Homebrew Draconian (Flame) Species Details
Physical Appearance
Flame draconians have an intimidating, treacherous appearance. They tend to stand slightly stooped, making them a bit shorter than lightning draconians (flame draconians typically stand just over seven feet tall), but they are every bit as heavy and strong. Their stooped posture gives them the appearance of a coiled snake, or a great cat ready to pounce. Their enormous wings are easily able to carry their weight in flight.Flame draconians’ scales shimmer in a flame-colored orange-red, which darkens to scarlet at the roots. They have enormous horns, often almost a foot long, reminiscent of their red dragon ancestry. Unlike many other draconians, they have no spinal crest. Their eyes are a flickering red, which seem to change shade as if a raging fire blazes within.Although they are usually warriors, they do not typically wear heavy armor; most wear chainmail or perhaps a breastplate at most. They are usually armed with a two-handed sword, but some prefer axes or even great spears. They frequently forge these weapons and armor themselves. They rarely, if ever, carry shields, preferring to keep a hand available to take advantage of their fireball ability.
Psychology
As volatile and tempestuous as their red dragon ancestors, flame draconians are driven by the Dark Queen’s curse to reclaim their lost heritage. They see the raw power wielded by red dragons, and they refuse to accept that all of it is forever denied to them. Rather than use their gifts to bring wanton destruction and suffering, they wish to put that power to use in the service of the Light. Flame draconians have the tendency to fly into a terrible rage when confronted with violence. They have no tolerance for cruelty and wickedness, and they are unforgiving in its pursuit.
They hate Takhisis and her servants for what they have done, and they hunt down and slay minions of the Darkness with all the power of their righteous fury they can summon. This power is considerable; they are capable of channeling their anger into literal, physical fire and, alone among noble draconians, they have a draconic breath weapon.They have a tendency to become obsessed; they sometimes forget that destroying the Darkness is not an end in itself, and that protecting the weak is a primary goal of the gods of Light.
Racial Relations
Flame draconians prefer not to bother dealing with other races. Their goals tend to be somewhat self-centered, and they will ally and cooperate with almost anyone, so long as they get an opportunity to fight against allies of the dark gods.Human Dark Knights are among their most hated foes. Flame draconians suffered terribly at the hands of the Dragonarmies, and they see the Dark Knights as the direct inheritors of that legacy. Thus, they view almost all humans with suspicion and will often attack on sight any human wearing Dark Knight armor. They deal with other mortal races on a very individual basis. As dabblers in smithing, some flame draconians have studied under dwarven master smiths. They often have little patience for the elven tendency to take the long view of problems. They find kender irritating, a reaction that’s hardly unusual. They are the only noble draconians who seem to understand gnomes; they can identify with the gnomes’ obsessive personalities.Base draconians have been among their most hated enemies throughout the short course of their history. While, with the founding of Teyr, they no longer attack on sight, it’s a rare flame draconian that can hold his temper when dealing with his evil cousins. However, a few flame draconians are said to be among the noble draconian cabal who have infiltrated Teyr society.
Social Structure
Flame draconians fill a role similar to that of frost and lightning draconians; they are rootless warriors, dedicated to defeating servants of the Darkness across Krynn. They stay in one place long enough to root out the Darkness there and destroy it, before moving on to a new locale and a new challenge. A unique aspect of flame draconians is that they tend to do this for the sake of defeating their foes, rather than to defend the weak.Flame draconians are the rarest variety of noble draconians; only a small handful remains alive after the War of Souls. They are almost always encountered singly. Most are extremely wary of strangers and are very careful about who earns their trust. They tend to feel more at home in towns, villages, and the wilderness than in cities, but some flame draconians have thrived there as well. Most prefer warmer climes; they almost never venture south of the New Sea without good reason.
Religion
While they share all noble draconians’ reverence of the gods of Light, flame draconians have always had difficulty finding one particular god that truly speaks to them. Most have found Mishakal and Majere too passive, Paladine and Kiri-Jolith too orderly, and Branchala too cheerful. Many flame draconians don’t bother worshipping any particular god.Habbakuk, in his aspect of The Hunter, has always been the most popular divine patron among those flame draconians who do worship. Additionally, his teachings of persistence and transformation give them hope that they can reclaim some part of the draconic birthright that was denied to them and that this quest can be used to make the world a better place.Sirrion has claimed a small number of flame draconian followers, and this number is growing in the post-War of Souls era. His teachings encourage flame draconians to embrace their strong emotions, to use their anger and rage to their advantage. Most Sirrionite flame draconians still follow the path of Light. However, a few have begun ignoring that part of their instinct and have become more obsessed with reclaiming their draconic heritage than with fighting the Darkness.
In the Dragonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.
Draconian (Flame) 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 Constitution score increases by 2. Your Wisdom score decreases by 2.
Age
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment
Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Draconic Ancestry
You have Red draconic ancestry. 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.
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.
Vestigial Wings
You take no damage from falls. Much like Sivak draconians and Lightning draconians, Flame draconians have full wings and are able to fly, you have a flight speed of 50 feet.
Low Metabolism
You may double your Constitution modifier to determine how long you can go without food, and on Constitution saving throws when going without water.
Tail Sweep
When you use the Attack action during your turn to make a melee attack, you can attempt to trip the target of your melee attack and knock it prone as a bonus action. The creature cannot be more than one size larger than you. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you knock the target prone.
Draconic Magic
You know the cantrips Fire Bolt, Produce Flame, and Sacred Flame. Once you Reach 3rd level, you can cast Burning Hands and Searing Smite once per day as a 2nd level spell. Once you reach 5th Level, you can also cast the Fireball spell once per day. Charisma is your spellcasting ability for these spells.
Death Throes
When you die, your body explodes, forcing all targets within 10 feet of you to make a Dexterity save (DC 8 + proficiency bonus + Charisma modifier) or take 1d10 hit points of fire damage. This damage increases to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 15th level. Damage is halved on a successful save. Your body is completely destroyed in the explosion, as are all of your items (at your DM’s discretion).
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