elzed9056
elzed9056
Scavengers & Dragons
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Wings of Fire rules for d&d 5e
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elzed9056 Ā· 2 months ago
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Scavengers & Dragons: Feats
Some of these are setting-specific to Pyrrhia, whereas others simply focus on capabilities more common to dragons than humanoids. The latter sort could be used in Forgotten Realms quite easily if you happen to have a flying speed or claws.
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Impenetrable Scales
The scales of dragons are an armor of their own and can sometimes even shatter steel. This provides you the following benefits:
When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Increase your Dexterity score by 1, to a maximum of 20. (This is identical to what races like Lizardfolk and Thri-Kreen have, but dragons already have plenty going for them in that area, so I figured an optional feat was a better way to let people lean into it if they specifically want to.)
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Web Sense
You have learned to listen to thread, as the antennaed workers of Pantala do to communicate across the vast distances between the Hives. This provides you the following benefits:
You gain tremorsense with a range of 10 feet. However, this range extends endlessly beyond its normal limit through any thin unbroken threads, such as string or web, that you are touching. Additionally, you can discern all sound within 10 feet of any point on such a thread.
Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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Breath Imbuement
By setting a spear aflame, coating it in frost, or simply capitalizing on an opening provided by your attack, you can incorporate your breath weapon into your fighting style. This provides you the following benefits:
Using a bonus action on your turn, you can add your Breath Weapon's effects to an attack; the first time in the next minute that you hit a creature with a weapon attack or an unarmed strike, the target is additionally subjected to the normal effects of your Breath Weapon as if they had failed a saving throw against it. Once you use this feature, you can't do so again until you finish a short rest, unless you expend a use of your Breath Weapon to use it again.
Increase your Constitution score by 1, to a maximum of 20.
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Breath Interception
You use your breath weapon reflexively to knock arrows from the air, such that it has become a form of protection as much as an attack. This provides you the following benefits:
When you would be hit by an attack, you can use your reaction to attempt to ward it off with a concentrated blast of your Breath Weapon. This reduces the damage you take by 1d12 + your Constitution modifier. Additionally, if you know the location of the attacker, they are immediately subjected to the effects of your Breath Weapon as if they had failed a saving throw against it. Once you use this feature, you can't do so again until you finish a short rest, unless you expend a use of your Breath Weapon to use it again.
Increase your Constitution score by 1, to a maximum of 20.
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Aerial Combatant
You specialize in winning aerial dogfights - or rather, dragonfights! This provides you the following benefits:
When you hit a creature with a weapon attack or unarmed strike, you can injure it, reducing all its speeds by 5 feet until it is restored to full hit points. This effect can stack, and if it reduces a flying creature's speed to 0, that creature falls immediately.
If you land on a creature whilst falling, you take no fall damage, and that creature receives half of any fall damage that you would normally have taken (rounded up and ignoring any of your resistances or immunities to fall damage).
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Natural Weapons Master
You understand weapons to be a pale imitation of your innate capabilities, and specialize in getting past the guard of those who attempt to outmaneuver your claws with spears or swords. This provides you the following benefits:
When you hit a creature with an unarmed strike, you can ignore any bonus to AC provided to them by a shield or any reactions such as the Shield spell, as you step too close for them to protect themself.
When you deal damage to a creature with an unarmed strike, you open vicious wounds that bleed and weaken them. That creature's Strength and Dexterity scores are reduced by 2 until their hit points are restored to their maximum. This effect does not stack.
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NightWing Camouflage Prerequisite: Any NightWing feature
You seem to blend into shadows effortlessly and are nigh impossible to pick out in the dark. This provides you the following benefits:
While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
You have advantage on Dexterity (Stealth) checks made to hide while in dim light or darkness
Increase your Dexterity score by 1, to a maximum of 20.
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Camouflage Master Prerequisite: Shifting Scales feature
You have learned to adapt your scales on the fly to fit each background even as you continuously move. This provides you the following benefits:
Once per short rest when you use your Shifting Scales feature you can rapidly change your scales to fit with your movements, becoming completely invisible for the next minute.
Increase your Dexterity score by 1, to a maximum of 20.
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elzed9056 Ā· 3 months ago
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Scavengers & Dragons: Setting Specific Backgrounds
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Talons of Peace Agent
You’ve never understood the fascination of other dragons with bloody warfare. In fact, at some point you became so disillusioned with the idea that you found common ground in a network of like-minded individuals. Members of this group keep in contact throughout Pyrrhia and work towards ending war at any cost. This marginalized counterculture stands against the militarism of the continent’s monarchs and so are often labelled rebels, cultists, terrorists, traitors, or possibly all of the above. Will you defy that stigma, or give them the monster they want so desperately to see?
