5e Racial Stats
- Ability Score Racial Traits: An empyreal increases one ability score of their choice, that was not already increased by their sub-race by 2.
- Type: Empyreal are humanoids with the draconian subtype.
- Size: Empyreal are medium.
- Speed: Empyreal have a base speed of 30ft.
- Languages: You can speak, read, and write Common and Draconic.
Darkvision (Ex) (inherent)
You can see in dim light up to 60 feet as though it were bright light, and in darkness as though it were dim light. You can't discern color in darkness, only shades of gray.
Blood of the Spirits (varies) (Major)
You were born of the spiritual world, tied to that of the imperial dragons and their incredible power, you can directly tie your ancestry to these mighty beings, and it is from this bond that you have unlocked your true potential. You receive 2 Spirit points with which you can spend on Dragon Upgrades, chosen upon character creation (see Dragon Upgrades for a list of options and their effects.)
Dragonblood (Su) (Major)
You have Advantage on saves and checks made against Fear, Poison, and Paralysis.
Empyreal Subraces
Kiakale - Forest
The kiakale are the descendants of imperial forest dragons.
- Ability Score Racial Traits: The kiakale increases their Dexterity score by 2.
- Thunder Resistance (Major): You gain resistance to Thunder damage.
- Breath Weapon (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of thunderous energy. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Thunder damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. Alternatively, you can breathe a 30 ft. line of hardened air, dealing Ballistic damage instead. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.
Hakoki - Sea
The hakoki are the descendants of imperial sea dragons.
- Ability Score Racial Traits: The hakoki increases their Constitution score by 2.
- Fire Resistance (Major): You gain resistance to Fire damage.
- Breath Weapon (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of boiling water. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Fire damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. Alternatively, you can breathe a 30 ft. line of pressurized water, dealing Force damage instead. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.
Melakalani - Sky
The melakalani are the descendants of imperial sky dragons.
- Ability Score Racial Traits: The melakalani increases their Dexterity score by 2.
- Lightning Resistance (Major): You gain resistance to Lightning damage.
- Breath Weapon (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of crackling electricity. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Lightning damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. Alternatively, you can breathe a 30 ft. line of radiant line, dealing Radiant damage instead. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.
Alakahona - Sovereign
The alakahona are the descendants of imperial sovereign dragons.
- Ability Score Racial Traits: The alakahona increases their Strength score by 2.
- Force Resistance (Major): You gain resistance to Force damage.
- Breath Weapon (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of overwhelming pressure. When you use your breath weapon, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Psychic damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. Alternatively, you can breathe a 30 ft. line of scalding acid, dealing Acid damage instead. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.
Pehkemake - Underworld
The pehkemake are the descendants of imperial underworld dragons.
- Ability Score Racial Traits: The pehkemake increases their Strength score by 2.
- Necrotic Resistance (Major): You gain resistance to Necrotic damage.
- Breath Weapon (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 30 ft. line of molten magma. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Fire damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. Alternatively, you can breathe a 15 ft. cone of chilling frost, dealing Cold damage instead. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.
Dragon Upgrades
Ash Sight (Minor) (1 point; Underworld)
Your draconic heritage grants you the ability to see through ash and smoke as if they were transparent, they no longer obstruct your view.
Cloud Sight (Minor) (1 point; Sky)
Your draconic heritage grants you the ability to see through fog and clouds as if they were transparent, they no longer obstruct your view.
Draconic skin (Minor) (1 point)
Your draconic heritage showcases as a form of thickened dragon scales protecting your body in key locations. You gain a +1 Natural bonus to AC.
Dragon Weaponry (Inherent) (1 point)
Your draconic heritage manifests as a pair of sharpened claws or a savage bite, chosen at character creation. If you choose Bite, your fangs possess the following attack scheme (1d8 Piercing damage, 20x3 Crit, Penetration 2, and the Brutal and Cracking (2)), while the claws utilize (1d6 Slashing, 19x2 Crit, Penetration 0, and the Finesse, Light, and Parrying).
Flight (Major) (1 point; Sky)
You have large wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to twice your height. All armor and back accessories must be tailored to accommodate your wings. You have a flying speed of 50 feet. In order to fly, you cannot be over-encumbered or wearing medium or heavy armor.
Gliding Wings (Inherent) (1 point)
You have large leather wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to twice your height. All armor and back accessories must be tailored to accommodate your wings. These wings while not able to produce flight, do allow you to glide. You are able to glide up-to four times the distance of any fall you would suffer, gliding costs the same amount of the movement it would normally require if you were flying, or half this number when lowering in verticality.
Additionally, you do not take damage from falling from any distance so long as you have room to spread your wings, and whenever you take the Dash action, you can use your wings to propel yourself forward, doubling your base walking speed until the start of your next turn. You can use your wings this way a number of times equal to your Proficiency bonus, regaining all expended uses after you complete a long rest. You can spend 2 points of Stamina to activate this ability, you may do so, even if you are out of uses.
Green Sight (Minor) (1 point; Forest)
Your draconic heritage grants you the ability to see through vibrant foliage such as leaves and bushes, but not tree trunks, as if they were transparent, they no longer obstruct your view.
Ignite (Minor) (1 point)
As a Bonus Action, you can ignite yourself with the element of your ancestry. For the next minute, all of your martial attacks deal additional damage equal to your Proficiency bonus of the same damage type as your breath weapon; additionally, during this time, you are infused with this energy, causing any creature making a melee attack against you while within 5 feet to suffer 1d6 points of damage of the same type as your breath weapon. You can use this feature once, regaining this use after completing a Long Rest. You can activate this feature even while out of uses by expending 5 points of Stamina.
Lifesense (Minor) (1 point; Underworld)
Your draconic heritage grants you the ability to sense the life energies of living creatures within 10 feet. This does not ignore line of effect, but only detects creatures that are living, thus Undead and most Constructs are ignored by this sight.
Prehensile Tail (Minor) (1 point)
Your tail is a prehensile appendage, that you can use to grab and hold small objects, and to anchor yourself to terrain. You cannot wield a weapon in combat using your tail, but you can use your tail to retrieve a stowed object, pick up an object within 5 feet, or stow an object as a Bonus Action. The object can weigh no more than double your strength score.
Radiant Armor (Minor) (1 point; Sovereign)
Your draconic heritage grants you the ability to as a Reaction to being subject to non-Physical damage, to reduce the damage you would suffer by half. This can be used once, regaining spent uses after completing a Short Rest. You can use this feature without expending any uses by spending 4 points of Stamina.
Royal Blood (Minor) (1 point)
Your draconic heritage grants you Proficiency in Intimidation and Persuasion.
Waterborne (Minor) (1 point; Sea)
You can breathe both air and water, and you gain a Swim speed of 40 feet.
Woodland Step (Minor) (1 point; forest)
You ignore difficult terrain caused by a natural forest environment.
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