#trait: Ancient dragonkin
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digi-lov · 3 months ago
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Imperialdramon: Fighter Mode BT20-020 Rare Pull by Demizu Posuka from BT-20 Booster Over the X (BT19-20: Special Booster Ver.2.5)
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elguritch-art · 1 year ago
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Compilation of my Elden Ring Tarnished OC, Silfr + some Lore info for new followers because of my last post! :'D
Silfr, the Dragonblooded | No Pronouns (Just use Silfr or Tarnished, Silfr responds to both!) | 7'4" Tall
A tall, towering, silent figure that stalks the dim halls of Roundtable and other places that Tarnished gather, Silfr is not one to make friends or forge close alliances.
The puffs of smokes between breaths when others catch Silfr lowering the mask to speak softly to the blacksmiths, the oddly slitted pupil peering out from behind the dark hood, Silfr gained the nickname of "Dragonblooded" through such strange mannerisms and features, with whispers of partaking in Dragon Communion being a suspected idea of such oddities, though the truth is something far darker, that Silfr keeps tucked deep away out of sight.
Character Notes + Lore Details Below:
Silfr is selective mute, very rarely speaks, more frequently just growls and makes bestial noises to communicate along with staring and body language.
Silfr's body was originally the size of a normal Tarnished, and wore many signs of battle and pain, such as the left eye originally being blind for example. Each Dragon Heart consumed gives Silfr strength and grows in size, and repairs the borrowed body further, but Silfr keeps the eyepatch even after the left eye was returned for comfort.
Draconic traits come and go with emotions or in combat, gains horns, larger clawed hands, and more prominent scaling. The tail always remains though.
Silfr will at some point become an unholy abomination of Draconic flesh, but will not become a Magma Wyrm like most dragon communion members! Silfr will be a towering monstrosity somewhere between a Magma Wyrm, Dragonkin Soldier, and true Dragon, and at this point would absolutely be considered a Boss.
A profaned desperate ritual of the Dragon Cult through a pregnant cultist forced to partake in dragon communion, only to then be sacrificed to birth a stillborn, draconic child is where Silfr begins, though not truly in the form Silfr takes now. The Dragon Cult, desperate to recall their ancient Dragon God back to the Lands Between, chose to call on their magics and priests to find a body of an unnamed warrior, and transfer the soul of the stillborn Dragon God into the new vessel.
Silfr is what woke up. Revered and praised for something Silfr did not understand, memories a haze of new and old, belonging and foreign, Silfr only knows that the Cult believes to have rebirthed their Dragon God into a physical vessel. And in time, Silfr would grow into the birthright of said God, taking on the draconic form of old.
Silfr wanted none of the worship and "destined birthright" spoken of daily. So Silfr fled at the first opportunity, donning black hoods and robes to obscure the draconic features left over, and roams the Lands Between.
And despite this, the call of this "destined birthright", be the Cult right or wrong of the truth of this "Dragon God", left an echoing void in Silfr's stomach. One that only is sated by the roar of battle, the flame building in a throat, the taste of a fresh dragon heart between lips. Silfr chases the call, hunting down dragon after dragon, eating heart after heart, regardless of where it will end.
It's all Silfr knows.
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monstrous-ideas · 7 years ago
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Homebrew Race: Dragonkin
This took me long to make. And I still have more racial feats to make for it. So the idea behind the dragonkin is to make them like an in-between of offical Dragonborn and Kobold PCs. Theres nothing saying that Draconic humanoids must be strong other than obvious fact they descend from giant dragons. But well, some may say dragons are also super resiliant and extremely fast (especially flying). This is why dragonkin has +2 to one of physical, ability. Second thing I had in mind was to make them with many Variants, becouse they may be as diverse as Elves, Dwarves and Orcs.
Dragonkin
The dragonkin descends from hybrids of dragons and humanoids and bare traits of both. They can have three or four fingers, some grow tails, spikes or back sails. Their bodies are mostly covered in scales, but many have feathers, fur, amphibian skin or in rare cases gemstone-like growth. In their adult life some undergo a mutation that might give them features of different type of dragonkin or wyrms themself, like wings or ability to exhale elemental energy. Because of their wide heritage traits that one bares depend mostly on region that dragonkin origins from.
Dragonkin Racial Traits
Size: Your size is Medium or Small. If You chose behemoth type, Your size must be medium.
Speed: 30 feet
Draconic Ancestry: Choose one dragon colour from the table below as kind of dragon You are most related to.
Dragonkin Type: Choose one type from Behemoth, Serpent or Salamander
Perilian Provenance: Choose one origin from Wildland, Nomadic or Enclave.
