Dragonkin (drag-on-keen)
The people from the Holy Dragon Empire are the children, even if far removed, of Nyoka. Born of dragons, power burns within them, and they often display mutations, such as scales or vestigial wings, that are reminiscent of their origins.
While dragons are the direct children of Nyoka, the Dragonkin were originally created by the union between a dragon and an Emberi. In the society of the Holy Dragon Empire, dragons are the top of the food chain, while the Dragonkin stand below them. Therefore, most Dragonkin seek to gain the favor of Nyoka, in order to become closer to the dragons that they so envy. This causes them to seek out ever greater and more reckless ways to display their might.
Because Nyoka's blessings often manifest in one's body turning significantly more dragon-like, those Dragonkin with the higher number of mutations are often honored and heralded as being closer to Nyoka than the others. Still, they are not dragons, and have a long way to go still. These "mutations" can also manifest in a variety of ways depending on one's personal ancestry. Therefore, while a majority of Dragonkin look dragon-like, some can look serpent-like, while others very much resemble a scaled Emberi.
[DnD 5e] Statistics
Draconic Ancestry. You have proficiency in one skill of your choice between Deception, Intimidation, and Persuasion. In addition, when you roll a Charisma check, you can use Constitution or Strength instead of Charisma. Elemental Affinity. Choose one of the damage types, except for bludgeoning, piercing, or slashing. You gain the following benefits:- You have resistance to the chosen damage type.
- You can add 1d4 of the chosen damage type to one of your damage rolls. This damage increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
- Your creature type is Dragon, instead of Humanoid.
- You have a flying speed equal to your walking speed.
- You have immunity to the damage type associated with your Elemental Affinity.
- Your armor class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
- As a bonus action on your turn, you can exhale a breath of magical energy in a 10-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d8 damage of the type associated with your Elemental Affinity. On a successful save, it takes half as much damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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