Homebrew Alchemical Mutation (Half-Dragon) Species Details

The Transformation

Nothing is perfect. Artificers not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads Artificers to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement. It was through this experimentation that it all started.

You look very much like your previous humanoid form, though your fingers now end in claws and your skin has taken on a scale pattern. As the mutation progresses, you will become more and more dragon like in appearance.

Your monsterous enhancements begin at 1st, 4th, 10th, and 18th level. You retain some of the physical features of your original genetic background, however your racial traits are replaced with these statistics. Your Strength increases by 2 and your Constitution increases by 1.


Draconic Resilience - At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dex modifier. You have resistance against charm effects

The first transformation- Your fingernails have grown thicker, longer, and slightly curved turning into hardened claws, replacing your unarmed attack with 1d4 slashing damage.

Forceful Presence- at 4th level, you can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can’t do so again until you finish a short or long rest.

The Next Mutation- your claws are now hardened and much more deadly, unarmed strike now deals 1d6 slashing damage. Additionally, a dragon like tail sprouts from your lower back giving you advantage on acrobatics checks. Your tail is a natural weapon, which you can use to make an unarmed strike against a target. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Dragon Blooded - at 10th level your scales are no longer just a thin outline, they stand out and proudly display your draconic mutation. When you aren’t wearing armor, your AC equals 16 + your Dex modifier
Your size changed to large.
Roll a D10 to determine what type of dragon from the Dragon Blood table you have been mutated with. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon Blood

DRAGON DAMAGE TYPE BREATH WEAPON
1 - Black Acid 5 by 30 ft. line (Dex. save)
2 - Blue Lightning 5 by 30 ft. line (Dex. save)
3 - Brass Fire 5 by 30 ft. line (Dex. save)
4 - Bronze Lightning 5 by 30 ft. line (Dex. save)
5 - Copper Acid 5 by 30 ft. line (Dex. save)
6 - Gold Fire 15 ft. cone (Dex. save)
7 - Green Poison 15 ft. cone (Con. save)
8 - Red Fire 15 ft. cone (Dex. save)
9 - Silver Cold 15 ft. cone (Con. save)
10 - White Cold 15 ft. cone (Con. save)

Breath Weapon: You can use your action to exhale destructive energy. Your dragon blood 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 dragon blood. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th 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 dragon blood.

Dragon Wings - At 18th level a pair of Dragon Wings sprout from your back, granting you a flying speed equal to your current walking speed.

Alchemical Mutation (Half-Dragon) Traits

Your tramsformation manifests in a variety of traits unique to your bloodline.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

You age as your base heritage dictates

Alignment

Your alignment may be strict and rigid or as ever changing as the wind.

Size

Your size is Medium

Speed

Your base walking speed is 30 feet.

The First Mutation Resiliance

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dex modifier. You have resistance against charm effects and can't be put to sleep.

The first transformation- Your fingernails have grown thicker, longer, and slightly curved turning into hardened claws, replacing your unarmed attack with 1d4 slashing damage.

The first Mutation Claws

Your fingernails have grown thicker, longer, and slightly curved turning into hardened claws.Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

The Second Mutation Intimidating Presence

You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

The Second Mutation Claws and Tail

Your claws have hardened and been honed by use into formidable weapons. Additionally, a dragon like tail sprouts from your lower back giving you advantage on acrobatics checks. Your tail is a natural weapon, which you can use to make an unarmed strike against a target. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

The Next Mutation- Breath Weapon

You can use your action to exhale destructive energy. Your draconic power 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 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

The next Mutation Damage Resistance

You have resistance to the damage type associated with your draconic power.

The Next Mutation Size and Power

Your AC increases to {{modifier:dex:+16#unsigned}}. And you now count as Large to determine your carrying capacity and the weight you can push, drag, or lift.

The next Mutation Horns

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

The final Mutation Dragon Wings

a pair of Dragon Wings sprout from your back, granting you a flying speed equal to your current walking speed.

Languages

You can speak, read, and write Common, Draconic, and on language of your choice. 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.

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