Drakel Species in D&D world | World Anvil
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Drakel

The drakel are a bipedal, wingless draconid race found in the Dragon Swamps, Throne of Wings, and their own underwater cities in Dragon Bay. They are known for their inventiveness and skill as artificers.   Individual drakel have different ideas about what sorts of inventions are the most satisfying to create, with some favoring practicality and others more interested in artistic expression. In each group, there are those who prefer to practice the alchemical arts and those whose talents lean toward the creation of mechanical devices. Every community has members of each persuasion, and they are all bound by mutual respect for what they do despite their different perspectives.   Drakel who take a more scientific approach to inventing are the ones responsible for creating technological devices that make life easier. Even an invention as simple as a new kind of rake is celebrated, and that advance might later be superseded by someone who modifies it in a way that makes it more efficient or more enjoyable to use.   These inventors are rarely reluctant to try making devices of exceptional power, even if one might not work at first the way it was intended to. The drakel know that it's always possible for someone else to learn from an inventor's mistakes, so even a failed experiment is a success in some way. Every minor explosion or other incident of turmoil in a drakel settlement serves as a clue about what not to do next time - unless, of course, the goal was to make something explode.   Imagination runs wild in the mind of a drakel. Any fresh idea can be the starting point for a new journey of experimentation and discovery. Even though drakel appreciate the practical aspects of their endeavors, they also find satisfaction in creating items that have no true usefulness. Many an invention is celebrated just for being beautiful to behold or for being complex and intricate in its construction, and the artists who create such things are as esteemed as those who specialize in designing tools.   Exploration is a part of invention, as the drakel see it, so there's nothing wrong with creating machines and artifacts that seem to have no purpose. The drakel who produce these works of art are using new ideas and new approaches, breaking through old boundaries and advancing the frontier of knowledge. For instance, an artist might create a beautiful articulated sculpture whose pieces can be manipulated in a unique way. Another artisan might take that idea and apply it to a new form of invention - but no one forgets that it was the artist's idea that blazed the trail for that journey.   When they are at work, drakel hole up in their workshops with "Do Not Disturb" signs hung on the door. It isn't uncommon for drakel who are working on their projects to spend most of their time in seclusion, and even when they emerge (for meals or other reasons), they are often deep in thought and oblivious of their surroundings. In the safety of their cities, they seldom come to harm because of this vulnerability. But even drakel who live on the Throne of Wings can fall prey to this sort of obsession as they pursue their projects, and in such cases it's much safer for them to stay in their homes, since a drakel wandering the streets deep in thought is liable to walk off a cliff or be landed on by a dragon who didn't see them in time.   As flightless draconids, drakel are fascinated by flight, and constantly pursue and perfect techniques of magical flight. With this focus on the sky, they often become fascinated with the grandeur of the cosmos as seen in the motion of the stars across the sky. They view the cosmic array as a giant machine of wonderful complexity - a banquet for a curious drakel mind. Many renowned astronomers and wizards are drakel, having undertaken those disciplines in the hope of better understanding the workings of the multiverse.   Personality Trait   1 Once you develop a liking for something, you quickly become obsessed with it.   3 The world is a miraculous place, and you are fascinated by everything in it.   4 You study your friends and take notes about how they act, jotting down things they say that interest you. Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing.   5 You like to make little objects and creatures out of bits of metal and give them to friends.   Ideal   2 Curiosity. You can't stand an unsolved mystery or an unopened door.   3 Knowledge. You are interested in everything. You never know when what you learn will come in handy.   5 Helpfulness. Whether you see a broken contraption, you have to try to fix it.   6 Excellence. You strive to be and do the best you can.   Bond   1 You pledge to bring something of immense value back to your city.   2 Anything of great quality and artisanship is to be protected, respected, and cared for.   5 You will recover a keepsake stolen from your clan.   6 You are willing to take risks to learn about the world.   Flaw   1 You embody the typical absent-minded professor. If you could forget where you put your head, you would.   3 There is no difference between what you think and what you say.   4 You can't keep a secret.   Random Drakel Generator

Basic Information

Anatomy

Drakel are taller and heavier than humans, standing well over 6 feet tall and averaging almost 200 pounds.

Growth Rate & Stages

Young drakel 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.
Genetic Ancestor(s)
Lifespan
They live to be around 700.
Average Height
over 6 feet tall
Average Weight
average 187 pounds
Related Ethnicities

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Drakel

Ability Score Increase Int +2 Cha +1
Size Medium
Speed 30ft

Draconic Ancestry (Major/Genetic): You have Draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.   Dragon Damage Type Breath Weapon   Black Acid 5 by 30 ft. line (Dex. save)   Blue Lightning 5 by 30 ft. line (Dex. save)   Brass Fire 5 by 30 ft. line (Dex. save)   Bronze Lightning 5 by 30 ft. line (Dex. save)   Copper Acid 5 by 30 ft. line (Dex. save)   Gold Fire 15 ft. cone (Dex. save)   Green Poison 15 ft. cone (Con. save)   Red Fire 15 ft. cone (Dex. save)   Silver Cold 15 ft. cone (Con. save)   White Cold 15 ft. cone (Con. save)   Breath Weapon: You can use your action to exhale destructive energy. Your Draconic ancestry determines the size, shape, and damage type of the exhalation.   When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.   Artificer’s Lore(Minor/Cultural): Whenever you make an Intelligence (History) check related to Magic Items, alchemical Objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   Hybrid Nature (Major/Genetic). You have two creature types: humanoid and dragon. You can be affected by a game effect if it works on either of your creature types.   Darkvision 60ft. (Minor/Genetic)

Languages. Draconic

Guild Feature

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