Homebrew Astral Zekyl Species Details
Her father stood on the first of the three stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.
For all her life, Farideh had known that reading her father’s face was a skill she’d been fortunate to learn. A human who couldn’t spot the shift of her eyes or Havilar’s would certainly see only the indifference of a dragon in Clanless Mehen’s face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—her father’s face spoke volumes.
But every scale of it, this time, seemed completely still—the indifference of a dragon, even to Farideh.
The zekyl (plural zekylyn; feminine zebeyl, plural zebylyn) or Half-dragon drow were an offshoot of the Elven race
Zekyl are humanoids hailing from the union of certain Elven races (Dark/High/Sun/Astral Elves) and a dragon or some slightly lesser draconic entity. They have strong, lithe bodies, mixed with their elven dexterity and dragon blood's power. Their skin tone varies, though it will often be closer to the scale color of their dragon parent. Like Elves though, they have pointed ears and graceful faces. Along their bodies are small spines like that found on a dragon, as well as some scale patterns that spread along their backs and shoulders. Some have very prominent horns while others have smaller tips on their head along their hairline that blend in with their hair. They often have eyes like that of their dragon parent. Their hands are tipped with evergrowing nails that have scaly cuticles. The tailbone is slightly elongated, like a vestigial tail. It is not prehensile. The tail and spikes can often protrude from clothing that is not tailored to Zekyl and rip it. Thus, zekyl often walk around with most of their torso exposed and sometimes cut off their tail, leaving a stump
The blood of a particular type of dragon runs very strong through some Zekylyn clans. These draconians often boast scales or crystal protrusions that more closely match those of their dragon ancestor—bright Red, Green, Blue, or White, lustrous Black, or gleaming metallic Gold, Silver, Brass, Copper, and Bronze or more rarely, patches of Amethyst, Crystal Quartz, Emerald, Sapphire and Topaz.
Owners of dark vision, Zekylyn could see in the infrared spectrum. They could fight their foes without the need of weapons because some Zekylyn have claws and would use them to defend and protect themselves if they're empty handed.
Being elves gave them good resistance against magic and against enchantment in general, protection against spells and an immunity to sleep magic. Their dragon side provided older Zekylyn with an outright immunity against being paralyzed and draining of energy and a thick hide to protect against physical attacks. They had claws and a bite usable in combat.
Like all of elven descent, they had darkvision. Furthermore, older Zekylyn they had the ability to breathe out a cone of shadows that would weaken and fear overall any foes caught in the area. A distinctive feature of Zekylyn was a pair of wings on their back that allowed them to fly faster than they could move on land. Normally, only half-dragons of species larger than elves could have wings.
The origins of Zekylyn
Zekyl was the name originally given to the half-dragon offspring of shadow dragons and drows, who mated in the Plane of Shadow. A series of invasions from enemy armies forced the dark elves further from even the Underdark into Shadowfell. However, they found no real haven there either, as they were soon enslaved by the dragons that dwelt there. The powerful beasts had no problems against the drowic magics and easily subdued them. However, due to infighting within the factions of dragons, their rule wavered and collapsed. The newly established victors showed clemency and freed the drows from their servitude. Thus began a healing period after years of tumultuous relations. The zekyl were born during this time and bore with them the combined qualities of their parent races. After hundreds of years, various subtypes of Elves, including Sun, Astral and High Elves have allied with a dragons of all types to recreate this glorious union.
Zekyl originally come from their origin land in Shadowfell, or more recently, the Astral Plane, often venturing outwards to the Material Realm. In the Plane of Shadow, they live amongst the drows, with some venturing to the caves to dwell with their dragon parent. In the Astral Plane, they reside with their Elven brethren. Zekyl have carved out a niche society for themselves where they convene and train in magic and combat with one another. They are fiercely protective of their own allies and very hesitant to let others into their personal circles. To better enchance their combat abilities, they often put all their focus into taming their bodies and minds, leaving room for little else. While they do have families, they are very platonic unless they become true mates. The dwelling of all but the most powerful zekyl families will often be bare of frivolity.
Astral Zekyl Traits
Your draconic and elven heritages manifest in a variety of traitsAbility Score Increase
You can increase an Ability Score of your choice by 1.
Age
Young dragonborn grow quickly, yet Elves may live for thousands of years. A zekyl may live a life span of up to 2100 years old. They walk within hours of birth, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Powerful Bloodlines
Your Elvish heritage gives you advantage on saving throws against spells and other magical effects.
Your Draconic heritage gives you a breath weapon and damage resistance with your chosen dragon type.
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.
| Dragon | Damage Type |
|---|---|
| Amethyst | Force |
| Crystal | Radiant |
| Emerald | Psychic |
| Sapphire | Thunder |
| Topaz | Necrotic |
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line |
| Blue | Lightning | 5 by 30 ft. line |
| Brass | Fire | 5 by 30 ft. line |
| Bronze | Lightning | 5 by 30 ft. line |
| Copper | Acid | 5 by 30 ft. line |
| Gold | Fire | 15 ft. cone |
| Green | Poison | 15 ft. cone |
| Red | Fire | 15 ft. cone |
| Silver | Cold | 15 ft. cone |
| White | Cold | 15 ft. cone |
Draconic Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Astral Trance
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You magically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
Draconic Sight
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.
Languages
You can speak, read, and write Common, Elvish and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Draconic Wings
Draconic wings jut from your shoulder blades. You have a flying speed of 30 feet. This is reduced by half if wearing armor that gives disadvantage on stealth
Previous Versions
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5/19/2024 5:45:10 AM
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