Homebrew Draconati Species Details

Born on the distant Continent of Rose, the Draconati are a proud, dragon-touched people whose souls are bound to ancient draconic gods. Because of this sacred bond, Draconati possess an innate connection to draconic magic that flows through their blood like fire through a furnace. To a Draconati, magic is not learned—it is remembered, awakened from the divine spark within them.

Draconati resemble tall, powerful humanoids with subtle draconic traits: sharpened, claw-like nails, slit-pupiled eyes, pointed ears, or faintly glowing veins when they channel their power. On rare occasions, you'll find a Draconati with patches of scales scattered on their skin. 

Culturally, Draconati value honor, strength, and devotion. Many believe their lives are part of a greater purpose guided by their draconic patron. Some become wandering champions, spreading the influence of their god across Rose, while others serve as guardians of ancient temples and sacred shrines.

To encounter a  Draconati is to stand before a being who carries the echo of a dragon's soul—proud, powerful, and touched by something far older than mortal magic.

 

Draconati Traits

As a Draconati, you have these special traits.

Darkivision

You have Darkvision with a range of 70 feet.

Gift From The Gods

When you reached puberty, a ceremony was held to see which god was drawn to your soul. This connection is called your Spirit. Each god grants powers and magical boons to their chosen through their Spirit.

Child of Glacies. You gain a 4+ trait bonus on fortitude saving throws against cold damage. When you hit a target with an attack roll and deal damage to it, you can also deal 1d8 Cold Damage to that target.

Child of Fuli. You have an advantage on saving throws you make to avoid or end the Frightened condition. When you roll a 1 on the d20, you can reroll the die, and you must use the new roll. You have proficiency in the Insight, Perception, and Survival skill.

Child of Morhen. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground floor. You have proficiency in two of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Child of Vetus. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. You have advantage on saving throws against spells. You have a proficiency in the Perception skill.

Child of Deus. You have resistance to fire and radiant damage. As an action, you can 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.

The Dragon's Claw

You can use your claws to make unarmed strikes. When you hit them, the strike deals 1d6 + your strength modifier slashing damage. 

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