Homebrew Dromaen Species Details

Dinofolk are an ancient race of bipedal, warm blooded, near-lizards.  Millennia ago, there were thousands of subraces, varying wildly in form and function.  As time passed and new sentient races arose, the majority of the violent, carnivorous dinofolk warred themselves into extinction while the herbivorous dinofolk faded out of sight into the wild forests and mountains, retreating from civilization in an attempt at self-preservation.  One carnivorous tribe, the Dromaen, escaped the war between dinofolk and man by emigrating to the distant prairies of The Vast. Here, they've honed their hunting skills for generations while building a holistic society that strives for a balance between dromaen and nature. While their violent nature is an important part of their lives and culture, the dromaen are polite, curious, and thoughtful people.

Ancient Features

To those of the modern age, the world is a melting pot of different races--some small, some large; some simple, some exotic.  Dromaen are a rare sight in a world where magic and monsters are common--seeing one away from their homelands is even rarer. 

The head of a dromaen is bestial, in that the eyes are monocular; the mouth is robustly snouted, tapered, and filled with pointed teeth; the ears are mere slits behind the jaw; and the nostrils rest atop the end of the snout. The body of a typical dromaen is lithe, densely muscled, and of the same proportions as most commonfolk. Dromaen flexible tails grow to some four feet in length and provide balance, stability, and an outlet for emotional expression.

Each of a dromaen’s ten fingers has a short claw, tough and sharp, whereas their toes feature large, predatory talons. The second toe is hyperextended upwards and the talon upon it can reach 7 inches in length, permanently poised for violence. Extended metatarsals give dromaen the appearance of having triple-jointed legs, much like that of a dog or dragon. Dromaen cannot wear shoes or boots, but their feet allow them to run faster and jump farther than typical humanoids.

The coloration of a dromaen’s pebbled, leathery skin depends largely upon the environment in which they were raised. Those from the prairies are typically a striped mix of tans, oranges, or greens. Those from the forests are a spotted combination of blues, deep greens, or dark browns. Those from the mountains are a splotchy blend of grays, blacks, and browns. As they age, these bold colors wash out and become a muddy mix of gray, brown, and white.

Family and Food

Being both violent and introspective has resulted in two core aspects of dromaen culture: family and food. 'Family' includes all dromaen. 'Food' includes anything outside of 'family,' and while outsiders aren't immediately considered 'food,' impolite behavior will quickly change that. Dromaen villages are built around these two aspects, with shared yurts surrounding a bone and timber feasting lodge where meals are taken communally. Twice a year, on the solstice holiday, the entire tribe participates in a culling of livestock and village members who have outlived their usefulness. Incidentally, it is recommended that travelers avoid dromaen villages on the solstices.

All members of the village are encouraged to join hunting excursions, just as all members of the village are encouraged to join the teachers in teaching, the farmers in farming, the menders in mending, the weavers in weaving, and so on. Natural prowess is as highly revered by the dromaen as intellectual capacity, and as such each village is governed by a pair of elected leaders called the Claw and the Mind. The Claw makes decisions regarding such things as war, defense, hunting, and martial training; the Mind makes decisions regarding such things as resource management, education, and village maintenance. 

Dual Specializations

The dexterous fingers and wickedly sharp claws of the dromaen lend themselves to many forms of crafting and violence, and the dromaen are widely recognized for both their artisanal skills and martial prowess. The tools, clothing, and weapons of the dromaen are all highly decorated with carvings and embellishments, each a symbol of status and skill. Dromaen youths are encouraged to specialize in both a material skill and a style of fighting, and must master both in order to reach official adulthood. The ceremony of adulthood requires the youth to provide demonstrations of their dual skills, judged by the village as a whole. As adults, they then become the teachers, protectors, and providers for the village.

Dromaen Personality

Like all other races, every dromaen is different, but a few traits are typical to all. Most have two basic social speeds: silent, creepy observers or chatterboxes who do not hesitate to share any and all of their opinions and observations.

Dromaen Quirks

d10

Quirk

1

You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!

2

You hold yourself totally still while listening or observing, unblinking and creepy.

3

Money is meaningless to you, but art is precious beyond comparison.

4

You think there are only two species of humanoid: dromaens and meat.

5

You love to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.

6

You still don’t understand how metaphors work. That doesn’t stop you from using them at every opportunity.

7

You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.

8

You enjoy eating your food while it’s still wriggling.

9

Time spent not working is wasted time. When you’re not hunting or fighting, you keep your hands busy with crafting.

10

You do not understand the concept of ‘personal space.’


Dromaen Names

The dromaen have two names during their lives: their given name and their childhood nickname. Given names are typically a description of the last beautiful thing the mother witnessed. Childhood nicknames are typically shortened versions of given names. Upon reaching adulthood, a dromaen earns the right to use their full given name. Dromaen make no distinction between male and female in their naming conventions.

Given Names: Galloping Horse on Snow, Falling Leaf in Dusklight, Violet Coals, Dawn Fog, Lightning-Split Tree, Blood on Hands, Rainbow Before Storm, Trout Beneath Ice, Bluest Eyes, Wind Through Branches, Dance of the Aurora, Swift Kill, Hidden Fungi, Boar Beyond Reeds, Basking Wyvern, Cicada Sunset, Crimson Shooting Star, Joyous Dancing, Perfectly Cleaved Bone, Boiling Clouds.

Childhood Nicknames: Horse, Leaf, Coal, Dawn, Tree, Blood, Storm, Trout, Eyes, Wind, Aurora, Swift, Fungi, Boar, Bask, Cicada, Star, Joy, Bone, Boil.

Dromaen Traits

Dromaen share several racial traits due to their dromaeosauridae ancestry.

Ability Score Increase

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

Age

Dromaen age at roughly the same rate as humans, typically reaching adulthood between the age of 15-20. Over the years, the teeth and claws of a dromaen deteriorate, slowly becoming worn down or falling out. Once they are unable to contribute to the village, through craft or kill, a dromaen offers themselves to the village on the next Solstice. Most do not live beyond 80 years.

Size

Most dromaen are lean, muscular, and stand between 5 and 7 feet tall. Your size is Medium.

Speed

Your base walking speed is 35 feet, and you have a swimming speed of 20 feet.

Languages

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

Hunter’s Lore

You gain proficiency with a skill or tool of your choice as well as a weapon of your choice.

Ambush Predator

As you walk on two toes, you have advantage on Dexterity (Stealth) checks while wearing Light or no armor. Your bestial senses grant you advantage whenever you make a Wisdom (Survival) check in order to track a creature. Any successful unarmed attack you make while emerging from being hidden is treated as a critical hit.

Natural Armor

You have tough, pebbled hide which is accentuated by clusters and trails of bony scutes. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Talons

Your taloned toes are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Claws

You have a claw attack for 1d4 + your Strength modifier slashing damage that can be used instead of the normal damage for an unarmed strike.

Pounce

If you move at least 20 feet straight toward a creature and then hit it with a talon attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can make one weapon, claw, talon, or bite attack against it as a bonus action.

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