Homebrew Dräken Species Details
Some great dragons affect the region around them so much that many children in the area are altered by their magic and take on characteristics of whichever dragon was near. Sometimes these regional effects linger for decades, even after a dragon is no longer present.
Random dragon-like mutations can appear in children. In some cases it’s clear a child is affected when born, with easily identifiable horns, eyes or skin that are similar to dragons. Some children do not show any variance from their own race until they mature into adulthood. The effects are not limited to certain races; any within the affected area could be mutated by the dragon’s magical region.
If a dragon's presence affected the region, it may have a significant impact upon the outlook of a dräken.
Dräken Traits
TraitsAbility Score Increase
Pick a dragon type and adjust the character’s ability scores per the mutation tables below. Other dragon types and their associated Ability Score increases are at GM Discretion.
Chromatic Dragons
Black Dragon: Str +1, Con +1, Cha +1
Blue Dragon: Str +1, Con +1
Green Dragon: Str +1, Cha +1
Red Dragon: Str +2, Cha +1
White Dragon: Str +1, Cha +1
Metallic Dragons
Brass Dragon: Cha +2
Bronze Dragon: Str +1, Cha +1
Copper Dragon: Cha +2
Gold Dragon: Str +1, Con +1, Cha +1
Silver Dragon: Str +1, Con +1, Cha +1
Dräken Mutations
At 1st level, roll 1d4 to see how many mutations a dräken has. Re-roll duplicate mutations. To determine which mutation chart to use, take the number (1–4) rolled and make as many percentile rolls (1–100).
On a roll 1–50, use Level 1 (cosmetic),
51–85, Level 2 (abilities),
86–94, Level 3 (drawbacks/mixed),
95–100, Level 4 (powerful abilities).
Re-roll at 4th, 8th, 12th, 16th, and 20th level.
Dräken Mutation Chart – Level 1: Cosmetic
Roll percentile (1–100)
| Roll | Mutation |
|---|---|
| 1 | Arms: muscular and sinewy |
| 2 | Arms: extra long |
| 3 | Arms: forearms have small winglets |
| 4 | Arms: scaled forearms |
| 5 | Arms: bat wing-like skin |
| 6 | Build: always slender |
| 7 | Build: beautiful proportions |
| 8 | Build: graceful |
| 9 | Build: unusually light |
| 10 | Build: muscular |
| 11 | Digits: long |
| 12 | Digits: metallic nails |
| 13 | Digits: one more or one fewer |
| 14 | Digits: shining talons |
| 15 | Digits: colorful nails |
| 16 | Dragon-colored ears |
| 17 | Scaled ears |
| 18 | Pointed ears |
| 19 | Ears can pivot |
| 20 | No ears |
| 21 | Dragon/catlike eyes |
| 22 | Glowing eyes |
| 23 | Iridescent eyes |
| 24 | Jewel-like eyes |
| 25 | Multicolored eyes |
| 26 | Face never ages and is youthful |
| 27 | Metallic dragon-colored lips |
| 28 | Perfect facial symmetry |
| 29 | Beautiful facial features |
| 30 | Metallic facial scar |
| 31 | Hair always moves |
| 32 | Hair is made of bird feathers |
| 33 | Hair is short and very fine |
| 34 | Hair is metallic-colored |
| 35 | Hands always cool to the touch |
| 36 | Hands always warm to the touch |
| 37 | Scaled hands |
| 38 | Palms have scales |
| 39 | Hands slightly blur when moved |
| 40 | No fingerprints |
| 41 | Head: aggressive features |
| 42 | Head: bald |
| 43 | Head: draconic features |
| 44 | Head: deep-set eyes |
| 45 | Head: elongated shape |
| 46 | Legs: clawed feet |
| 47 | Legs: extra long |
| 48 | Legs: chromatic dragon-colored shins |
| 49 | Legs: metallic dragon-colored shins |
| 50 | Legs: unnaturally long feet |
| 51 | Your shadow animates on its own |
| 52 | Your shadow has a tail |
| 53 | Your shadow is dark and metallic |
| 54 | Your shadow is prismatic |
| 55 | Your shadow has wings |
| 56 | Ashen-colored skin |
| 57 | Scaled skin |
| 58 | Chromatic dragon-colored skin |
| 59 | Metallic dragon-colored skin |
| 60 | Glowing skin |
| 61 | Iridescent skin |
| 62 | Shadowy skin |
| 63 | Metallic sheen skin |
| 64 | Prismatic scaled skin |
| 65 | Shimmering hue skin |
| 66 | Voice has no echo |
| 67 | Voice has a musical quality |
| 68 | Voice is unusually high |
| 69 | Voice is unusually low |
| 70 | Draconic whispers heard within 100 feet |
| 71 | Wings: leathery |
| 72 | Wings: small, decorative on back |
| 73 | Wings: light |
| 74 | Wings: large chromatic dragon-colored |
| 75 | Wings: prismatic |
| 76 | Always looks clean |
| 77 | Always well-lit |
| 78 | Androgynous |
| 79 | Breathing sounds deep |