Draconic Resistance: You have resistance to damage type indicated by Your Draconic Ancestry.
Languages: You know Common and Draconic.
Draconic Ancestries
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Dragonkin Types
Behemoth Type
Behemoths are the mightiest of the dragonkin. They are very proud people, often living in region of mountains. Behemoth’s bodies often show similarities to ancient beasts like Triceratops, but commonly grow partial fur that resembles armoured bear.
Ability Score Increase: Strength +2
Powerful Build: You can push, drag or lift twice as much weight.
Serpent Type
Serpents are recognized by their long tails proportionally large to their lean builts. They are skilled crafters and cunning skirmishers, as they grow more agile form other types. Their claws allow them to attach to surfaces of trees or rocks and tails help them keep balance while climbing.
Ability Score Increase: Dexterity +2
Climbing Speed: 30 feet
Salamander Type
Salamanders have amphibian features such as gills or webs between fingers and underneath arms. Not totally covered in scales this type of dragonkin is actually more resilient than most. Salamander’s vitality allows them to mend grave wounds and even regrow lost limbs over time. Being adapted to life above and below water, they settle on riverbanks, swamps and coasts of Perilia. 
Ability Score Increase: Constitution +2
Amphibious: You can breathe both air and water
Swimming Speed: 30 feet
Perilian Provenance
Wildland
Originating from dense jungles, deep swamps, rocky wastelands or underground caverns, half feral dragonkin are more suited for survival than others. They often are nocturnal, hunting during the night and hiding from bigger predators.
Ability Score Increase: Wisdom +1
Darkvision: 60 feet
Nomadic
The traveling dragonkin that live on the edge of barrens and civilized lands meet with different cultures. Some walk ancient routes through the continent. Some traverse the seas around Perilia and even across oceans to other continents. Nomadic Perilians often deal with trade and tend to solve problems with persuasion rather than force.
Ability Score Increase: Charisma +1
Bonus Language: You learn two languages of Your choice.
Enclave
Living in ancient cities, under the rule of dragons or independently of them, those Dragonkin cultivate and improve old techniques of art, magic and science. Those Perilians aren’t any weaker than those from harsh wilds and will protect their safe havens with aid of magic and technology. Occasionally Dragonkin from the cities send out expeditions for research or to widen their influence.
Ability Score Increase: Intelligence +1
Bonus Skill: You have proficiency in one extra skill of Your choice.
Alternative racial feat rule: You gain Breath Weapon or Dragonkin Provenance Feat at first level, but lose traits from Type and Provenance other than increases to Your Ability Scores. 
Dragonkin Racial Feats
You have acces to Dragon Fear, Dragon Hide and Dragon Wings racial feats and gain acces to the following.
Breath Weapon
Prerequisite: Dragonkin
You gain ability to concentrate elemental power from within Yourself and exhale it as a devastating breath. You can use Your action to create a area filled with Your destructive breath. Shape of that area and type of damage it does depend on Your Draconic Ancestry. If it is Fire, Lightning or Acid damage, each creature in the area must make Dexterity saving throw. If it is Poison or Cold targets make Constitution saving throws instead. The DC of saving throw is equal to 8 + Your proficiency bonus + Your Constitution modifier. Each target takes 2d6 damage on a failed save and half as much on a successful one. The damage You deal with this feature increases by d6 when You reach 6th, 11th and 16th level.
Secondary Element
Prerequisite: Dragonkin
You gain connection to another type of dragon You are descended from. You have additional option of Draconic Ancestry and gain its damage resistance. Your new option must correspond with different damage type than Your first one.  If You have access to Breath Weapon You can choose to use breath weapon of either type, but You don’t gain more uses of Breath Weapon.
Dragonkin Provenance Feats
Pack Hunter
Prerequisite: Dragonkin (Wildland Provenance)
You master methods of fighting in groups, using help of allies with maximum effectiveness.
You gain Pack Tactics trait, gaining advantage on attack rolls against targets within 5 feet of Your ally, as long as that ally isn't incapacitated.
Prodigy
Prerequisite: Dragonkin (Nomadic Provenance)
You gain proficiency with one Skill, one set of tools and learn a language.
Choose one skill You are proficient with. You double Your proficiency bonus for that skill.
Arcane Study
Prerequisite: Dragonkin (Enclave Provenance)
You know Shield, Identify and Magic Weapon spells, each of which You can cast once per long rest, without using a spell slot.
