Ability Scores: All Draconians begin with +1 to Constitution. Other ability score modifiers are determined by their subrace.
Age. Young draconians grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Draconians are the possession of a good dragonling's body by an evil spirit. As such, most tend towards evil but, with experience, they may become neutral, or even good. Their ethical alignment tends to mirror that of their draconic ancestor, but does not need to.
Size. Draconians vary in size according to subrace. Baaz are roughly human size, but stocky. Kapaks are human sized but slender. Bozak, Auraks, and Sivaks are all slightly taller than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Natural Armor: Unarmored Draconians have an unarmored AC of 13 + Dexterity modifier. If they wear armor additional armor, they may choose the better of the two Armor Class, and add +1 to it for the additional armor. Whether they add dexterity, and how much, is determined by the artificial armor. They maintain their AC regardless of form.
Draconic Ancestry: You have the ancestry of one of the metallic dragons, which determines which subrace you belong to.
Baaz (Brass Dragon)
Ability Scores: Baaz Draconians are bred as soldiers, and as such have +1 to Strength and Dexterity.
Common Troops: During the War of the Lance, Baaz Draconians were all proficient in the disguise kit, as they often had to pass unnoticed in hostile lands. After the War, Baaz will be proficient in one type of tool.
Trained to War: All Baaz draconians, regardless of class, are proficient in light and medium armor, as well as with scimitar, Halberd, Heavy Crossbow, and Net.
Death Throes: Baaz Draconians turn to stone upon failing their third death save, then crumble to chunks of stone after 10 minutes. They may be brought back to life, but first must have Stone to Flesh cast upon them.
Kapak (Copper Dragon)
Ability Scores: Kapaks are bred as assassins, and as such have +2 to Dexterity
Poisonous: Kapak are skilled in the use of poison of all sorts. They are proficient with a poisoner's kit, have advantage on all saving throws against poisons, and possess poisonous saliva, which they may smear upon their weapons as a bonus action. This poison has a DC of 8 + Proficiency Bonus + Con modifier. The poison produced will inflict 3d6 poison damage on a failed save, and half of that on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th, and 6d6 at 16th. Once you use your poison, it cannot be used again until you have completed a short or long rest. Poison may be harvested by a kapak with a successful proficiency check with their poisoner's kit. Such harvested poison inflicts 1d6 less damage, and requires your move, instead of a bonus action.
Death Throes: Kapak draconians, upon failing their third death saving throw, explode in a 10' radius pool of acid. This does acid damage to all within the area of effect equal to the kapak's poison. Kapak draconians can be raised, but must first have Neutralize Poison cast upon them.
Bozak (Bronze Dragon)
Ability Scores: Leaders within the Draconians, Bozak have +1 to Intelligence and +1 to Charisma
Spellcasters: Bozak Draconians know a single cantrip from the Bard, Sorcerer, or Wizard list. They receive an additional cantrip at levels 6, 11, and 16. Regardless of the list, Intelligence is their casting stat for these spells.
Trained to War: All Bozak draconians, regardless of class, are proficient in light and medium armor, as well as with Shields, Long Swords, War Hammers, and Battle Axe
Death Throes: Bozak Draconians turn into a bolt of lighting upon failing their third death saving throw, and inflict 1d6 damage per character level in a line 60' long, directed towards their killer, or in a random direction if the killer is not within 60'. Bozak Draconians cannot be raised from the dead.
Sivak (Silver Dragon)
Ability Scores: Sivak Draconians receive a +1 to Dexterity and a +1 to Charisma.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Shapeshifters: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Death Throes: Sivaks who fail their third death saving throw mimic the shape of whoever killed them, or maintain their current shape if they were killed by misadventure (q.v falling from a high place). They may be raised from the dead if they can be identified, but return to their natural shape upon returning to life (which can be a problem if they were raised by their enemies, believing them to be the person they mimicked upon death)
Aurak (Gold Dragon)
Ability Scores: Aurak receive a +2 to Charisma.
Dimension Door: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
Spellcasters: Auraks know two cantrips from the Bard, Sorcerer, Warlock, or Wizard list. Regardless of the list, Charisma is their casting stat for these cantrips.
Death Throes: Aurak Draconians turn into a ball of fire upon failing their third death saving throw, and inflict 1d6 damage per character level in a 15' radius. Aurak Draconians cannot be raised from the dead.
