Drakelings Species in Ah'shi'berö | World Anvil
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Drakelings

In the same way the first brood of Dragons spawned from the Archons mana mixing with that of the planet so too did the first Drakelings spawn from the first Brood’s mana mixing with that of the planet. Since then, the blood lines have bred true making rather divisive little creatures. Those that love them say they are driven and simple minded. Those that hate them say they are mischievous and stupid.   The Drakelings are covered in scales with some also having horns along their body depending on where they trace their dragonic lineage. Males tend to have more horns than females.   They are known to live anywhere and everywhere. From plans, swamps, rivers, mountains, and even beneath cities. Wherever a powerful dragon has left its mark on the land Drakelings can be found. They tend to live in tight nit communities.  

Alignment

  They can vary wildly in the sense of good, evil, order, or chaos, but they are never neutral.  

Hit Points

6, or 8 if Stella or Terra.  

Ability Score Increase

  The Drakelings are known for their personality and simple mindedness.   +2 Charisma and -2 Intelligence  

Age

  Drakelings tend to live 20-30 years and reach maturity between 2 and 3 years of age.  

Size

  Small (Never shorter than a foot or taller than 3 feet.)  

Speed

  30ft  

Languages

  Common, Dragonic, and the associated elemental language of your Dragonic Lineage.
 

Racial Features

  Darkvision- You have Darkvision out to 60ft.   Claws and Teeth- Claws deal 1d4 slashing and teeth 1d4 piercing.   A Mind so Small There is No Room for Doubt- You have Advantage on Will Save rolls to convince you to go against your main goals in life.   Dragonic Lineage- Though the Drakelings are far and away removed from the Archons they are still, technically, related and keep a fragment of their power. Choose the Archon you trace your blood back to.      

Dragonic Lineage

  Archon Stella(Any)- You are of the rarest and most powerful of your kind. Your scales tend to be black with reflective hues of color like that of the nebula and heavens seen on a clear night. You carry in you the essence of Wonder. +1 to any stat. While under direct star light: Regain 1 Hit Point every minute, auto stabilize, gain a Flight Speed equal to your base movement speed, gain resistance to most non-magic attacks and magical attacks/effects below 4th level. (This sub-race choice requires purchasing the Rare Player Race Feat at character creation to use.)
    Archon Vita(Life)- Your scales tend to be white, gold, or honeyed yellow in color. You carry in you the essence of Creation. +1 Hit point when leveling up. Reroll all 1’s when making Death Saving Throws. You may cast Cure Wounds at level 1 as an action once per 8 hours of rest (Use Int, Wis, or Cha as your casting mod. Once chosen you can’t change it.)
  Archon Mors(Death)- Your scales tend to be sickly black or gray in color and your features are more pointed than others of your kind. You carry in you the essence of Ending. +1 damage to all natural, weapon, or magical attacks which do Necrotic damage or have the “Entropic” key word. Creatures killed by you which are of a level/CR less than 1/4th of yours have their soul sundered. They cannot be raised as undead or resurrected by any power below 8th level.
  Archon Glacies(Ice)- Your scales tend to be snow white with a tinge of sky blue along the edges with snowflake like patterns on your horns. You carry in you the essence of Sustaining. +1 Constitution. You are always cool to the touch unless affected by a magical effect above 3rd level and are immune to non-magical hazardous Heat and Cold. Your sub race tends to live 10-20 years longer than the rest.
  Archon Mare(Water)- Your horns are very small. Your scales tend to be smaller and smoother than the others of your kind and tend to be blues, greens, whites, purples or a mix of. You carry in you the essence of the Deep. You can breathe underwater, ignore hazardous terrain based on natural water currents, and are immune to the negative effects of depth. Your hands and feet are webbed giving you a 30ft swim speed.
  Archon Fulgur(Lightening)- Your scales tend to be a single bright color with a few zig-zag patterns of a different bright color down your back to the tip of your tale. Your horns tend to be in a straight line down your back. You carry in you the essence of Energy. +1 Dexterity. Your base movement speed increases to 40. You only need 2 hours of sleep each day and have Advantage on rolls vs magical effects which “Slow” or “Stop” you.
  Archon Ferrum(Metal)- Your scales tend to be the color of natural metals and your claws, horns, and teeth tend to be edged rather than pointed. You carry in you the essence of Binding. +1 to slashing damage with your weapons. Your scales are magnetic giving you Advantage on checks to hold onto magnetic objects, and you can, if your hands and feet are bare, move along magnetic surfaces so long as you are not over encumbered.
  Archon Silva(Nature)- You tend to have two large horns on your head which look like small trees and can grow small non-magical tier 0 flowers. Your scales tend to be earthy colors. You carry in you the essence of Life. +1 Wisdom. You ignore non-magical difficult terrain from Forest and Swamps. You may choose 1 first level Druid spell which you may cast as a Ritual. You are able to cast that spell as a ritual 3 times per day.
  Archon Ignis(Fire)- Your scales tend to be red with some orange and yellow mixed in. You carry in you the essence of Rebellion. +1 Strength. You are immune to non-magical fire damage and take half damage from magical fire sources below 5th level. You can use the Barbarian’s Rage ability three times per day.
  Archon Lux-Dead(Light)- Your scales tend to be like that of a rainbow or holographic. You carry in you part of Lux’s Lost essence and tend to be the smartest of your kind. +1 to Intelligence. You can cast the Light and Dancing Lights cantrip. All your natural, weapon, and magical attacks deal +1 magical damage to Gnomes. This effect cannot be prevented by sources below 8th level.
  Archon Tenebris(Eldritch)- Your scales tend to have an ethereal blend of colors to them. Your horns tend to be curled. You carry in you the essence of Magic. +1 to the DC of all spells you cast. +1 on all saving throws vs magical effects which are of a level less than half your character level. You know one non-restricted cantrip from the Sorcerer, Summoner, or Witch spell list (Use Int, Wis, or Cha as your casting mod). Once chosen they can't be changed.
  Archon Terra(Earth)- Your scales and horns tend to be thicker and are always of some shade of brown. You carry in you the essence of Mass. +1 to AC. +1 Strength. Your size increases to min 3ft max 4ft though you remain a small creature. Once per day you may increase your weight to 250lbs for 1 minute.
  Archon Tempestas(Air)- Your scales tend to be smooth and white with your horns growing in a spiral shape. You carry in you the essence of Freedom. While the air is not “still” or “stagnant” you drift to the ground safely no matter the height. You may cast Fly at base level once per day. While flying you ignore the first level of hazardous Wind.

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