending on the type of weaponry) equal to 1d6 + your Dexterity modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite. The damage increases to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Telekinesis

You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is Charisma. You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves’ tools to pick locks and disarm traps at range. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 10 + your proficiency bonus + your Charisma modifier) or be moved 10 feet toward you or away from you. A creature can willingly fail this save.

Force Shield

As a reaction you can temporarily add your Charisma modifier to your AC and gain immunity to psychic damage which lasts till the start of your next turn. you can use this feature a number of times equal to proficiency modifier.

Draconic Fear

You can use your action to intimidate those around you. Each creature of your choice within 30 feet of you that can see and hear you must make a Wisdom saving throw. The DC is 12 + your Charisma modifier + your proficiency bonus. On a failed save, a target becomes frightened of you for 5 minutes. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.

Legendary Resistance

When you fail a saving throw, you can make another attempt, taking the highest result. You can use this ability a number of times equal to your proficiency modifier, you regain usage after you finish a short or long rest.

Ram

You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Magical Resistance

You have advantage on saving throws against spells and other magical abilities.

Mirthful Leaps

Whenever you make a long jump or a high jump, you can roll a d12 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler

As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

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