Do you begin your adventuring career on a mission for the Talons, or have you chosen this new path to take up arms and leave them behind? Was there a specific event in your past that instilled conviction and drove you to join them to begin with?
Skill Proficiencies: History, Stealth
Tool Proficiencies: Disguise Kit, Forgery Kit
Languages: None
Equipment: The broken haft of a spear, a scroll detailing the War of Sandwing Succession, a counterfeit army badge, a propaganda infographic, and a pouch containing 10gp.
Feature: With Talons United
You know the subtle signs that indicate frequent haunts of pacifists in hiding. This allows you to attend such places within cities despite their intentionally obfuscated nature; Specifically, you could lead your adventuring party to underground bars, sympathetic inns, the tents of discredited soothsayers, and city watch barracks that ā€œdon’t get alongā€ with the army. Regular inhabitants of these locations are inclined to aid you and will provide their assistance with tasks that fit your common peacemaking goal, assuming the task is not obviously hazardous to their wellbeing.
Suggested Characteristics
Members of the Talons of Peace often possess a startling conviction borne from personal experience or a deep understanding of Pyrrhia’s troubled past. They are fundamentally willing to accept a great risk for what they believe is right in joining such a group, but some do so simply because they find the alternative even more terrifying. Some would burn a city if it meant avoiding a war that they believe would burn more. Others are more idealistic. In general, they rarely get along with authority.Ā 
D8 Personality Trait
1 - I consider all my words carefully. When I finally speak, it is with total certainty.
2 - I hate bullies. They remind me of tyrants.
3 - I show my disdain through subtle signs and everyday slights rather than getting involved in arguments.
4 - I won’t shut up about the power of peace and friendship.Ā 
5 - I hide my emotions because I don’t want to burden others with my grievances.
6 - I’m terrified of violence. Oh, Moons, why did I become an adventurer?
7 - I try to act as an impartial mediator between my companions.Ā 
8 - Please let this be a normal adventuring trip.
D6 Ideal
1 - Pragmatism: Honour is a luxury we can’t afford when lives are at stake. (Chaotic)
2 - Pacifism: Violence is only a last resort. (Lawful)
3 - Kindness: Culture changes one step at a time. The first step is being nice. (Good)
4 - Payback: Anyone involved in warfare deserves to die. (Evil)
5 - Retrospection: We need to break this continent’s cycle and stop history from repeating itself. (Any)
6 - Rebellion: Viva la revolución! (Chaotic)
D6 Bond
1 - A portion of my income goes to the organization. I hope they put it to good use.Ā 
2 - The second I turned my back to walk away, those bastards in the army tried to stab me in it. I intend to return the favor.Ā 
3 - I fight so my family can have a better life untainted by war.Ā 
4 - A seer once gave me a cryptic prophecy that foretold violent doom if I don’t prevent it.Ā 
5 - The organization raised me from the moment I hatched. They’re my family, regardless of tribe.
6 - I was originally sent to infiltrate and destroy the organization, but they made some very compelling arguments.Ā 
D6 Flaw
1 - I’ll betray anyone if it means ending or preventing war.Ā 
2 - I demand constant dedication to the cause. No frolicking or shenaniganry will be tolerated.Ā 
3 - I avoid conflict, so I have trouble standing up for myself.Ā 
4 - Nobody can order me around. It’s what I joined the organization to avoid.Ā 
5 - Lives are a number to me. Higher is better; nothing else matters.
6 - Anyone who disagrees with me is impeding world peace.
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Gladiator
You spent much of your life fighting to entertain an audience. Whether you were in the grand arena of the SkyWing crown or an obscure fight ring amidst the alleys of the Scorpion Den, this experience has left you no stranger to combat - it’s no wonder you might choose to try adventuring after violence became all you knew. Though not all gladiators come to the same conclusions that define their stay in the arena; did you fight with everything you had to ensure your survival, or did you coordinate with your opponents to put on a show without anyone needing to die?Ā 
In terms of origin, did you hatch directly into the arena, or were you someone else before being captured and forged into a weapon? Did you recently earn your freedom through conventional methods, or did you find a way to escape?Ā 
Skill Proficiencies: Athletics, Performance
Tool Proficiencies: One musical instrument of your choice
Languages: None
Equipment: A prop-knife with a blade that retracts into the handle, an impractical but frightening metal helmet, a metal clamp for restraining wings, the scale of an arena rival with whom your history is ā€œcomplicatedā€, a pouch containing 15gp.