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beingatoaster · 7 years ago
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I’ve been thinking about my kobold transmutation wizard for ages (especially as I’ve been building kobolds for the campaign), but didn’t actually write her up because it took me forever to settle for sure on her name… but now that I have that, I figure that instead of just yelling at people about her, I should actually write her up!
“Kobolds believe that they were created by Tiamat from the blood of dragons–a view supported by their reptilian (they would say draconic) appearance. In every kobold tribe, the legend of the creatures’ origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, but they know that there is greatness within them and they are proud that they were chosen to be the blood-kin of dragons.” - Volo’s Guide to Monsters
It’s great to be related dragons. It really, really is. And Ryxtlin, like any other kobold, is proud of the relationship. But she’s always felt like… well, outside of her own people, no one else really cares. No one has any respect for kobolds, dragonkin or not. Everyone’s awed and intimidated by a dragon; no one’s awed or intimidated by a kobold.
That’s okay, though. Ryxtlin has a plan for fixing that. If she can’t get respect as a kobold, if her tribe is going to be trodden on by bigger monsters and hunted for sport by adventurers and reviled by people who call themselves “civilized folk,” then there’s an obvious solution: become a dragon, instead.
Which has launched Ryxtlin, lacking other methods of achieving this goal, into the study of wizardry. She’s no scale sorcerer, much as she’d like to be, so her magic has to come from the knowledge stored up by bigger, stronger, more “civilized” folk. It’s been pretty hard to come by! Turns out that most schools of magic will laugh off a kobold applicant, and few wizards want a kobold apprentice–and the handful of potential teachers she’s found have either clearly had more nefarious intentions in mind than simple tutoring, or been far too patronizing for a kobold’s dragon-sized pride to handle.
But that’s okay. Ryxtlin has learned how to read (sort of, just a little, though the words all too often decide to swim in front of her eyes and rearrange themselves on the page), and she’s stolen a spellbook (from a first-year student who’d learned a few cantrips), and she’s polished up a nice amber orb as her focus, and she’s going to keep on seeking out knowledge and trying to learn no matter how hard it is to find what she needs to know. “Civilized” people have come up with all sorts of spells for all sorts of useless things, so surely, at some point, they must have come up with a spell to turn into a dragon.
And if they haven’t, then Ryxtlin will damn well learn enough to someday invent it.
Race: Kobold
Ryxtlin, originally Ryx, is of the Cinderbend tribe, called after their name for the volcanic mountains they live in (the Cinderfalls) and the riverbend near their longest-held lair. They’re mostly brownish in coloration, with some yellow, and tend towards downward-slanting horns; though they have nothing to back it up, they claim their coloring makes them kin to Kyargesh, an infamous ancient red dragon who long ago claimed the Cinderfalls as his own. Tribal tradition says that they once served Kyargesh, but fell from favor after a clever gnomish thief snuck past their guard stole from his horde.
Traits:
Coloration: Ryxtlin is mottled in dark solid dirt-brown and a warm reddish chestnut, with a brindling of other shades in between, and a dull amber stomach and underbelly.
Size: Small, standing at 2′9″ and weighing in at about 40 pounds, give or take.
Age: Kobolds come of age at 6 and can live to 120, though rarely make it past 20. Ryxtlin is nine years old.
Ability Scores: As a kobold, her Dexterity score increases by 2, and her Strength score is reduced by 2.
Alignment: Like most kobolds, she is fundamentally selfish, making her Evil, but she has abandoned her reliance on the strength of her tribe and thus is more oriented towards a Neutral alignment.
Languages: She can speak, and to some small extent read and write, Common and Draconic.
Features:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Background: Folk Hero
Though no kobold or other local being has seen red Kyargesh for decades, his shadow still hangs heavy over the Cinderfalls, keeping all but the most confident or foolish from trying to negotiate its narrow passes. Because of that, the kobold tribes in the mountains have been able to flourish, establishing long-term lairs and becoming comfortable in their habitation. Too comfortable, perhaps, for recently adventurers have finally started to hear about Kyargesh’s apparent absence and venture into the mountains, and several wealthy and well-established tribes in the foothills were wiped out by their depredations. The Cinderbend tribe was wise enough to more thoroughly trap the already treacherous trails leading to their lair, as well as the lair itself, but they have few good escape routes as it currently stands; their back is to the stone, which takes time to tunnel. When a group of clever adventurers made it past all their traps, the kobolds prepared for a desperate battle to protect their eggs and treasure.
This was when Ryx was five, still standing just before the cusp of adulthood–but even when she was young, she was clever. She waited until evening fell and the sun began setting, so that the adventurers had stopped to camp for the night, and shifting shadows were cast on the walls of the canyon that their river had carved out. Then she lit a fire, secretly, where they couldn’t see it burn, and used it and improvised hand-puppets to cast the shadows of what seemed to be huge, flapping wings on that canyon wall, while at the same time, other kobolds pumped huge bellows at the cliffside entrances of watch tunnels to create the impression of a massive roar that seemed to come from far above. The adventurers fled, abandoning their camp and gear as they went, and for the first time Ryx saw how fearsome dragons really could be to other races.
That was about when she decided that, instead of a kobold, she wanted to be a dragon.
Proficiencies:
Skills: Animal Handling, Survival
Tools: Potter’s tools, jeweler’s tools (substituted for land vehicles)
Equipment:
a set of jeweler’s tools
a shovel
an iron pot
a set of common clothes
a pouch containing 10 gp
Feature: Rustic Hospitality
Since you come from the ranks of the common folk “savage” races, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners reviled humanoids, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Personality Traits:
When I set my mind to something, I follow through no matter what gets in my way.
I’m confident in my own abilities and do what I can to instill confidence in others.
I misuse long words in an attempt to sound smarter.
I pocket anything I see that might have some value. (from Charlatan)
The best way to get me to do something is to tell me I can’t do it. (from Criminal)
I ask a lot of questions. (from Urchin)
(Traits that I couldn’t find wording I liked for in any of the backgrounds: she has a lot of pride and a lot of resentment, both of which she’s learned to swallow to get what she wants, though it’s a pretty bitter pill. All the pride and resentment stuff I saw was about tyranny and revenge, which… she’s not that kind of evil. She just wants people to finally see her as fearsome and leave her and her tribe alone. A little tribute would be nice, while they’re at it. Vengeance may be a kobold ideal, but she’s not that enamored of viciousness and murder.)
Ideals:
Might: If I become strong, I can take what I want–what I deserve.
Destiny: Nothing and no one can steer me away from my higher calling.
Greater Good: It is each person’s responsibility to make the most happiness for their whole tribe. (from Outlander)
Respect: All people, rich or poor, deserve respect. (from Urchin)
Bonds:
My tools are symbols of my past life, and I carry them so that I will never forget my roots. 
I protect those who cannot protect themselves.
My tribe is the most important thing in my life, even when they are far from me. (from Outlander)
Flaws:
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. (from Outlander)
I am slow to trust members of other races, tribes, and societies. (from Outlander)
If I’m outnumbered, I will run away from a fight. (from Urchin)
Class: Wizard (School of Transmutation)
It didn’t take long to figure out there was only one way to become a dragon: through magic. Maybe there were scale sorcerers somewhere, in some tribe or another, who knew the secret, but Ryx doubted it, because if there were then they would’ve turned themselves into dragons by now. Besides, she didn’t seem to have even a drop of sorcerous talent. So it seemed to her that the only other way to learn magic, short of making a bad deal with a nastily powerful entity–in other words, to completely foreswear her considerable pride–was to learn how to do it the way the “civilized” races did, with books and words. So she ventured down out of the mountains to give it a try.
Unfortunately, as previously noted, there’s few avenues of learning for a magically-ambitious kobold. She wouldn’t be anyone’s servant or minion, not even in exchange for the knowledge she so wanted; the closest she came was taking a cleaning job at a wizard’s school, for two days, just long enough to steal a student’s spellbook out of their room. A couple of more kindly wizards tried to take her on as their apprentice, but every one of them was so clearly indulgent of her that she chafed at their pity until it became too much and she broke and ran, or until her obvious resentment got under their skin instead. She added to her name sometime after she found her spellbook, turning it into a Draconic approximation of a famous-sounding wizard’s name she’d overheard, but Ryxtlin didn’t do appreciably better than simple Ryx had.
The one that she lasted longest with was the only one who managed to get her to admit that she couldn’t even read: Livia Goosebarrel, a gentle old halfling, who did her best to help Ryxtlin learn at least the basic letters of both the languages she spoke, and how to sound out the simpler words. (It was shame that sent Ryxtlin running from that apprenticeship, after months of struggle leading to only the barest of progress.) After that she gave up on learning directly, and instead took to unabashed theft, creeping into wizards’ libraries or pilfering their spellbooks to try and copy down what she can of their transmutation knowledge. Nothing she’s been able to decipher so far has led to dragonhood, but she’s sure it’s out there somewhere, and she’s determined to find it.
