Homebrew Dragon Species Details

Lore

At an ancient point in time, far in a distant dream the Dragons had ancestry that were considered the one true pantheon of the natural world. The king of beasts, gods of the natural pinnacle. Their kind existed in a unique place where they dominate land, sea, and sky.

Yet the modern dragon while still powerful no longer hold the same common veneration. Few are their gods, and now they are but only lords of their territories.

History

Dragons are a relic of power across eons, where they appear in stories is as the natural escalation of things. Their ancestry is one mired in missing stories, times of when they once warred and built societies. 

The Dragons of yore were held in high regard or fear. Such beings created the momentum of the world, etching their visage as a symbol that appears across many cultures.

Culture

Dragons are a people of true pride. To themselves it is natural to address themselves as such, so Dragons feel great disrespect when one of their kind do not show pride in themselves. This adoration for their kind extends to many places, even the loss of the worst of their kind is an event to be mourned. Not for love in the individual but for the loss of kin.

Often it's understood that the greatest Dragons take up a horde. But what such a thing entails is entirely individual, for no two Dragons will always value the same things. Their horde is a form of control over the long lives they will lead. Interacting with other beings will lead to the inevitable discover of how fleeting all other life is. Dragon names are another important part of their culture as they often have two names to use. One for their kin and one for the world, in which their true name is turned into a simplified and more humanoid name. Examples include: Tartarus (Rus), Anazenerys (Ana), Siancatlla (Cat), or Vrizahhaku (Haku).

Appearance

Dragons may take many forms, but ones true form is much more complex than their depictions lead to believe. A true Dragon does not conform to the singular image given as the stereotypical whole. Instead they are defined by their body shape and scales. Of which come varied with some being more common than others.

They take pride in the appearance of their true form and often any other form they take will reflect this. Even if meant to be a disguise, a true Dragon cannot help but allude to their true form in some way even in a shape that should be inconspicuous.

Dragon Traits

This race follows the new options for character creation first introduced in Tasha's Cauldron of Everything. You'll be able to customize options like ability score increases, languages and alignment as you continue building your character. If you need suggestions, ask your DM!

Creature Type

You are a dragon. You determine your appearance and whether you resemble any of your kin.

Size

You are Tiny, Small, or Medium (your choice). You begin life as a Wyrmling (1), increasing in size category by 1 at 5th level when you become a Young Dragon (2), increasing by another size category at 9th level when you become an Adult Dragon (3), then finally increasing one more size category at 13th level when you become an Ancient Dragon (4).

Speed

Your base walking speed is 30 feet. At 5th level you gain a flying speed of 10 feet. And at 9th level your flying speed is multiplied by your proficiency bonus.

Draconic Body

As a Dragon your body is representative of the peak of evolution, you choose what your lineage has lead you to appear as from the following:

  • Aberrant. Your body is not normal for Dragons of your kind, this appears as some manner of mutation or deformity from a optional table listed below (Or any other form you and your DM agree is appropriate for your character). You choose two different Ability Scores to increase by 1.
  • Anserine. Your body is stocky and your wings are attached to your forelimbs. Your flying speed decreases by 20 but you gain the ability to glide 20 feet and you choose your Dexterity or Wisdom to be increased by 2.
  • Bicipital. Your body is of a rare kind, having a pair of heads rather than one. You choose one from your Intelligence, Wisdom, or Charisma to increase by 2 and another to increase by 1.
  • Brawn Draco. Your body has a strong frontal frame and defined muscles. You choose two from your Strength, Dexterity, or Constitution to increase by 1.
  • Cobby. Your body is slightly stubby to make way for a long serpentine neck. You choose two from your Dexterity, Constitution, or Charisma to increase by 1.
  • Finned. Your body has aquatic limbs such as fins, whiskers, or smooth scales. You have a swimming speed equal to your walking speed and you choose Ability Score to increase by 1.
  • Leonine. Your body resembles that of a lion with a thick mane and scales to match. Your flying speed is set to 0 however your Strength increases by 3.
  • Promethine. Your body stands upright and you have proper forearms. You choose two from Strength, Dexterity, Intelligence, Wisdom, or Charisma to increase by 1.
  • Saurian. Your body is decorated in much tougher scales and your horns are more well defined. You choose two from Strength, Constitution, Wisdom, Intelligence, or Charisma to increase by 1.
  • Serpentine. Your body is long and slender much like a snake. You choose two from Dexterity, Wisdom, Intelligence, or Charisma to increase by 1.
  • Ursine. Your body is bulky and lacks functional wings, instead they are vestigial or attached to your arms and diminished. Your flying speed is set to 10 feet but your Constitution increases by 3.
  • Winged. Your body sports wings that are much longer than normal flanked by additional pairs of wings. Your flying speed is a hover speed if you have not moved during a round. You choose two from Strength, Dexterity, Intelligence, or Charisma increases by 1.