| 80 | Clothing billows with no wind |
| 81 | Chromatic dragon-colored freckles |
| 82 | Does not sweat |
| 83 | Metallic-scented breath |
| 84 | Dragon tail |
| 85 | Melodic laugh |
| 86 | Tears are metallic dragon-colored |
| 87 | Wind whips up when entering room |
| 88 | Smooth skin/no body hair |
| 89 | Sharp teeth |
| 90 | All birds perch within 50 feet |
| 91 | Dragon-related birthmark |
| 92 | Steamy breath |
| 93 | Body has metallic scent |
| 94 | Food and drink all taste sweet |
| 95 | Lucid sleeping |
| 96 | Horns |
| 97 | Footprints are dragon-like |
| 98 | Body temperature of 99 or higher |
| 99 | Roll twice, ignore result 99 or higher |
| 100 | Roll 3 times, ignore result 99 or higher |
Dräken Mutation Chart – Level 2: Abilities
| Roll | Mutation |
|---|---|
| 1 | 3/long rest, as an action, you can heal 1d6 hit points. |
| 2 | As an action, use cure wounds 3/long rest as a spell-like ability. |
| 3 | As an action, you can cast light as a spell-like ability. |
| 4 | Once per day, you can drink a flask of water containing 1 gp of gold dust to heal 1d8 hit points. |
| 5 | You gain advantage on Wisdom (Survival) checks. |
| 6 | You possess taloned fingers that act as natural weapons. They deal 1d4 points of damage on a successful hit and are considered magical weapons. |
| 7 | You gain advantage on Wisdom (Insight) checks. |
| 8 | You can channel a flash of Constitution to determine how many minutes you can hold your breath: 1d6 × your Charisma modifier (minimum of 30 seconds). |
| 9 | Add +2 to Strength score. |
| 10 | You may live entirely on a meat diet. |
| 11 | You do not suffer from altitude sickness. |
| 12 | Your swim speed is naturally 20 feet. |
| 13 | You have advantage on attacks on good-aligned creatures. |
| 14 | As an action, you can cast animal friendship as a spell-like ability once per day. |
| 15 | 1/long rest: If you reach 0 hit points, you may take one more round of actions before falling unconscious. |
| 16 | You have advantage on Dexterity (Acrobatics) checks. |
| 17 | 3/long rest, as an action you may use breath weapon (pg. 145) as a spell-like ability. |
| 18 | You have advantage on saving throws against poison. |
| 19 | As you age, you do not physically increase in age. However, you live as long as your base race + 50 percent. |
| 20 | Add +2 to Dexterity score. |
| 21 | Any armor you wear appears as silver or gold. This illusion applies as long as you wear any armor. |
| 22 | You have advantage on any Wisdom (Insight) saving throws. |
| 23 | 1/long rest, as an action, you can cast create water as a spell-like ability. |
| 24 | You have resistance to thunder damage. |
| 25 | You have resistance to damage from attacks of opportunity. |
| 26 | You have a burst of speed for one minute. Your speed is doubled. You gain a +2 bonus to AC and have advantage on Dexterity saving throws. You gain an additional action on each of your turns. That action can be used only to take an Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action. |
| 27 | 1/long rest you may use the spell identify as a spell-like ability. |
| 28 | 1/long rest you may use the spell tongues as a spell-like ability. |
| 29 | 2/long rest you have advantage on initiative rolls. |
| 30 | 1/long rest you have advantage on grappling checks. |
| 31 | You have advantage against enchantment spells. |
| 32 | 3/long rest you can cast shield as a spell-like ability. |
| 33 | Coins become clean and shiny if you touch them. |
| 34 | 1/long rest, you can take the Dodge action if you are surprised. |
| 35 | 1/long rest you can cast aid as a spell-like ability. |
| 36 | You have immunity to non-magical insect bites or stings. |
| 37 | 2/long rest you gain advantage on any Charisma check. |
| 38 | 1/long rest, you emanate a 10-foot healing aura as a spell-like ability. The aura lasts for one minute. While the aura is active, any creature you choose within the aura that drops to 0 hit points regains 1 hp at the start of their next turn. A creature can only benefit from this aura once. |
| 39 | You can mimic the sound of any animal. |
| 40 | Add +2 to Intelligence. |
| 41 | 1/long rest any willing creature within 10 feet of you is immune to the effects of the scrying spell. |
