Homebrew Dragon Species Details

The continued existence of dragons in the world is a closely-guarded secret, revealed to the Emperor after their coronation, and known only to a scarce few others. Your race is as old as the world itself, brought into being by the gods that shaped it. The true eras of the world are marked by your people being in slumber, or wakefulness. Ten thousand years ago dragons sided with the elves in a great war and laid the foundations of the Empire. Now you rest in the shadows until called forth again.

True Form

Your true appearance is that of a four-legged creature, with wings and a tail. Dragons of this world are not defined by chromatic or metallic type, but by the elemental power they command and imbue. Your appearance may or may not reflect your elemental affinity.

Dragons in this world are more varied in appearance than others, those with scales have a wider range of hues and tones, while others have feathers instead of scales.

Even amongst each other, Dragons rarely reveal their true form, instead preferring a favored humanoid form.

Cloistered Guardians

You were born in the great hatcheries of Bright Helm Stone, the same hatcheries from which the dragonborn legions of the Empire are grown. You were either hatched deliberately to replace a fallen member of your order or increase its numbers, or as a result of an unauthorized tryst between your parents.  Either way, from the moment of your birth, you were dragon and accepted without further question.

Dragons live cloistered in the great sept in Bright Helm Stone, a hierarchical life akin to a religious organization, but free from worship. There are many orders within the hierarchy, but two of particular import. The largest cares for the hatcheries, supplying the Empire with legions of dragonborn for its wars and protectorates. The second largest are scholars and historians, documenting the history of the mortal races, and on occasion acting as advisors to its leaders.

But dragons are by no means confined to their sept, and while the race numbers less than a thousand, there are those that walk the world freely, hiding their true nature.

Dragon Traits

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

Ability Score Increase

Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age

You are immortal. Barring illness and injury, dragons live as long as they choose to. Dragons reach physical maturity at about the same age as elves and humans, after which their true form remains the same until they build up their individual power.

Alignment

The lives of mortals are fleeting and insignificant, your alignment is Neutral.

Size

The size of your true form begins as Medium, at 16th level, the size of your true form becomes Large as you begin to harness the potential of your power.

Speed

Your base walking speed is 30 feet.

Flight

In your true form you have a flying speed of 60 feet.

Dragon

Your creature type is dragon, rather than humanoid.

Claws

In your true form, you are proficient with unarmed strikes made with your claws, which deal 1d4 slashing damage on a hit. The damage increases to 2d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level.

Shapechanger

As an action, you can magically assume the appearance of a humanoid, or revert to your true form. You remain in your changed shape until you change your shape again and remain in your changed shape if you die.

Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice). You can’t wield any absorbed equipment and cannot activate or use any absorbed equipment requiring physical interaction to do so, but you do otherwise gain any benefits the equipment bestows. You can use your shapechanger action to retain your same form while absorbing or exuding any equipment.

While you are transformed you retain all of your game statistics, as well as all of the features from your class, race, or other source, except those that require your true form to use them.

Darkvision

As creatures brought into being before the suns themselves, 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.

Elemental Affinity

Your individual power come from your affinity with the elements that form the foundations of the material plane, and your abilities from manipulating these energies. Choose your affinity from the Elemental Affinity table. Your breath weapon and damage resistance are determined by the elemental affinity, as shown in the table.

Elemental Affinity

Element Damage Type Breath Weapon
Earth Thunder 15ft. cone (Con. Save)
Water Acid 5 by 30 ft. line (Dex. save)
Air Cold 15ft. cone (Con. Save)
Fire Fire 5 by 30 ft. line (Dex. save)
Earth + Air Lightning 5 by 30 ft. line (Dex. save)
Water + Fire Poison 15ft. cone (Dex. Save)

Breath Weapon

You can use your action to exhale destructive energy. Choose the size, shape, and damage type of the exhalation from the elemental affinity table. 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 the same table. 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 elemental affinity.

Languages

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

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