Homebrew Drako-Sapien Species Details
Honestly, I'm just gonna log my ideas here.
There is a recently (by celestial standards) developed spell, capable of letting some creatures manifest themselves in other forms, such as a drake becoming a dwarf-like creature, or a Lizardfolk, or a elf, etc. and etc. Now, this spell can only be done by creatures with enough innate magic, or, in other words, magic within themselves. Celestials, Dragons, and some high-end Devils are examples of this.
"What of interrace romance," you ask? Well, that is where this race comes in. This race is the offspring of a dragon in human form and a human. The offspring will have unusual qualities, some similar to dragonborn, some not. They will have semi-unstable genetics, due to the combination of magic, dragon genes, and human genes. They will have innate magic, but drawbacks to go alongside it. They may, in time, change the course of history.
They may save or destroy the world.
We shall see.
Drako-Sapien Traits
Due to magically mutable genes, your character will have these traits innately.Wings
At level 15, the player obtains retractable wings, and a flying speed. This speed starts at 10 feet, and gains 5 feet at levels 17 and 19.
Ability Score Increase
Your ability scores each increase by 1, except Strength, which increases by 2, and Charisma, which increases by one.
Age
Drako-Sapiens often become adults in about two decades and live up to one and a half centuries, but the amount of years lived changes greatly based on how human they are vs. how draconic they are.
Alignment
Drako-Sapiens often tend towards chaos, but not by much. many lawful people can be found among them, but many sowers of chaos can be found as well. this is often attributed to their erratic emotional patterns.
Size
Drako-Sapiens are all of Medium size class, but tend towards 6 feet tall or taller, although this is not a guarantee.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Dragon's Blood
Oh, boy. This is the fun part I've been looking forward to doing, so let's go.
Due to your bloodline, you have a draconic level of innate energy, as dragonborn do. However, you cannot manifest it in the same way they do, as that would very quickly kill you from burns. So, instead, you can manifest it in a burst from your skin, due to that being where blood flow can be most easily concentrated, and, as such, energy can be concentrated.
As your skill with other things grows, so will your skill at controlling this ability. You will be able to manifest it into a stream, and aura, even objects, in due time. However, this has aa drawback. It takes time to cannel the energy in your blood to the "breakout point". Also, adverse effects may happen if you fail with a roll below your constitution. these effects include burns, wooziness, delirium, and possible fainting.
As a side note, the Dungeon Master reserves the right to deny usages of this ability they deem unreasonable for the player's skill level.
Erratic Nature
Due to your erratic genetics, you experience mood shifts, often related to the element you control. Ex: Fire has a short temper and can go off easily, water is unusually calm, lightning can go from calm to crazy to calm in a matter of seconds, null is semi-sociopathic, etc. and etc.