Homebrew Vennoa Species Details

Concept and art by Shenpai for the Birdhaven setting.

Vennoa are prideful people, known for their large statures, adorned with many scales and horns and dragon-like aspects infused in their skin. As much as they used to wreak havoc around Theistea known as the Silver Maws, in this day and age they are mostly known for living near hot springs, having thrown their life of tyranny away and becoming more friendly and more pleasure than war driven.

Dragonborn Traits

Creature Type: Humanoid
Size: Large
Speed: 30 feet

As a Vennoa, you have these special traits.

Draconic Infusion

You have been infused with the essence of a dragon progenitor. Choose the kind of dragon from the Draconic Infusions table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

Draconic Infusions
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Damage Resistance

You have Resistance to the damage type determined by your Draconic Infusion trait.

First Draconic Aspect

When you choose this species, you must choose two of the following features.

  • 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 either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). 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 1d10 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 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
    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.
  • Draconic Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing heavy armor.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Second Draconic Aspect

When you choose this species, you must choose two of the following features.

  • 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 either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). 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 1d10 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 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
    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.
  • Draconic Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing heavy armor.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Comments

Posts Quoted:
Reply
Clear All Quotes