Feature: Pull Your Swings
Your time in the arena taught you how to look violent - regardless of whether you actually are. Whenever you make an attack roll, you can choose to have the attack deal 0 damage while still appearing as if it were a vicious blow - perhaps you leave a shallow cut that looks remarkably deep from a distance, or exaggerate your motions to create the appearance of force where none exists. When you use this feature, any enemies within 10 feet of your targetĀ  (potentially including the target themself) that can see you must make a Wisdom saving throw against a DC equal to your attack roll or become frightened of you until the start of your next turn by your dramatic aggression.Ā 
Suggested Characteristics
Long-time gladiators have little exposure to the world outside the arena and as a result tend to be a bit rough around the edges, with things normal to them being an oddity to the rest of society and vice versa. Many are extremely proficient at creating an emotional separation between their circumstances and their relationships, able to stab friends or be stabbed without hard feelings when the situation demands it.Ā 
D8 Personality Trait
1 - I’m very physically communicative even with people I don’t know very well, often punching or hugging.
2 - I’m all bark and no bite, acting tough until confronted.
3 - I’m extremely grateful for simple respect and kindness that most people take for granted.
4 - I’m perpetually dramatic, moving and talking with constant exaggerated flair like some kind of actor in a play.Ā 
5 - Fighting is my life and is what I love talking about, so I have a difficult time finding other hobbies or friends outside my team; I suppose they’re all I have…
6 - Rather than holding grudges, I respect those who outplay me.Ā 
7 - I stubbornly refuse to back down, and I encourage my friends not to do so either.Ā 
8 - I believe conflict is normal and try to make friends through rivalry.Ā 
D6 Ideal
1 - Empathy: Those who stand against me surely have their own reasons to fight. We’re in this cruel arena of a world together. (Good)
2 - Hierarchy: Freedom is not a right. It’s earned through strength. (Evil)
3 - Opportunism: I’ll ally myself with whoever is on the winning side. (Chaotic)
4 - Thrill: There’s nothing wrong with enjoying violence. (Chaotic)
5 - Choice: Fighting should be a choice, not an obligation. (Lawful)
6 - Priority: I’ll protect the people that I’m emotionally closest to above anyone else. (Neutral)
D6 Bond
1 - My old nemesis defeated me in the arena and earned their freedom. Now that I’m out too, I want a rematch.Ā 
2 - My old nemesis intentionally lost a championship match in the arena to give me freedom. I hope to one day become strong enough to return to favor by breaking them out.Ā 
3 - I had a family before I was captured and forced to fight. I want to find out what happened to them while I was gone.Ā 
4 - The arena ran out of opponents who could put up a fight against me. I hope adventuring involves greater foes to test myself against.Ā 
5 - Every day I saw the Queen staring down at me. Let’s see how entertaining she finds it when she’s the one fighting to survive.Ā 
6 - I once killed a friend with a blow that was supposed to be fake. I’ll never forgive myself.Ā 
D6 Flaw
1 - I haven’t learned many social norms and often mistakenly come across as rude or insensitive.
2 - I have a short temper and tend to demand duels with those who upset me.Ā 
3 - I mentally associate people with any similar individuals that I fought against in the arena and am often unfairly biased against them.Ā 
4 - Being watched makes me feel as though I’m back in the arena; I get stage fright.Ā 
5 - I’m almost always presenting a facade rather than my real emotions.Ā 
6 - Violence isn’t the answer. It's a question, and the answer is yes.Ā 
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Enchanted Identity
At some point in your past, an animus spell was cast upon you that fundamentally altered your identity, rendering you someone else entirely. You’ve since regained your original memories… but the experience of being a different person never completely faded. Now, you aren't certain who you truly are; an unusual amalgam of two conflicting identities layered into one body by magic that didn’t quite work as intended. This might even be reflected in your physical appearance, with small parts of the person you were enchanted to become remaining - for instance, hints of a SkyWing’s orange tones over what would normally be pale Icewing scales. These days none of the people you used to know look at you the same way anymore, and it’d be difficult to go back to your old life or career. Perhaps an adventurer’s nomadic way is the only path that remains for you.
