Homebrew Drachenkraftkin Species Details

Physical description:

Drachenkraftkin are dragons with a love for their own ability to change, both physically or mentally.. They don't seem to be related to normal dragons, as they don't hold all the same powers. They have a ghostly appearance, rarely ever having pupils. They also have long furred manes that cover their head and neck, as well as smooth scales on their bodies. They sometimes have thick "scarves" that come off the back of their heads, or can take a humanoid form akin to a tiefling. They are unable to wear most armor, and as such wear a lot of fabrics and thin leather to protect themselves from the high altitudes they fly in.

History:

Little is known about the Drachenkraftkin, they have a connection with the stars and the earth, and are thought to come from the Astral Plane. At some point in history, the race drifted in from the Astral Plane in an event known as Die Konjunktion, moving in to inhabit caverns in the mountains, forming quick alliances with the races there due to their amiability and willingness to adapt to the people already present.

Society: 

Drachenkraftkin generally live in cavern villages dotting mountain caverns. While small settlements are common in the jagged and mountainous region they come home, a single "capital" known as Tallhaus is found covering an entire valley in the very heart of the mountain range. Four times a year many Drachenkraftkin converge in Tallhaus for a festival to celebrate the solstices and equinoxes.

Generally, Drachenkraftkin are non-religious, with Clerics praying to domains rather than one specific deity. This does occasionally make them butt heads with acolytes that are staunch preachers of one god, however most see them as good spiritual and political advisors, with many finding themselves in the role of travelling mediators along with political convoys.

They generally try to avoid fighting as the first step, and instead try and negotiate. They often begin with finding common ground between two parties before trying to negotiate anything. They then try to pinpoint the differences between them to find out why they're fighting in the first place and what's missing in a possible agreement. Then, they try to see if there's possibly an outside source affecting it. In other words, what's the same, what's different, and is there a third party. They then document what's moving between what and make a plan for that to continue in the future so it is and remains equal.

This sort of conflict negotiation is partially an instinctual trait, however it is heavily taught in Drachenkraftkin settlements and families. As such, disputes are generally small and short, and wars Drachenkraftkin are a part of generally end quickly with a treaty reasonable for both parties.

Names:

Names are typically gender neutral, with Drachenkraftkin males sometimes having generally female names and vice versa. They generally take the last name of the town they were born in regardless of the race it belongs to.

Male: Schneeherz, Gezeitenrufer, Lichtungswächter, Schattenfalle

Female: Bernsteinblume, Blutlicht, Sturmfänger, Lichtweber

Neutral: 

Last names: Kreigsheim, Barakuir, Evermeet, Waterdeep

Drachenkraftkin Traits

Dragonkin from the stars and stone.

Ability score increase

Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age

Drachenkraftkin are long lived, maturing at 100, and living for about 2,300 years (at which point their spirit returns to the Astral Plane and can be resurrected if the body is still in tact).

Alignment

Drachenkraftkin lean towards chaotic alignments (according to impulse rather than principle). They are usually neutral or good, and are rarely evil (save a person or leave them to their fate).

Size

Drachenkraftkin are long, being about 8 feet in length, and tending to be 8-10 feet tall. Your size is large, however you cannot use large size weapons or wear armour.

Languages

You know common, draconic, and primordial.

Darkvision

Accustomed to life in the Frostfall, you have superior vision in dark and dim conditions. 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.

Pressure breath

You can use your action to exhale a blast of wind. When you use your wind breath, each creature in a 15ft cone must make a Constitution saving throw. 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.

Ribbons

 Unlike most dragons, Gefrorenepelze have two feelers that are like another set of limbs. They are not the strongest, however, and can only hold items up to 10 lbs, and any weapon you make an attack with that is over 3 lbs in weight will have its damage halved.

Natural Armor

With your scales and plating, you have a natural armor of 12 + your Dexterity modifier as long as you are not wearing armor.

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