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
- 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%
Fire Attune
Fire breath
- Lvl 0 -2d4
- Lvl 5 -2d6
- Lvl 10 - 2d8
- Lvl 15 - 2d10
- Lvl 20 - 2d12
- 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
- Lvl 0 - 30ft
- Lvl 15 - 60ft
- 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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