Homebrew Draconis Species Details

 

The Draconis are a race of draconic humanoids known for their immense power and versatility. They possess a striking appearance with scales that shimmer in various hues, fierce eyes that glow with an inner fire, and wings that can unfurl to reveal an awe-inspiring wingspan. With an innate connection to elemental forces, the Draconis are both formidable warriors and skilled magic users

Draconis Traits

Draconic Resilience, Elemental Breath Weapon, Draconic Flight, Terramancy, Aquatic Adaptation, Dragon’s Might:

Draconic Resilience

You have resistance to two damage types of your choice from acid, cold, fire, lightning, or poison. Additionally, you have advantage on saving throws against being frightened.

Elemental Breath Weapon

As an action, you can exhale a breath weapon in a 60-foot line that is 5 feet wide, or a 30-foot cone. Choose a damage type when you take this trait: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw, taking damage of the chosen type equal to 8d6 on a failed save, or half as much damage on a successful one. The damage increases by 1d6 at 6th, 12th, and 18th levels. Once you use this feature, you can’t use it again until you finish a long rest.

Draconic Flight

You can use your action to sprout a pair of dragon-like wings, granting you a flying speed of 60 feet. You can maintain this flight for up to 1 hour per long rest. You can also use your wings to glide, giving you advantage on Dexterity saving throws made to avoid falling damage.

Terramancy

You have the ability to manipulate the earth around you. You can cast the Mold Earth cantrip at will. At 5th level, you can cast Erupting Earth once per long rest. At 11th level, you can cast Earthquake once per long rest.

Dragon’s Might

Your strength and resilience are legendary. You have a +2 bonus to Strength and Constitution checks and saving throws. Additionally, your unarmed strikes deal 1d6 bludgeoning damage, and you can use your Strength modifier instead of Dexterity for the attack and damage rolls of unarmed strikes.

Aquatic Adaptation

You are equally at home in the water. You can breathe underwater and move through water without impediment. You also have advantage on Dexterity (Stealth) checks made to hide in aquatic environments.

Comments

Posts Quoted:
Reply
Clear All Quotes