Homebrew Dracon Species Details

A dracon is a dragon-centaur. They have heavy, gray, four legged Brontosaur like bodies, a humanoid torso, hands that end in claws, and their heads are reptilian, with the horns and flanges of a dragon.

Dracons hail from a world on the fringes of realm space and the known spheres. They are new to space and don't make spelljammers of their own. They are also new to traveling the inner and outer planes as well however most have little interest in travel beyond their world.

Dracons are heard creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. More than one human has been surprised however, at how effective dracons are once the herd has made up its mind.

A lone dracon is a freak. Most dracons cannot survive outside the family unit, and become sick and confused if denied access to the leadership of the eldest of their herd for extended periods of time. A dracon left by itself will try to find another dracon family to adopt it. If this is impossible, it will attempt to form a new herd, even including nondracons in its "family."

Dracons use thin-bladed longswords in war. However, many dracon contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with humans, the dracons have adopted many human weapons.

Dracons view humans, mind flayers, elves, dwarves, halflings, and gnomes as "the deformed." They are polite and interested in nondracon society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various nondracon races, particularly humans and demihumans, whom The dracons view as one race. Dracons hate the neogi but consider the beholders comical.

Dracon families are huge, and there is good evidence that all dracons are members of one enormous kin-group. Dracons use these kinship structures to figure out which dracon should head any heard, particularly if two herds merge, and leadership is always yielded to the more senior bloodline.

The dracon homeworld is a dry arid world, with grassy plains, deserts, and shallow seas. Seasonal changes keep the herds moving across the landscape, preventing the dracons from establishing any large cities of their own.

Dracon Traits

Your Dracon has the following racial traits

Ability Score Increase

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

Age

A Dracon's average lifespan is 160 years, and they aren't considered adults until they are 20.

Alignment

Dracons are highly civilized, with a strictly regulated society. They rarely have violent conflicts, and when they do such duels are regulated by a strict code of honor. As such, dracons tends toward lawfulness and are rarely evil.

Size

When standing you are between 6'6'' and 7'6'' tall. Your Brontosaurian body reaches a little over 4' at its highest point. Your size is Medium.

Speed

Your base walking speed is 40 feet.

Monstrous

Your creature type is monstrous, rather than humanoid.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

Brontosaur Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your brontosaur legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Darkvision

You can see in dim light up to 60 feet as if you were in bright light, and in darkness as if it were in dim light. You can't discern color in darkness, only shades of grey.

Dracon Weapon Training

You have proficiency with the Longsword, Halberd, and Glaive.

Herd Instincts

When an allied creature is attacked by another creature who is in your melee reach, you can spend a reaction to run interference. The attack has disadvantage. If the attack hits, you can choose to take the damage on behalf of the original target.

Languages

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

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