Homebrew Dragons of Ellm Species Details
The dragons of Ellm are regarded in the city of Callistrum to be exalted beings of grandeur.
Dragons of Ellm Traits
Your draconic heritage manifests in a variety of traits you share with other dragons.Ability Score Increase
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, those scores cannot go below 10, and they can go above 20 to a maximum of 30.
When you gain the ability score improvement feature from your class, you can increase an ability score above 20, up to a maximum of 30. Additionally, if you choose to pick a feat, you can increase one ability score of your choice by 1, up to a maximum of 30, unless the chosen feat already increases an ability score, in which case that score can go above 20, up to a maximum of 30.
Age
Dragons of Ellm have a potential lifespan that can stretch indefinitely if not met with a violent end. However, for the purposes of the game, your character's age is between 16 and 50 years unless your Dungeon Master instructs otherwise.
Size
Your size is Large.
Speed
Your walking speed is 40 feet.
Draconic Ancestry
You are a dragon, granting you a special magical affinity depending on your heritage. Choose one kind of dragon from the Ancestry table. Your breath weapon, elemental charge, and damage resistance are determined by the dragon type, as shown in the table below:
|
Dragon |
Damage Type |
Breath Weapon |
|
Iron |
Cold |
30-foot Cone (Con. save) |
|
Obsidian |
Acid |
60-foot Line (Dex. save) |
|
Quartz |
Lightning |
60-foot Line (Dex. Save) |
|
Residuum |
Fire |
30-foot Cone (Dex. save) |
|
Wood |
Poison |
30-foot Cone (Con. save) |
|
Wild |
Choose one from: Acid, Cold, Fire, Lightning, or Poison |
Choose between 60-foot Line or 30-foot Cone (Dex. 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 10d6 damage on a failed save, and half as much damage on a successful one. At the start of each of your turns, roll a d6. If the roll is a 5 or 6, you regain the use of this ability. The ability also recharges when you finish a short or long rest.
Damage Resistance
You have resistance to the damage type associated with your Dragon Ancestry.
Flight
Thanks to your wings, you have a flying speed equal to twice your walking speed.
Elemental Charge
Whenever you hit with an unarmed strike or a weapon attack, you have the ability to imbue it with elemental power, resulting in an additional 3d6 damage. The specific damage type is determined by your dragon ancestry.
Natural Weapons
When you take the attack action on your turn, you can replace one of the attacks with a normal unarmed strike or choose one of the following natural weapons instead in which you are proficient:
- Bite: Melee Weapon Attack, reach 10 feet, one target. 2d6 piercing damage.
- Claw: Melee Weapon Attack, reach 10 feet, one target. 2d6 slashing damage.
Natural Armor
You have tough, scaly skin. When you aren’t wearing armor, your base AC is 18. 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 while you use your natural armor.
Shapechange
You possess the power of magical transformation, enabling you to assume the guise of any humanoid creature. When you do so, select the race, appearance, and clothing for this form. You can also reshape any magical gear you are carrying or wearing to fit your new form and vice versa. Your game statistics remain unchanged, except for your size and movement modes. You temporarily lose access to your natural weapons in this form unless the chosen form has a suitable substitute. Any magically-formed clothing that is removed from you vanishes after 1 minute. Once you've chosen an appearance for your shape-shifted form, you cannot make changes to it until you complete a long rest.
Custom Feature
Work with your Dungeon Master to come up with a custom feature unique to you, this can be a feature found on another creature's state block, such as an Owl’s Flyby feature, or something entirely new. Here are some example features from some named dragons of the setting:
- Anderthrax: Camouflage
While only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena, you have the ability to cast Invisibility on yourself without using a spell slot.
- Lomath: Iron Shield Wings
You gain a +2 bonus to your Armor Class. Additionally, you can choose to forgo this bonus to provide protective cover to a medium-sized or smaller ally. When you opt to do so, the protected creature benefits from total cover, while you, in turn, lose any cover you may have previously had till the start of your next turn.
Languages
Your character can speak, read, and write Common, Draconic, and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Previous Versions
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2/29/2024 2:06:42 AM
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