Homebrew Draconic Seed Species Details

“Seed fell from the heavens taking root in bloody combat and blooming into a flower of carnage and warfare.  Leveling cities and felling entire nations, it pollinated the land in flames.”


The Seed are said to be an ancient race from outside of our universe who ripped a hole in reality and crossing into the fey wild sometime in the Era of Upheaval.  They have fought in hundreds of conflicts since then for unknown reasons.  They are masters of warfare and espionage helping to overthrow empires as well as subjugating rebellions.  They seem to care for little outside of advancing the military arts of the world be it tactically, technologically,  military mass, and/or materialistic funding.

Living Weapon

Seed skin is made of an alien material, jet black and hard as steel yet extremely flexible. Highly muscular yet flexible builds coupled with unparalleled power and stamina helps the Seed rule the battlefield. They can produce armored scales to form an extra layer of protection as well as shedding armor to gain mobility. They also use electromagnetic shields in a sphere around their body which nullify certain attacks. All Seed share a common facial design, a dark mirrored face plate without eyes, nose, mouth, or ears. They have the ability to shapeshift to mimic other humanoids as well as shifting their limbs into various simple and martial weapons. Wile they have nop mouths they may still produce and mimic a wide varriety of voices and sounds through an unknown method.  They may shift their vision from normal vision, to dark vision, to heat vision, to ultra violet vision.  They have  four innate skill points that use in conjunction with thier class skill points (if a monk then a bonus to ki points, if a sorcerer then bonus sorcery points, if a wizard as extra spell slots) if their class has no point abilites(some fighter, ranger, rouge, and barbarian classes) they use the four points as luck points.  They gain three more points at level 5, two more at level 11, one more at level 17, and one more at level 20.  Each time they gain these points they become associated with whichever class they currently have or in the absence of class point abilities they may use them to gain luck points or as miscellaneous spell slots that can cast spells from any class other than cleric provided the Seed has seen the spell cast and read any attributed material.  They may not learn any spell in ritual form.  If they use these points as spell slots then they may pick any spell level they wish 1 level below their highest casting level and add the points.  Once the points have been spent they can not be resigned.  Seeds may assign one point as a mental partition allowing them to hold concentration on two things simultaneously.

While they’re formed from alien materials, Seed are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to Seed that they do to other humanoids. A Seed can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive armor types. A Seed who expects heavy combat might focus on durability over mobility, while during a stealthier role they might choose a lighter, more agile form.

Seed Personality

The Seed are most at home when involved in some aspect of combat. For most of their existence, Seed have fought in some way or another in almost every conflict. They often sneakily join the ranks of both sides of a conflict in order to achieve the most desirable outcome for the continuation and development of warfare on Faerun.  Their ultimate motive remains shrouded in secrecy.  They follow no religion but have been known to use region to realize their goals, planting prophesies, enacting laws, or to simply increase the power of a certain movement or ideology. 

Outside of warfare there is little known about Seed, where the come from, how they reproduce,  or how they came by their highly advanced technological understanding. They have advanced knowledge of biology,  psychology,  geology, and military tactics.  They love to learn and excel at it.  They receive proficiency with six different artisan tools, as well as a mastery of tinkering tools.  They are proficient with fire arms, simple, and martial weapons. 

The typical Seed is tall and thick, with a muscular masculine build. They range form six to ten feet tall and two hundred to four hundred pounds.  They seem to be built or born at their full size and show almost no sign of aging.  The great bard Oros the magnificent remarked on his travels with a Seed companion "It was wise beyond understanding but still it had a sort of short and cruel nature at times. It would often become morose and fall silent for hours. I never attempted meaningless banter with it at these times at risk  of massive personal harm." When pushed on the subject by Quizzels(often considered the worlds most powerful Druid also known as Quizzels the Recorder) Oros said with fear hidden behind a grin  "It had the ability to vaporize a mountain, i saw it let out a blast of light that killed hundreds of Orcs, in the time it takes a man to draw a single breath, no i could tell that to become an annoyance also meant becoming quite irreversibly demised so i refrained from idle chatter during its gloomier times."

Quirks

Seeds are often quite eccentric and due to the time their ancestors spent in the fey wild they often have on or more quirky behaviors.

