Homebrew Drekin Species Details

As Drekin, the dragonkin step into adolescence: their wings stretch wider, and their elemental breath grows more potent and disciplined. No longer content with skirmishes, they seek challenges—duels with other youngling, hunts for cunning game, and tests of cunning in arcane riddles.

These youthful dragons carve territories in remote valleys or high‑crag perches, marking trees with clawed sigils and shaping lairs in deep caverns. They begin to understand the ebb and flow of magic and often dabble in spellcraft borrowed from sorcery schools or cryptic druidic circles.

Among travelers and folk of frontier towns, Drekin are known as protectors or harbingers of omens: a blaze in the sky at dawn may herald their passage, while a sudden storm often marks their hunting grounds. Though still temperamental, many form bonds with aspiring adventurers, sharing knowledge in exchange for tales of mortal valor.

Drekin Traits

Creature Type: Dragon
Size: Large (about 5–16 feet tall)
Speed: 40 feet, flying 80 feet

As a Drekin, you have these special traits.

Greater Ability Score Increases

When determining your character’s ability scores, your Strength, Constitution, and Charisma scores each increase by 4, and their maximums increase to 24. Additionally, increase one score by 2 and a different one by 1, or increase three scores by 1.

Senses

You have Blindsight with a range of 30 feet. You also have Darkvision with a range of 120 feet.

Predatory Instincts

You have proficiency in the Stealth skill. You also have expertise in the Perception skill, which means your proficiency bonus is doubled for any ability check you make with it. Additionally, you can add your proficiency bonus to your initiative rolls.​

Draconic Ancestry

Your body and soul are shaped by the ancient power of dreki. Choose the type of dragon from the Draconic Ancestry table. Your choice affects your Breath Weapon and Damage Immunity traits as well as your appearance.

Additionally, your ancestry grants you unique abilities that reflect the nature of your dreki forebears. These may include additional movement modes (such as swimming, climbing, or burrowing), special traits (like amphibious or condition immunities), and alternative breath weapon effects. Refer to the Draconic Ancestry table for the specific traits associated with your chosen lineage.

Draconic Ancestors
  Additional Features
Dragon Damage Type Breath Weapon Shape Secondary Breath Weapon Alternative Speeds Environmental Traits
Black Acid 5 ft. × 60 ft. line — Swim speed 40 ft. Amphibious (Can breathe air and water)
Blue Lightning 5 ft. × 60 ft. line — Burrow speed 20 ft. —
Brass Fire 5 ft. × 60 ft. line Sleep Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot cone. Each creature in that area must make a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On first failure, a creature has the Incapacitated condition until the start of its next turn, when it repeats the save. On second failure, a creature has the Unconscious condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Burrow speed 20 ft. Proficiency Persuasion checks
Bronze Lightning 5 ft. × 60 ft. line Repulsion Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot cone. Each creature in that area must make a Strength saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature is pushed up to 40 feet straight away from you and knocked prone. Swim speed 40 ft. Amphibious (Can breathe air and water), Proficiency Insight checks
Copper Acid 5 ft. × 60 ft. line Slowing Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot cone. Each creature in that area must make a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature has their speed halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Climb speed 40 ft. Proficiency Deception checks
Gold Fire 30 ft. cone Weakening Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot cone. Each creature in that area must make a Strength saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature has disadvantage on Strength-based attack rolls and ability checks and subtracts 1d6 from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Swim speed 40 ft. Amphibious (Can breathe air and water), Proficiency Insight checks, Proficiency Persuasion checks
Green Poison 30 ft. cone — Swim speed 40 ft. Amphibious (Can breathe air and water), Proficiency Deception checks
Red Fire 30 ft. cone — Climb speed 40 ft. —
Silver Cold 30 ft. cone Paralyzing Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot cone. Each creature in that area must make a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On first failure, a creature has the Incapacitated condition until the end of its next turn, when it repeats the save. On second failure, a creature has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. —  Proficiency History checks
White Cold 30 ft. cone — Burrow speed 20 ft., Swim speed 40 ft. Ice Walk (move over and climb icy surfaces without a check; ice and snow difficult terrain costs no extra movement)

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. The area of this breath weapon is either a 30-foot cone or a 60-foot line that is 5 feet wide determined by your Draconic Ancestry.​ Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 6d12 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d12 when you reach character levels 5 (7d12), 11 (8d12), and 17 (9d12).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Immunity

You have Immunity to the damage type determined by your Draconic Ancestry trait.

Bite

Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 2d10 + your Strength modifier.

Languages

Your character knows at least three languages: Common, Draconic plus one language you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.

The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.

Standard Languages
1d12 Language Origin
— Common Sigil
1 Common Sign Language Sigil
2 Draconic Dragons
3-4 Dwarvish Dwarves
5-6 Elvish Elves
7 Giant Giants
8 Gnomish Gnomish
9 Goblin Goblinoids
10-11 Halfling Halflings
12 Orc Orcs

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2025 5:14:28 AM
14
0
1
Coming Soon
4/22/2025 6:52:59 PM
13
0
1.1
Coming Soon
4/22/2025 6:56:48 PM
20
0
1.3
Coming Soon
4/22/2025 6:59:08 PM
21
0
1.4
Coming Soon
4/22/2025 7:39:12 PM
23
0
1.4.1
Coming Soon
4/22/2025 8:10:34 PM
24
0
1.4.2
Coming Soon
4/22/2025 8:16:47 PM
25
0
2
Coming Soon
4/22/2025 9:25:34 PM
24
0
2.1
Coming Soon
4/22/2025 9:27:58 PM
25
0
2.2
Coming Soon
4/22/2025 9:34:58 PM
5
0
1
Coming Soon
4/22/2025 9:35:01 PM
26
0
3
Coming Soon
4/22/2025 9:59:28 PM
5
0
3
Coming Soon
4/22/2025 9:59:34 PM
27
0
3.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes