Draelish Features and Abilities
Harbingers of legends long forgotten, Draelish resemble upright, armored saurians that have a knack for magic. Most Draelish can be found in hidden recesses throughout the world, living in clans and maintaining old traditions that tell of a time when gods walked the world.
Common Features
These are features that all Draelish have, regardless of whether they are Chromatic or Metallic.- Age. Young Draelish grow quickly due in part to the Essence they gathered while in the egg. Within a few hours after hatching, they are already walking about and reach full size and development by 12 years of age. By age 15 they are ready to take upon adult responsibilities and by age 17 have reached full maturity. Draelish typically live up to 80 years of age, with the max being 120.
- Alignment. Draelish who follow Aculus tend to lean towards Lawful whereas Draelish who follow Kykuun tend to lean towards Chaotic. Both have their strengths and weaknesses, though few are completely neutral. Those that are tend to have parents that are Metallic and Chromatic or have been born with the Flux Affinity.
- Type. Draelish can best be described as bipedal, upright saurians. As such, they would be considered Humanoid in shape.
- Size. Draelish are taller and heavier than other humanoids, with their height from the bottom of their toes to the top of their skull ranging from 6 to 8 feet tall. They have a body weight of about 250 to 300 pounds. Their size would be considered medium, though a bit on the bulkier side if wearing armor.
- Speed. Due to their digitigrade locomotion allowing for quick bursts of speed when the need arises, all Draelish have a base walking speed of 30 feet.
- Languages. Most Draelish grow up learning Drael, with nobles, craftsmen, and troops taking the time to learn the languages of others around them in case they need to do business with them. Most common folk get by with enough to deal with the occasional wandering trader or caravan. You can read, speak, and write Common and Draconic (Drael).
- Core Affinity. Draelish absorb the Essences of the world similar to how Wilds contain it. All Draelish begin to develop their Core Affinity when developing inside the egg, taking in the environment's characteristics as they develop. The Affinity the Draelish have determines the damage their breath attack does, the resistance they gain, and their Affinity Enhancement.
- Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Affinity Features
- Breath Weapon. While all Draelish naturally absorb Essence, only those who spend time harnessing it learn how to expand upon its uses. When you take the Attack action, you can replace one of your attacks with an exhalation of magical energy. Each creature in the area determined by your Affinity must make a saving throw according to the chart against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d10 damage of the type associated with your Core Affinity on a failed save, and half as much damage on a successful one. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Affinity Resistance. Draelish scales often match the Essence absorbed, allowing them to thrive in the local environment. You have resistance to the damage type associated with your Core Affinity.
- Affinity Enhancement. Out of those who may have learned how to harness their Essence, few reach the level to expand upon it in all types of environments. Starting at 3rd level, Draelish gain an Affinity Enhancement trait depending on their Affinity group.
Affinity Enhancement Categories
- Elemental Affinity Enhancement. These are Affinities that are centered around natural environments, such are mountains, rivers, canyons, forests, volcanos, and deserts. As such, only Air, Water, Earth, Life, Hades, and Heavens Affinities may have this trait feature.
- Enervating Breath: Starting at 3rd level, when you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Each creature in the area must succeed on a Constitution saving throw or become incapacitated as they are overcome by gaseous flux until the start of your next turn. Once you use this feature, you can’t do so again until you finish a long rest.
- Attuned Affinity Enhancement. These are Affinities that are less about the natural environment and more about the focus of the environment, such as scholars, troops, priests, rural and urban. As such, only Mind, Body, Spirit, Light, and Shadows Affinities may have this trait feature.
- Repulsion Breath: Starting at 3rd level, when you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone by the force of concentrated flux. Once you use this feature you can’t do so again until you finish a long rest.
- Concentrated Affinity Enhancement. These are special Affinities that require Draelish populations to be close to sacred places where all forms of Essence gather. Seen as a blessing by Aculus and Kykuun for those devote, the Crystalline Affinity for Chromatics and the Molten Affinity for Metallics represent enhanced versions of one's Core Affinity. As such, these trait features are reserved for the Crystalline and Molten Affinities only.
- Consecrated Warding: Starting at 3rd level, as an action, you can channel your Affinity energies to protect yourself. For 1 minute, you become immune to the damage type associated with your Core Affinity. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level for Chromatics, you can use your bonus action to temporarily summon spectral wings seemingly made from crystals of flux that last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.
Expression Feature (Optional)
Expressions build upon Core Affinities, showcasing the highlights of the different environments Draelish may find themselves in. These could include coral growths for those who frequently dive amongst the coral reefs, enlarged fins for those who enjoy the rush of water or wind, vines and moss for those who find peace in the seclusion of forests and jungles, icy chunks forming the tips of scales and many, many more. It is assumed that the longer one stays in a region the more he or she grows attached to a certain site or passion found within. As such, only those who have spent considerable time living in the home environment of their Affinity can Expressions start to form. This often makes for exciting stories for the traveling Draelish wishing to encounter and explore the different clans around the world.- Custom Expression. Talk to your GM if you think your backstory warrants an Expression feature. This comes in the shape of a custom feat, for example, a swimming speed equal to your walking speed, the ability to breath underwater, hiding in foliage, Darkvision, the casting of a certain spell such as Darkness or Daylight, or any other idea that harkens back to your time spent absorbing Essence in an environment. A subclass works well to explain an Expression, too.
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