Age. Young draconians grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Draconians are the possession of a good dragonling's body by an evil spirit. As such, most tend towards evil but, with experience, they may become neutral, or even good. Their ethical alignment tends to mirror that of their draconic ancestor, but does not need to.
Size. Draconians vary in size according to subrace. Baaz are roughly human size, but stocky. Kapaks are human sized but slender. Bozak, Auraks, and Sivaks are all slightly taller than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Natural Armor: Unarmored Draconians have an unarmored AC of 13 + Dexterity modifier. If they wear armor additional armor, they may choose the better of the two Armor Class, and add +1 to it for the additional armor. Whether they add dexterity, and how much, is determined by the artificial armor. They maintain their AC regardless of form.
Draconic Ancestry: You have the ancestry of one of the metallic dragons, which determines which subrace you belong to.
Baaz (Brass Dragon)
Ability Scores: Baaz Draconians are bred as soldiers, and as such have +1 to Strength and Dexterity.
Common Troops: During the War of the Lance, Baaz Draconians were all proficient in the disguise kit, as they often had to pass unnoticed in hostile lands. After the War, Baaz will be proficient in one type of tool.
Trained to War: All Baaz draconians, regardless of class, are proficient in light and medium armor, as well as with scimitar, Halberd, Heavy Crossbow, and Net.
Death Throes: Baaz Draconians turn to stone upon failing their third death save, then crumble to chunks of stone after 10 minutes. They may be brought back to life, but first must have Stone to Flesh cast upon them.
Kapak (Copper Dragon)
Ability Scores: Kapaks are bred as assassins, and as such have +2 to Dexterity
Poisonous: Kapak are skilled in the use of poison of all sorts. They are proficient with a poisoner's kit, have advantage on all saving throws against poisons, and possess poisonous saliva, which they may smear upon their weapons as a bonus action. This poison has a DC of 8 + Proficiency Bonus + Con modifier. The poison produced will inflict 3d6 poison damage on a failed save, and half of that on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th, and 6d6 at 16th. Once you use your poison, it cannot be used again until you have completed a short or long rest. Poison may be harvested by a kapak with a successful proficiency check with their poisoner's kit. Such harvested poison inflicts 1d6 less damage, and requires your move, instead of a bonus action.
Death Throes: Kapak draconians, upon failing their third death saving throw, explode in a 10' radius pool of acid. This does acid damage to all within the area of effect equal to the kapak's poison. Kapak draconians can be raised, but must first have Neutralize Poison cast upon them.
Bozak (Bronze Dragon)
Ability Scores: Leaders within the Draconians, Bozak have +1 to Intelligence and +1 to Charisma
Spellcasters: Bozak Draconians know a single cantrip from the Bard, Sorcerer, or Wizard list. They receive an additional cantrip at levels 6, 11, and 16. Regardless of the list, Intelligence is their casting stat for these spells.
Trained to War: All Bozak draconians, regardless of class, are proficient in light and medium armor, as well as with Shields, Long Swords, War Hammers, and Battle Axe
Death Throes: Bozak Draconians turn into a bolt of lighting upon failing their third death saving throw, and inflict 1d6 damage per character level in a line 60' long, directed towards their killer, or in a random direction if the killer is not within 60'. Bozak Draconians cannot be raised from the dead.
Sivak (Silver Dragon)
Ability Scores: Sivak Draconians receive a +1 to Dexterity and a +1 to Charisma.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Shapeshifters: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Death Throes: Sivaks who fail their third death saving throw mimic the shape of whoever killed them, or maintain their current shape if they were killed by misadventure (q.v falling from a high place). They may be raised from the dead if they can be identified, but return to their natural shape upon returning to life (which can be a problem if they were raised by their enemies, believing them to be the person they mimicked upon death)
Aurak (Gold Dragon)
Ability Scores: Aurak receive a +2 to Charisma.
Dimension Door: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
Spellcasters: Auraks know two cantrips from the Bard, Sorcerer, Warlock, or Wizard list. Regardless of the list, Charisma is their casting stat for these cantrips.
Death Throes: Aurak Draconians turn into a ball of fire upon failing their third death saving throw, and inflict 1d6 damage per character level in a 15' radius. Aurak Draconians cannot be raised from the dead.
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