Homebrew ERSADIAN Species Details

this small dragon like creature is a mix breed from a dragon born and a dwarf 

ERSADIAN Traits

Your draconic and dwarvish heritage manifests in a variety of traits you share with other dragonborn and dwarfs. +2 charisma, +2 strength, +2 dextarity +2 constitution

darkvision

they live underground and that is why they have darkvision

stones endurance

Stone’s Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

dual mind

When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur.

mind link

You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.

Darkwood Core (unarmored)

Your armor class is 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor).

Heavy Plating (armor)

Your armor class is 16 + your proficiency bonus (only usable if you are proficient with heavy armor). You have disadvantage on Dexterity (Stealth) checks.

Changeling Instincts

You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion.

Gift of the Shadows

When you make a Performance or Stealth check, you can roll one Intuition die and add the number rolled to the check.

Shape Shadows

You know the minor illusion cantrip. CHA is your spellcasting ability for this trait.

Slip Into Shadow

You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 2 ,and your dexterity score increases 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 30 feet.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. 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 and Con. save)
Blue Lightning 5 by 30 ft. line (Dex and Con. save)
Brass Fire 5 by 30 ft. line (Dex and Con. save)
Bronze Lightning 5 by 30 ft. line (Dex and Con. save)
Copper Acid 5 by 30 ft. line (Dex and Con. save)
Gold Fire 30 ft. cone (Dex and Con. save)
Green Poison 30 ft. cone (Con and Dex. save)
Red Fire 30 ft. cone (Dex and Don. save)
Silver Cold 30 ft. cone (Con and Dex. save)
White Cold 30 ft. cone (Con and Dex. save)

resiliance

You were created to have remarkable fortitude, represented by the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

change apperance

As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Keen Senses

You have proficiency with the Perception skill.

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 2d12 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d12 at 6th level, 4d12 at 11th level, 5d12 at 15th level, 6d12 at 18th level and 7d12 at 20th 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 and one more.

shifting

As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.

Once you shift, you can’t do so again until you finish a short or long rest.

Integrated Protection

Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

MODE PREREQUISITE EFFECT
Darkwood Core (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite Plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Unsettling Visage

When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Divergent Persona

You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.

Languages

You can speak, read, and write Common, Draconic and one extra language. 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.

Comments

Posts Quoted:
Reply
Clear All Quotes