Homebrew Draconic kind Species Details

Draconic Kind description

Draconic kind Traits

They have the power to switch between forms and are extremely strong

Racial trait

Ability Score Increase

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

Age

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Alignment

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Size

Dragon kind are taller and heavier than humans, standing well over 9 feet tall. Your size is Large.

Languages

You can speak, read, and write Common and Draconian. Draconian 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.

3rd language : Dragon kind also having a humanoid form you know one language of that race that isn't common or draconian.

 


 

Inner beast Awakening

3rd-level  Draconic kind
You focus on your draconic blood and you can transform yourself, revealing the bestial power within you. For a minute, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you turn yourself :

Bite. Your mouth transforms into a bestial muzzle. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Awkward Breath

6th level draconic kind

Draconic Ancestry

You have draconian ancestry. Choose one type of draconic type from the Draconian Ancestry table. Your breath weapon and damage resistance are determined by the draconic type, as shown in the table.

Draconic type Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Damage Resistance

You have resistance to the damage type associated with your draconian ancestry.

Breath Weapon

You can use your action to exhale destructive energy. Your draconian ancestry 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 draconian ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 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.

Call of the Draconic blood

18th level Draconic kind

You can use your action to gather your draconic blood and turn yourself into a Drconic beast, the type being defined by your Draconian Ancestry. You gain all the creatures stats and ability's but keep your conscious. This last for a minute or end up if your draconian form hit 0 Hit Points. When you reverts to your normal form, you returns to the number of hit points you had before you transformed. If you reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. Once ended you suffer one point of exhaustion and can't turn again for 2 days

 

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