Homebrew Drakthorian Species Details

Drakthorians, rare and ancient, they are the legacy of the meddling of nature between dragon and dragonborn to create a perfect meld of dragon and humanoid. The rituals performed labelled as forbidden by many Colleges of Magick, and Covens, the creation of these beings were meant to be forged into leaders of draconic armies, to be domineering masters of the battlefield with a devotion to their creators, unmatched by any in the known world and universe. with each head symbolizing 3 major aspects of war, Wisdom, Cunning, and Strength. Luckily, however, the forces participating in these forbidden rituals failed to predict the affects that nature would take within their newfound creation, the Drakthorian, they failed to predict their highly independent spirit, completely severed and free of their creators dominance, they failed to predict the eventual breaking of shackles as they continued to create more and more Drakthorians, ultimately pushing those whom chose to create such a species into extinction or hiding as the population of the new peoples broke free of the servitude.

Drakthorians, as their history presents, were intended for war, to be masters of the battlefield, the Central head governs Logic, Planning, and Control, always striving to maintain an ironfist of control over the other two primitive minds, and preventing either or both from overwhelming it. The left head is a mind filled with deceit, and manipulation, always seeking to push ideas of gratification through means that could endanger, imprison, or betray others, always pushing the sense of gratification in a heavy handed approach to the central head whenever it sees something it wants. The right head, is filled with a wild rage, but is excellent with providing strategic pointers in the form of imagery to the mind of the central head, consistently trying to push the Drakthorian into a fit of rage that injures or kills everything in it's path, for the sake of rage and bloodletting and stress relief. This struggle puts the drakthorian into a state where they need to walk a fine line of reason, and instinctual guidance.

Proud Dragon Kin

Drakthorians are a proud race, although rare, they are known for being reliable allies, and terrifying sights on the battlefield. After their breaking free of their creator's dominion the majority of Drakthorians dispersed to various parts of the world in tight knit groups, from ventures to the mountains forming mountainous tribes, all the way to the coastal regions forming oceanfront villages. Each of these communities eventually grew into clans, separated by their lineages and philosophical outlook. Although most are good natured, some have retained their more warlike ancestry and are in the constant search for proper foes to fight with...and more often than not, annihilate. Generally, however, the majority of Drakthorian clans follow one of four doctrines, Domination through Intimidation, Knowledge through Study, Cunning and Thievery, and Destruction. Each clan holds a strict rule of holding Honorable and Equal combat when in war with eachother, or in arranged combat with another being worthy of their blade, However, any foe that decides to ignore their honor code, will always recieve the full range of Drakthorian capabilities. Arranged combat applies typically to Clan Elder challenges, where a younger Drakthorian wishes to challenge an elder due to personal belief that they would be a better fit than the former. Combat is ALWAYS performed without clothes of any kind, and always without weapons, each duel is always a test of strength, unless such challenge is made within clans that have a philosophy surrounding destruction or domination. 

Cultural Rites

Rite of Balance;

At the age of 30, young Drakthorians must undergo the Rite of Balance, where they are tested to see which of their three heads will take precedence in times of crisis. During this rite, each head is temporarily given control of the body, and the individual must navigate a series of challenges reflecting their capabilities in magic, manipulation and strength, Under one of the Drakthorian cultural tenets, whichever Challenge that the young Drakthorian shows the most promise in, while successfully balancing all three heads, dictates what their profession and future schooling prioritize. Drakthorians that fail this Rite, are labeled and viewed as unstable and are often exiled.

Trial of the Element;

Each Drakthorian must undergo a trial that reflects their elemental ancestry, as many of the differing clans will have developed an affinity towards different elements and such due to their environment, whether it be Fire, Frost, Lightning, Poison, Shadow/Light. This trial is tied to combat and/or survival capabilities such as traversing a volcanic wasteland, or weathering a magical storm. Success in this trial earns the Drakthorian a title that reflects their mastery of their element.

Titles;

A common theme for adult Drakthorians, those whom have passed their Rites of Passage to adulthood, to have 3 names, based on the name each of their three heads had given themselves, the primary name which is decided by the central head, the middle name by the aggressive head, and the last name by the cunning head.

Clanless Drakthorians, while most are those whom failed their trials, few are those whom had chosen to pursue their own individual freedoms, despite the cultural taboos about abandoning the clan. Exiles are always viewed with suspicion by those whom have remained loyal to their clan, but are not entirely at total loss, as they are generally more free to become what they wish without being bound by laws, tradition, and cultural ties. 