Stats (using point-buy, since if I ever played her IDK what rules the DM would want to roll by):
STR: 8 (-1)
DEX: 16 (+3)
CON: 11 (0)
INT: 15 (+2)
WIS: 12 (+1)
CHA: 10 (0)
Proficiencies:
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Skills: Insight, Investigation
Equipment:
a dagger
an arcane focus (an orb of polished amber)
a scholar’s pack (backpack, book of lore, bottle of ink, pen, 10 sheets of parchment, a little bag of sand, and a small knife)
a spellbook
Starting cantrips:
Minor Illusion (illusion)
Prestidigitation (transmutation)
Blade Ward (abjuration)
Starting spells:
Feather Fall (transmutation)
Expeditious Retreat (transmutation)
Comprehend Languages (divination, ritual)
Detect Magic (divination, ritual)
Mage Armor (abjuration)
Sleep (enchantment)
Her guiding philosophy about magic is that magic should allow you to do something that you can’t do with other resources–otherwise you’re wasting this precious and difficult thing. (It is so, so hard for her, and she really resents people who treat it like it’s easy.) She prefers to fight with her own physical skills (and would get herself some ranged weapons as soon as possible), but doesn’t hesitate to defend herself with abjuration spells, because you don’t become a dragon ever if you can’t stay alive. Also, sometimes she’s willing to make exceptions for things that are just plain cool (she’s taking Dragon’s Breath as soon as possible) or that, while possible without magic, become considerably more impractical.
(Specific spell notes: she uses Comprehend Languages as a ritual, and has it memorized in ritual form, in order to read her spellbook when she’s struggling. Detect Magic is mostly because you never know if someone baked the dragon spell into a ring or something. Expeditious Retreat is for escaping melee, she’ll probably take Longstrider and Jump later on, and she has 100% used Feather Fall to jump off cliffs and pretend she’s flying.)
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digi-lov · 3 months ago
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Imperialdramon: Fighter Mode BT20-020 Alternative Art by Spareribs from BT-20 Booster Over the X (BT19-20: Special Booster Ver.2.5)
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digi-lov · 3 months ago
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Imperialdramon: Fighter Mode Ace BT16-027 Special Rare by Kenji Watanabe from BT-16 Booster Beginning Observer
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digi-lov · 7 months ago
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Imperialdramon: Fighter Mode Ace BT16-027 Alternative Art by Tonamikanji from BT-16 Booster Beginning Observer
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digi-lov · 2 years ago
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Imperialdramon: Fighter Mode EX3-073 Alternative Art by sasasi from EX-03 Theme Booster Draconic Roar
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digi-lov · 1 year ago
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Imperialdramon Fighter Mode BT8-032 Alternative Art by Tonamikanji from BT-08 Booster New Awakening
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digi-lov · 2 years ago
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Imperialdramon: Fighter Mode EX3-073 by Tonamikanji from EX-03 Theme Booster Draconic Roar
In the background of this card, you can see destroyed parts of members of the Virus Busters, MetalGarurumon, WarGreymon and Seraphimon.
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monstrous-ideas · 7 years ago
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Setting Lore: Perilia
Today some info about setting I’m making, becouse I have to say that before I can put my hands on dragonborn. I’m not starting with standard continent due to being less relevant to the setting. It is important to know that in this world most of the races actually evolved or came to be from crossbreading. For more Fethery Reptiles I recommend checking Planeshift Ixalan.
Perilia
A continent on the northern hemisphere, also commonly called as Draconia, is a home to many great beasts and ancient civilizations. Much of the lands is taken by wildlife or feral tribes, but it's great cities are home to finest of arts and studies. Most of the dragons live on Perilia and about two-thirds of population bares their blood. Most popular race on the continent are dragonborns and dragonspawns as well as lizardfolk, merfolk and even Yuan-Ti.
Dragonkin
Dragonkin varies a lot and it's hard to find two that look alike. They are descendants of dragons and humanoid races, but traits of other spices such as dinosaurs or salamanders sometimes show up. Not only their genetic pool is very diverse, but mutations can happen that causes transformation of body and may be passed to next generations.
Those of more humanoid appearance and mighty build are known as Dragonborns, when those physically weaker are called Dragonspawns. Their bodies, mostly covered in scales, often has feathers that grow from head to back, like hair. Dragonkin of purely single colour are rare as most of them have different undertones on scales, but more even mixes can occur, for example of brass-red stripes, or teal with white lines on the sides.
Gemstone Dragons
Originating as a hybrid of Metallic and Chromatic dragons, the Gemstone kind grow stone-like scales that are infused with their elemental energies. The older the dragon is, the more of its scales turn into those gems. They don’t tend toward law or chaos, often keeping own domains in relative isolation.
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