Homebrew Adaptor Species Details

Concept and art by Shenpai for the Birdhaven setting.

As the oldest race in all of Theistea, these creatures are the rarest and wisest known even dating back in history books. Adaptors are known for their anatomy adapting to the things they eat at a young age. They come in many shapes and sizes, but their innate touch with magic and their wisdom puts them on a highly respected pedestal.

Finding them is rare, as the adults tend to hide in mountaintops, but younglings will be more adventurous.

Adaptor Traits

Creature Type: Dragon
Size: Large
Speed: 30 feet

As an adaptor, you have the following special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Adaptor's Magic

You know one cantrip of your choice from the druid or wizard spell list.

Starting at 3rd level, you can choose a 1st level spell from the same spell list as the cantrip you chose. You can cast that spell with this trait. Starting at 5th level, you can also choose a 2nd level spell from the same spell list as the cantrip you chose. You can cast that spell with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast spells with this trait (choose when you select this race).

Jaws

Your jaws are natural weapons, which you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. You may also use your jaws to grapple a creature in place of requiring a free hand as long as your jaw is not already in use.

Additional Abilities

The adaptive nature of an Adaptor affords you unique abilities based on what you have consumed at a young age. Consult with your DM to determine what additional abilities you may have. Ideally, you should only have one or two additional abilities so as to not have too much power compared to the rest of your party.

Some examples of potential 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 Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant damage (choose one when you select this feature). 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.
  • Damage Resistance. You have Resistance to Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant damage (choose one when you select this feature).
  • 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 medium or heavy armor.
  • Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • 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.
  • Powerful Build. You have Advantage on any saving throw you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

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