Draconic Sight

As a Dragon your senses become keenly enhanced for one purpose or another. You have Darkvision up to 60 feet.

Languages

You can speak, read, and write Draconic, and two other language that you and your DM agree is appropriate for your character.

Draconic Mind

As a Dragon you have a well of arcane energy that powers your true strength. Your pool of energy called Ferocity (represented by a 1d6) is equal to your level times your proficiency bonus. Ferocity is restored after 3 long rests only if your power is Sealed for the duration of your rests. While in your true form all actions automatically expend Ferocity to enhance them:

  • Movement. You must expend 2 Ferocity and roll them at the start of movement, you gain temporary hit points equal to the amount rolled that last until the end of your turn.
  • Attack. When you attack with a natural weapon you must expend a number of Ferocity equal to your Draconic Soul Form (minimum of 1). You roll half the Ferocity expended (minimum of 1) and add them to the damage of your natural weapon on hit.
  • Cast. When you cast a spell you must expend a number of Ferocity equal to the spell's level + 1 (minimum of 0 +1 for cantrips). Your spell counts as one level higher for the purposes of contested spellcasting checks only and you roll all Ferocity, adding the rolled amount to your Draconic Arcane charge.
  • Bonus Action. When you use any bonus action you must expend 1 Ferocity and roll it. The next source of healing you receive adds your Ferocity roll to it.
  • Reaction. When you take any reaction you must expend 5 Ferocity, you immediately take movement up to half your movement speed and take an additional reaction as if making an attack of opportunity against a target.
  • Action. When you take an Action you expend 1 Ferocity. You roll your Ferocity and add half the rolled amount (minimum of 1) to any class feature DCs or spell DCs this turn only when a target would succeed a saving throw against your DC.
  • Check. When you make an Ability check you expend 1 Ferocity. You add your Ferocity roll to Ability check made.
  • Resting. When you take a long rest you expend half of your current Ferocity and mark a (10 times Ferocity amount expended) ft. radius sphere centered on yourself as your Draconic Territory for 72 hours. This Draconic Territory grants you a bonus to all Ability checks equal to your Draconic Soul Form. If 3 long rests are taken in the same location and a Draconic Territory is maintained then it becomes permanent.

Draconic Soul

As a Dragon you follow the entire magical lifecycle of your kin. You have the following natural weapons: Bite (melee attack roll 1d6 piercing damage), Claw (melee attack roll 1d6 slashing damage), Tail (melee attack roll 1d6 bludgeoning damage). You have the following features as part of your lifecycle: Draconic Soul Form. Your true form grows as you do. At level 1 you begin as a Wyrmling (1). At 5th level you become a Young Dragon (2), your Bite can now be used to grapple targets as part of the attack with a contested grapple check. You cannot attack any other target with your Bite while grappling in this way. At 9th level you become an Adult Dragon (3), your Tail gains a reach of 10 ft. and can be used to hold and manipulate small objects. At 13th level you become an Ancient Dragon (4), when making a Claw attack for the first time on a turn you make an additional Claw attack. At 17th level you now restore half of your maximum Ferocity when taking a short rest.

Draconic Arcane. You have a number of powerful Draconic magic with limited use. When using a Draconic Arcana you expend all Draconic Arcane charge of which you have 10, when you roll for initiative you always start with 10 Draconic Arcane charge. The following is you list of Draconic Arcana:

  • Ossalur. As part of taking 10 ft. of movement you invoke this Draconic Arcana and chant its name, clawing a finger through the air. You treat your movement speed this turn as teleportation instead. You must be able to reappear in an unoccupied space at the end of this movement if taken to move through an object.
  • Fekip. Before you take your Action you may invoke this Draconic Arcana and chant its name, puffing out your chest. You force creatures of your choice you are aware of within 60 ft. to make a Wisdom saving throw DC (10 + half your level) or be frightened for 1 minute. While frightened this way the target has disadvantage on saving throws against any of your class features, spells, or magical effects you produce. A creature can repeat this saving throw at the end of its turns, ending the effect on a success.
  • Brax. At the start of initiative or at the start of a new round you may invoke this Draconic Arcana and chant its name, raising a hand to the sky in a clenched fist. You add your level to your initiative and for that round only take your turn on that initiative, reverting the change at the end of the round.

Additionally, you may spend 10 minutes Sealing your power. As part of a ritual you choose a form that is your size or smaller. Your shape appears as any creature you choose but you retain none of its features or statistics and your movement speed is limited to only walking. This sealing is imperfect and parts of your true form may appear through your facade, you choose what Draconic features or limbs are visible in this form. While you remain Sealed you no longer use any traits from Draconic Mind until you choose to Unseal as a bonus action. When you Unseal you may choose which of your Draconic Soul Forms you appear in as your true form, during which you may use a bonus action to change between Draconic Soul Forms. As part of this feature you can cast Alter Self

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