Dragonspawn
Ability Score Increase Variant
Size Large
Speed 35ft
Arrogant Children of Gods
Dragonspawn, also known as the spawn of Tiamat, are descended from true dragons. They are the antithesis of the dragonborn of Bahamut. While the mutant variants of dragonspawn were based on the five common chromatic dragons, there were a few species bred from other kinds of chromatics. Among those devoted to Tiamat, the birth of a spawn of Tiamat is considered a sign of their goddess's favor. They consider themselves divine in nature, and hold themselves above every other race, including the dragons they come from.
Spawn of Tiamat are deeply loyal to their goddess, as they are created with a predisposition to serve the Dark Lady. They also share her undying hatred of good dragonkind, and they disdain non-dragons of all sorts. Most spawn are born from normal dragons eggs, whether by the will of Tiamat or by an accident of chance, although members of the Church of Tiamat know how to artificially breed their own kinds of spawns and are able to create them at a more dependable frequency. Spawn of Tiamat are also capable of breeding true dragonspawn.
Self-Reliant Hunters
Spawn rarely remained with their parents for long. They matured at a quicker rate than true dragons, reaching adulthood in only a few years. 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 in most cases. They are harsh creatures, and on Deminos they dominate much of the physical ability of the world. Giantkind are their only true rivals in this aspect, but their physical prowess tends to fall short of the magics of the Humans and Shadar-Kai, while the Trunth that haunt the underground are sure to provide tunnels large enough for the spawn to move freely, and even their leaders yield to the favored spawn of the Dark Lady.
Dragonspawn tend to work alone in whatever profession they find themselves in, and strive to be the strongest or craftiest in their area of choice. They only accept aid when out of options, and the few occurrences of one of their kind accepting help from another race are brushed away as rumor. Many Dragonspawn gather outside of the civilized areas to train without reservation, weeding out the weakest members regularly. To die in such a method is seen as an honor, as you are dying to thin out the runts and the incapable. Such a death is usually honored by sending the dead spawn adrift on the magma that flows out from the largest mountain that blots out the sun most days on Deminos.
Features and Traits
Age: Dragonspawn reach full maturity at around 15 years, and typically live for 80 years.
Alignment: Dragonspawn are almost exclusively Chaotic Evil, only yielding to law at the behest of their Goddess, and rarely find themselves in a neutral aligned state.
Tail: Your tail can be used to attack, and deals 1d4 damage. If you use your tail as an attack of Opportunity, your target must pass a DC 14 Dex save, or be knocked prone.
Subspecies
There are four variants of Dragonspawn on Deminos, and each comes with their own abilities, advantages, and disadvantages. Choose one.
Redpsawn
Redspawn are as vicious, taking strongly after their Red Dragon kin. Like their elders, they believe that they are the pinnacle of draconic nature, even above the common dragon, and that all other species are impure. They value vengefulness, rapaciousness, avarice, and ferocity above other traits and recognized these traits in themselves with pride. This pride causes them to constantly drive forward, aiming to be recognized as the most well recognized and achieved dragonspawn. They are bulky and wide in their build, built for strength and devastating blows.
Features
Ability Score Increase: Vicious and cunning, as a Redspawn you gain +1 Strength and +2 to Charisma.
Elemental Resistance: As a Redspawn, you gain resistance to fire damage, and immunity to natural heat.
Brawny: Redspawn are built for battle, and are barbaric in physique and much of their outlook. You gain +2 to any melee attack rolls.
Breath Weapon: As a Redspawn, you may breathe a 15ft. cone of fire. All creatures within must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Creatures in the area of effect take 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.
Weakness to Cold: Your blood runs hot, and causes you to be vulnerable to the cold. You have disadvantage on all saving throws against cold damage, and take 1.5x damage from cold attacks.
Deepspawn
Deepspawn dwell underground, subjugating many of the creatures that live below the surface. They move in the shadows, capable of moving without being seen or heard, their presence on Deminos strikes fear on the Trunth that dwell below the surface. The smaller draconic kin dare not utter a negative word about any authority nor the Dragonspawn, and some are convinced that they need to refrain from even thinking negatively about their subjugators. They are not wrong.
Features
Ability Score Increase: Deadly and stealthy as the shadows, as a Deepspawn you gain +2 to Dexterity, and +1 to Wisdom.
Lightfooted: Deepspawn are thin and long in build, and move deftly through the shadows. You gain advantage on all stealth checks.
Elemental Resistance: Deepspawn are accustomed to the mind, you gain resistance to psychic damage, and are able to hide from telepathic creatures.
Telepathy: You can telepathically speak to any creature you can see within 60 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Breath Weapon: As a Deepspawn, you may breathe a 5ft. by 30 ft. line of psychic energy. All creatures in the area of effect must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Creatures in the area of effect take 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 11th level, creatures that fail this saving throw become dominated by you, and are charmed for 1d4 rounds. Creatures who succeed this saving throw are frightened of you for 1d4 rounds. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Radiant Weakness: You take 1d8 damage per turn when in direct sunlight. You have disadvantage on all saving throws against radiant damage, and take 1.5x damage from radiant attacks.
Blackspawn
Solitary and extremely territorial in their nature, blackspawn work alone and have only joined forces with other races, or even each other for that matter, due to the extremely hazardous environment of Deminos. They tend to ambush their targets, working in deadly strike teams and specially trained forces. While they are loners at the most social of times, they are quick to develop strategies without the need for communication when working with other blackspawn. Their bodies are thin but muscular, and are well defined by the same forward facing horns worn by their black dragon kin.
Features
Ability Score Increase: As cunning and swift as they are, blackspawn can also be counted as the most intelligent of the dragonspawn on Deminos. You gain +1 to Constitution, and +2 to Intelligence.
Opportunist Tactics: When fighting with two or more teammates, you can make an attack of opportunity when an ally takes damage within 15 feet of you, dashing to meet your target if needed.
Elemental Resistance: As a Blackspawn, you gain resistance to all acid damage, and are immune to corrosive environments in nature.
Breath Weapon: As a Blackpawn, you may breathe a 15ft. cone of acid in a cloud. All creatures within must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Creatures in the area of effect take 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.
Weakness to Death: You have disadvantage on all necrotic attacks, and take 1.5x damage from all necrotic attacks.
Hellspawn
Hellspawn are among Tiamat's favored spawn, and are the only creatures the Giants of Deminos allow to dwell with them inside the mountains. Large bone spikes jut from their heads and shoulders, while smoke was continually emitted from their scales, seeming to flow like liquid across their tall, muscular bodies. Their eyes burn bright yellow or orange, and they reek of brimstone. They typically take up advisory positions in the governing areas, and generals in the military, keeping secret their immense battle prowess.
Features
Ability Score Increase: Though outwardly wise and well-respected, Hellspawn are always ready for battle. You gain +2 to Strength, and +1 to Intelligence.
Hellish Commanders: You may summon either an Erinyes or Lemure for 1d6 rounds to serve you. You cannot use this ability again until you finish a long rest.
Elemental Resistance: You are resistant to all fire damage, and gain advantage on all saving throws against fire attacks. You are immune to environmental heat.
Breath Weapon: As a Hellpawn, you may breathe a 5ft. wide, 30ft. long line of hellfire. All creatures within must make a Dexterity saving throw at disadvantage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Creatures in the area of effect take 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.
Elemental Weakness: Your body is easily damaged by cold, and radiant damage. Against both types of attacks, you roll with disadvantage and take 1.5 times damage.
Languages. Netherese, Draconic