| 42 | 1/long rest you may grant one extra bonus action to a single friendly creature within 20 feet. This includes an offhand attack, casting a spell or a class feature. |
| 43 | You have advantage on any saves against fear effects. |
| 44 | If you are within 300 feet of a dragon in the area, you can meditate for 10 minutes to learn its name. |
| 45 | You have exceptional hearing and advantage on Wisdom (Perception) checks involving hearing. |
| 46 | Breath weapon. As an action you can use your breath weapon based on the dragon traits detailed on pg. 145. |
| 47 | You have immunity to a dragon’s Frightful Presence. |
| 48 | 3/long rest, as an action, you can cast spiritual weapon as a spell-like ability. The spell takes the shape of a small spectral dragon with sharp claws. |
| 49 | You gain advantage on Dexterity saving throws. |
| 50 | Add +2 to Wisdom. |
| 51 | 1/long rest 50 gp can be turned into a wholesome meal that heals 1d4 creatures to full health. This is considered a short rest. |
| 52 | 1/long rest, as an action, you can cast comprehend languages as a spell-like ability. |
| 53 | +2 added to Charisma. |
| 54 | You gain advantage to attacks against evil-aligned creatures. |
| 55 | 1/long rest, you can cast tongues as a spell-like ability. |
| 56 | 1/long rest, as an action, you can use zone of truth as a spell-like ability. |
| 57 | You gain advantage on death saving throws. |
| 58 | Any creature that causes harm to you must roll a DC14 Constitution save or suffer 1d4 points of acid damage. |
| 59 | Choose any ability score and increase it by 2. |
| 60 | You always know where true north is. |
| 61 | When rolling a d20, treat a 19 as a 20. |
| 62 | Regeneration. You regain 1 hit point each round. Fire or acid damage disrupts regeneration, requiring normal or magical healing. Once fully healed, the regeneration resets. |
| 63 | +3 AC bonus against any creature that has a charge attack. |
| 64 | Frightful Presence. 1/day, each creature of your choice within 20 feet and aware of you must succeed on a DC 15 Wisdom saving throw or become frightened for three rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature has succeeded or the effect ends, it is immune to your Frightful Presence for 24 hours. |
| 65 | 1/year, summon a pseudodragon. A telepathic bond exists as long as the pseudodragon is within 1 mile. If the pseudodragon is within 10 feet, the pair share its Magic Resistance trait. |
| 66 | You gain advantage on saves against undead. |
| 67 | If a creature is within 10 feet, you always know if they are speaking the truth or lying. |
| 68 | 1/long rest, as an action, you may cast gust of wind as a spell-like ability. |
| 69 | 1/long rest, as an action, you may cast mass cure wounds as a spell-like ability. |
| 70 | +2 added to Constitution. |
| 71 | 3/long rest, holding 5 gp or more for 10 minutes heals 2d8 hp of damage. |
| 72 | 1/long rest you are resistant to 3rd-level spells or below. |
| 73 | If your body is laid upon a treasure hoard or pile of gold valued at 1,000 gp or more, you are healed 1d6 hit points for every 10 minutes. This ability works 1d4 times in your life. |
| 74 | 1/long rest you may touch any willing creature to remove the condition of exhaustion on one level. |
| 75 | 1/week, as an action, you may cast remove curse as a spell-like ability. |
| 76 | 1/year, as an action, you may contact other plane as a spell-like ability. |
| 77 | You always know the positions of the stars and can navigate anywhere without getting lost. |
| 78 | You have resistance to fire. |
| 79 | Any willing creature within 10 feet of you heals 1d6 additional Hit Points when taking a short rest. |
| 80 | 1/long rest, as an action, you may cast mending as a spell-like ability. |
| 81 | You have advantage on all ability checks if you are within 100 feet of an evil-aligned dragon. |
| 82 | You have resistance to cold. |
| 83 | Any healing effects upon you are doubled. |
| 84 | You and friendly creatures within 10 feet of you can’t be Frightened while you are conscious. |
| 85 | You gain advantage on Wisdom (Animal Handling) checks. |
| 86 | All weapon attacks are magical. |
Dräken Mutation Chart – Level 3: Abilities and Drawbacks
Roll a d20 (1–20)
| Roll | Mutation |
|---|---|
| 1 | 2/long rest, for 1 minute, you have advantage on attacks against good-aligned creatures. However, evil-aligned creatures have advantage against you until the end of your next turn. |