1d10 Quirk
1 Urge for a Fight- very aggressive and always starting fights, will not run from a fight, fearless.  Often pushes a seed to become a fighter or barbarian.
2 Urge for Warfare- a desire to start large scale conflicts between nations or factions, instigator of conflict on a massive scale, often this trait pushes a Seed into a more espionage like such as rouge or bard.
3 Urge for Understanding (Mechanical)- Desires to understand how a newly discovered piece of equipment is made by destroying it, and more often than not regardless of who is in ownership of he object.  This trait is dependent on the Seeds alignment and will push a Seed into a class such as wizard, warlock, sorcerer or artificer.
4 Urge for Understanding (Biological)- Desires to understand how a newly discovered found life form functions, by dissecting it.   This trait is dependent on the Seeds alignment, and will often push a Seed into ranger or druid classes.
5 Urge for Balance- Desires balance in all things, sets alignment to true neutral, will often push a Seed into Monk or Druid class
6 Urge for Justice- Seeks order and justice, sets alignment to Lawful, and player receives a code of laws from the DM of 1-3 laws the player must follow
7 Urge for Change- Sets alignment to chaotic, and makes the Seed have difficulty dealing with authority figures as well as a desire to actively fight against any government body that attempts any form of rule of law.
8 Urge for Blood Shed- Sets alignment to evil, player must kill or wound another living creature once per day
9 Urge for Advancement- Urges the Seed to improve upon the native populaces ability to wage war, via technological or tactical means.
10 Urge for cleansing The Seed despises one or multiple other races of the DMs choice. This trait is dependent on the Seeds alignment and ranges in severity.  A lawful good Seed may simply treat their hated races as inferiors while a Chaotic Evil seed may attempt to murder or even push an army to commit acts of genocide against its hated race or races.

Seed Names

Seed use code names that are attributed to past Kings and/or gods

 

 

Draconic Seed Traits

Your Seed character has the following traits.

Altered Breath WEapon

  • Three times per day you can breath elemental damage in a line 50ft long and 10ft wide which does 3d6 damage. 
  • Each day you may pick between Burning, Freezing, Shocking, Poisonous, Psychic, Necrotic or Acidic and that becomes your damage type for the day.
  • Every level from 5th and until up to 10th you gain a D6 damage.  At 14th level your damage die becomes a d8, doing 10d8 damage and you gain 2 more uses per day.  And at 20th you can pick up to 3 damage types and use for any single breath attack during the day.

Great Weaponry Duel Wielding

  • All weapons have the light property
  • All weapons are single handed
  • Heavy property ignored
  • You naturally have duel wielding

Altered Superiority

  • Your ability score maximum limit is 29
  • +7 to Str, Con, and Dex
  • Proficiency in Str and Con Checks and Saves
  • +10 reach
  • Immunity to Charm and Frighten
  • Your skin is made of interlocking scales that are harder than steel.  Your unarmored AC is 15 and will not change, you can not wear armor.
  • You gain a bonus 1D12 + Str mod to hit points on level up
  • You have sharp talons on your hands feet and tail, your unarmed damage is 1d8 slashing at 1st level
  • When you reach 7th level your unarmed damage increases to 1d12
  • When you reach 15th level your unarmed damage increases to 2d8
  • At 20th level your damage increases to 2d12

Alignment

Pick your desired alignment, roll a d20, on a 20 you keep your desired alignment, on 19 to 17 your alignment shifts to chaotic and on 16 or lower your alignment becomes chaotic evil.

Size

Your size is Large. Draconic Seed range from 8 to 14 feet tall and can weigh up to 2 tons.  You have advantage on any contested strength roll and have disadvantage on any stealth roll

Seed Immunity

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

  • You have advantage on str and con saving throws.
  • You are immune to disease, and poison damage, as well as resistance to nonmagical physical attacks.
  • 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, make you afraid, or confused.

Seed Mediation State

When you take a long rest, you must spend at least three 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. 

Speed

Your base walking speed is 30ft. You move at half speed when climbing or swimming.  At 8th level you can spend 1 action and 1 beats point to grow huge temporary wings which last for 1 hour per Beast point spent. You may use this ability once per short rest regardless of point expenditure.  You flying speed is 50

Languages

You can speak, read, and write in any language

Previous Versions

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