 

 

Drakthorian Names

Drakthorians, are given individual names at birth, however these names are known to be only temporary until it is time for their rites of passage, Upon failing their rites, they become exiled of course, but also lose their birth name within the clan and must create their own name, while their exile name may be whatever of their choosing, within the clan they would simply be given a name that expresses their exiled nature. Upon passing their rites however, they lose their birth name, but will then replace it with their new, adult name that they give themselves.

Drakthorian Naming Conventions

Drakthorian names often are weighty, with multiple layers, depicting their draconic heritage, and the personalities that make up all three of their heads. 

Male Names: Skaaridax, Xyrus, Nirax, Morzak, Hakktal, Mortzal, Scalebreak, Malevolat, Gardathaz, Aeternum, Gar'antoxus, Venoxus, Frozthan

Female Names: Mira, Shiradanise, Mazranna, Mirthada, Lyrtaras, Halleth, Thelassa, Aeternia, Thallassia, 

Childhood Names: Thinscale, Yokish, 

Clan Names: 

Clan Ashefang (Fire and Water)

  • Lineage: Red or Brass scales
  • Motto: "Burn away weakness, only ash remains"
  • Philosophy: The Ashfangs, focus primarily on martial prowess, and military domination through honorable means. They are often found to be mercenaries, generals, or warlords of warring factions and rogue tribes, spreading fear, and devastation wherever they go. They view conflict as a natural state in the world and only the strongest have the right to rule. 
  • Emblem: Flaming Dragons Jaw with Teeth Bared. 

Clan Coldshadow (Manipulation and Subterfuge)

  • Lineage: Black or White Scales
  • Motto: "The frozen heart moves without mercy."
  • Philosophy: The Coldshadow Clan favors stealth and espionage, and deception. They believe wars are best won before they ever begin through manipulation, fear and control. Many Drakthorians of the Coldshadow clan become spies or assassins using their three heads to outthink and outmaneuver their targets. 
  • Emblem: A Dragons claw clutching a broken chain. 

Clan Stormfang (Chaos and Power)

  • Lineage: Blue or Bronze scales
  • Motto: "Power surges without warning,"
  • Philosophy: Drakthorians of Clan Stormfang revel in chaotic, unpredictable strength. They are both dangerous in battle and in negotiation, they are known to shift from being friendly to hostile in the blink in the eye depending on their goals, they believe power is best seized through whatever means necessary, regardless of the consequence.
  • Emblem: Lightning bolt coiled around a dragons fang. 

Clan Venomscale (Corruption and Cunning)

  • Lineage: Green or Copper scales
  • Motto: "Poison is the slowest path to victory-and the surest."
  • Philosophy: Venomscale Drakthorians are patient schemers, preferring to corrupt or undermine their enemies over time. They frequently act as advisors or courtiers in royal courts, sowing discord among rulers to advance their own agendas. Many Venomscale Drakthorians favor poison based magic, and necromantic arts. 
  • Emblem: Coild serpent with venom dripping from their fangs.

Clan Ironwing (Honor and Discipline)

  • Lineage: Silver or Golden scales
  • Motto: "Honor flies on steel wings."
  • Philosophy: Ironwing Drakthorians value honor, discipline, and self mastery above all else, they act as protectors or warriors dedicated to upholding justice, however their rigid belief in their own superiority can lead to conflicts with other clans. They often served as Paladins or Knights dedicated to a cause or deity. 
  • Emblem: A dragons wing encased in iron. 

 

Drakthorian Traits

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

Ability Score Increase

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

Age

Young Drakthorians grow quickly. They walk hours after hatching, attain the size and development of a 10 year old human child, however they do not reach adulthood until the age of 30. They tend to have an average lifespan of roughly 430 years.

Size

Drakthoriand are taller and heavier than humans, standing well over 9 feet tall and averaging at least 500 pounds with an average maximum of 800 pounds depending on fitness and lifestyle. Your size is large.

Speed

Your base walking speed is 30 feet.

Draconic Ancestry

You have draconic ancestry. 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.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. 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 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. At 20th level, Drakthorians can utilize both their primitive heads and unleash a raging torrent of a 60 foot cone of destructive energy, 12d6 damage, with DC saving throw of 8+Target Constitution modifier + your proficiency bonus. 

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Languages

You can speak, read, and write Common 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. Drakthorians are known to have knowledge of 3 total languages, Common, Draconic, and One other of their preferential choosing. 

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