| 2 | Add +2 to Strength score. Subtract 1 from Intelligence. |
| 3 | 2/long rest, for one minute, you gain advantage on any Charisma check, but have disadvantage on all Dexterity checks. |
| 4 | You may choose to go first on initiative, but gain 1 level of exhaustion. |
| 5 | 2/long rest, you have advantage on a saving throw, but take 1d6 psychic damage for each unsuccessful save. |
| 6 | When you rest, as an action, you cast lightning bolt as a spell-like ability. The spell shocks you afterward, giving disadvantage on initiative rolls for 10 minutes. |
| 7 | 2/long rest, you gain advantage on a melee attack, but all opportunity attacks against you gain advantage. |
| 8 | Any willing creature within 10 feet of you heals 2d6 additional hit points when taking a short rest. However, you take 1d6 points of necrotic damage. |
| 9 | Add +2 to Intelligence score. Subtract 1 from Charisma score. |
| 10 | You have resistance to fire, but have vulnerability to cold damage. |
| 11 | 1/week, you can shapechange as a spell-like ability. If outside, the new form attracts unwanted attention from insects, obscuring the area for 10 minutes. |
| 12 | 1/long rest, you can cast haste upon yourself as a spell-like ability. However, no other spell-like abilities can be used until you take a short rest. |
| 13 | Gain +1 to any ability score. Your skin becomes pearlescent white and you have sunlight sensitivity. |
| 14 | 2/long rest, you may roll an extra d6 on an attack damage roll, but reduce your maximum hit points by 1d4 until you take a long rest. |
| 15 | When you fail a saving throw, you can choose to succeed it. The effect causes you to be stunned for 1d4 rounds. |
| 16 | 1/long rest, you cannot be surprised. However, you are forced to go last on initiative. |
| 17 | 1/long rest, any gold you spend is considered double its value, but your Wisdom score is reduced by 2 points until you take a short rest. |
| 18 | 2/long rest, you have advantage on attacks against evil-aligned creatures. However, you disadvantage on attacks against good-aligned creatures until the end of your next turn. |
| 19 | You have advantage on all ability checks if you are within 100 feet of a good-aligned dragon. However, the dragon becomes keenly aware of your location and knows your name, race, and what you look like (including image of a body part, lock of hair, bit of nail or the like). |
| 20 | Add +2 to your AC as natural armor. Choose one ability score and reduce the number by 1. |
Level 4: Drawbacks
Roll a d20 (1–20)
| Roll | Mutation |
|---|---|
| 1 | Your eyes are blighted and you have sunlight sensitivity. |
| 2 | -1 to Strength score. |
| 3 | -1 to Dexterity score. |
| 4 | -1 to Constitution score. |
| 5 | You must eat twice as much as a normal creature. Each day that passes without eating five meals will result in a level of exhaustion. |
| 6 | You extinguish any natural light source within 10 feet. |
| 7 | Any friendly creature you touch is slowed for 1d4 rounds per initiative. An affected creature’s speed is halved, it takes a –2 penalty to AC and Dexterity saving throws, and it can’t use reactions. |
| 8 | You are obsessed with collecting gold and valuables and have disadvantage when negotiating the price of anything of value. |
| 9 | When talking, there is a one in four chance of only speaking Draconic. Roll 1d4. On roll of 1, the condition occurs and lasts one minute. |
| 10 | Dogs within 20 feet that can see you begin barking. You are wracked with paranoia in a city. |
| 11 | Charisma checks are at a disadvantage in towns, villages or cities. |
| 12 | When speaking to any commoner, roll a d10. If the result is a 1, the commoner must succeed on a DC 15 Wisdom saving throw or be frightened. |
| 13 | In moonlight, all ability scores under 13 are reduced to 8. |
| 14 | Spell-like abilities have a 1 in 10 chance of failure (roll 1d10). |
| 15 | If you roll a 1 on any Death saving throw, you automatically die. |
| 16 | You always go last on initiative. |
| 17 | -1 Intelligence score. |
| 18 | -1 Wisdom score. |
| 19 | -1 Charisma score. |
| 20 | You have thunder susceptibility. Take 1d4 extra bludgeoning damage on every thunder-based attack against you. |
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