Homebrew Dragon Person Species Details

You have no knowledge about your heritage you find out from as a teen that you have these abilities as they start to manifest.

Dragon Person Traits

You get to attune to an element ice, wind, lightning, nightmare, fire, water, light & shadow Lvl 5 increase to 2 Lvl 10 - 4 Lvl 15 - 8 Lvl 20 - 16 Lvl 25 - 32 Damage reduction to element you are attuned to. Take double damage to counter element.  Lvl 5 -5% Lvl 10 - 15% Lvl 15 - 30% Lvl 20 - 60% Lvl 25 - 100%

Attune Elements

You get to attune to an element ice, wind, lightning, nightmare, fire, water, light & shadow

  1. Lvl 5 increase to 2
  2. Lvl 10 - 4
  3. Lvl 15 - 8
  4. Lvl 20 - 16
  5. Lvl 25 - 32

Damage reduction to element you are attuned to. Take double damage to counter element.

  1.  Lvl 5 -5%
  2. Lvl 10 - 15%
  3. Lvl 15 - 30%
  4. Lvl 20 - 60%
  5. Lvl 25 - 100%

Fire Attune

Fire breath

  1. Lvl 0 -2d4
  2. Lvl 5 -2d6
  3. Lvl 10 - 2d8
  4. Lvl 15 - 2d10
  5. Lvl 20 - 2d12
  6. Lvl 25 - 2d20

Roll dexterity save to keep from being set on fire, fail 2d6 per round fire damage.

Lvl 15 Aura of Flames 2d8 fire damage to everything in a 10 ft radius or you moves with you

Lvl 25 unlocks Fire Aura adds 1d8 fire damage to friends weapon must be seen as friend, if falls unconscious effect stops

Ice

Ice Breath freeze everything in a 10 ft cone in front of you

Lvl 15 blizzard 2d8 ice damage 10 feet around you moves with you

Lvl 15 Absolute Zero (touch) freezes enemy who fail constitute save

Lvl 25 Ice Aura

Adds ice damage to friends weapons 1d8

Ice wall creates a 5ft tall 6 ft long wall of ice

Water

Gives you gill to allow breathing under water

Add 60 to swim speed

You now can see in any type of dark water

Water breath

Pushes enemies 

  1. Lvl 0 - 30ft
  2. Lvl 15 - 60ft
  3. Lvl 25 - 80 ft

Lvl 15 Aura of Water

Creates mini hurricane around you all 10ft attacks on you now have disadvantage

Lightening

Lightening Spear

Make Spear of lightening dealing 1d8

Con save for paralysis

Lvl 15 Storm

Makes a 10 ft thunderstorm in your choice of location lasts until you cancel it

Role DeX saves every round to make sure you don't get stuck 1d8 damage if struck

Lvl 25 Call Lightening 

Summon bolts of lightening to yourself

1d8 per lightening bolt

1d20 to see how many in storm or already storming doesn't work on clear days

Wind

Lvl 1 Wind Scythe

Sends flying wind that cuts enemies for 1d6

Tornado

Creates small tornado throw person hit by it 40 ft

Lvl 15 Wind burst

Creates burst of wind under target

Lvl 25

Displace attacks disadvantage on attacks

Nightmare

Terror Roar

10 ft cone everything is rendered unconscious roll wisdom save to not suffer horrific nightmares dealing 1d4 physic damage per round until woken up

Lvl 15 Walking Nightmare

Distorts everything around you in a 10 ft radius. Disadvantage on attacks

Lvl 25 Terror Sight (Must make eye contact)

Roll con save if fail they see their worst fear run away. Works on 1 person at a time

Shadow

See in total darkness

Lvl- 0 Shadow walk

Pass through a shadow and exit another within 20 ft

Lvl- 15 Shadow grab

Pull person into the shadow world to wander. Only way out is if wizard and can create dimensional door or can teleport or you remove them from it yourself

Lvl- 25 Aura of Darkness 

Creates a dark cloud around you disadvantage on attacks and at night disadvantage on perspective at night

Light

Lvl 0 - Healing light

1d6 for each party member in it at lvl 25 increase to 1d10

Blinding ray Blinds enemy for 1d4 rounds

Heal (twice a day)

Heal 1 member 2d6

Lvl 25 - 1d20

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