Skill Proficiencies: Arcana, Deception
Tool Proficiencies: Disguise Kit
Languages: None
Equipment: A locket containing a mirror, a weapon that you aren’t proficient with, the business card of a physician, a block of incense, and a pouch containing 15gp.
Feature: Amalgamation
For better or worse, you are more than what you once were. Choose one feature from a race other than your own that relates to the identity magically placed upon you. You gain access to that feature.Ā 
Suggested Characteristics
Experiencing a completely different worldview and set of memories, however temporarily, is no mere stroll in the hunting grounds. People who go through such an ordeal are likely to be particularly introspective, contemplative, and generally considerate of beliefs not their own - but they’re also almost certainly filled to the brim with conflicts and turmoil that might make them a tad bit (understandably) irritable towards the people who whisper about them behind their back. In short, life with an Enchanted Identity is a constant struggle to answer a simple poignant question: Who am I really?Ā 
D8 Personality Trait
1 - I try my best to fit in, but often all I can manage is a pained or weak smile.
2 - I’ve found that I can solve most problems if I consider them from enough perspectives, so I’m constantly absorbed in introspection or planning. Other people say I have my head in the clouds.Ā 
3 - My conflicting perspectives mean that I frequently contradict myself, claiming to love something on one occasion then despising it the next.
4 - I can remember being in situations that I once would’ve considered alien, so I always try to be understanding towards others.Ā 
5 - I tend to be a bit despondent, low-energy, and generally melancholy, rarely showing much excitement.Ā 
6 - I have a wide range of life experiences and like to provide anecdotes and advice in every situation.Ā 
7 - I pretend to have an impossibly wide range of life experiences and like to provide made-up anecdotes and dubious advice in every situation.Ā 
8 - I’m overflowing with the whimsical energy of two dragons in harmony!
D6 Ideal
1 - Memory: That person in the past was not yet entirely me, because people are their memories. To lose them would be the death of me and the beginning of someone else; to take them is to kill. (Lawful)
2 - Consciousness: People are their consciousness, no matter what happens to it. I’ve always been the same person, and always will be even if I am changed again; My values are etched into my soul. (Lawful)
3 - Connection: People are defined by their relationships to others. I will reforge my shattered identity through camaraderie and love. (Good)
4 - Adaptability: I lived through alteration by magic, so why not alter myself if it befits me? I’ll assume any values that I find useful. (Chaotic)
5 - Open-mindedness: What happened to me was not a curse but a gift; everyone has something valid to say, so two perspectives are smarter than one. (Lawful)
6 - Relativity: The truth is what you make of it; both the original and the new ā€œmeā€ are equally real. We’re in this together! (Chaotic)
D6 Bond
1 - I was such an idiot before this new perspective knocked some sense into me. Now I need to fix all my old mistakes.Ā Ā 
2 - I want to reconnect with an old friend, but I’m not sure how to approach them now that I’ve changed. Maybe my party can help?
3 - My family believes that I’m a different person now, not theirs. But I send money home anyways.Ā 
4 - I want to find the person who enchanted me so I can thank them for this blessing.Ā 
5 - I want to find the person who enchanted me so I can ā€œthankā€ them for this curse. Violently.
6 - I was enchanted to be loyal to a specific person or group… but clearly that Darkstalker-wannabe mucked up the wording of their spell, because I’m getting the hell out of dodge!
D6 Flaw
1 - I hate and fear magic and refuse to let anyone cast spells on me. Never again.Ā 
2 - I have a hard time distinguishing between my imagination and my real memories.Ā 
3 - The identity layered atop my own had a knack for making reckless decisions. Unfortunately for everyone involved, I sometimes follow its impulses.
4 - I often argue with myself out loud about what to do.Ā 
5 - I’m concerned that others will find me strange or frightening, so I try to hide the way I am.
6 - Clearly, being a package deal makes me inherently worth more than everyone else with their single paltry identity.Ā 
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Dragon Associate
Prerequisite: Humanoid
Some believe scavengers and humans to be entirely the same. You’re living proof of the opposite. Dealing with flying firebreathing reptiles capable of biting you in half has given you a unique perspective on the world that sheltered citizens in the rare untouched cities lack. So the real question is… was your experience shaped by primal fear towards a predator, awe towards people of a different kind, or some mix between the two? What drove you to interact with those overgrown lizards to begin with? Was it by some incredibly brave or greedy choice, or simply because it was necessary to survive? Did you trade with the beasts, steal from them, or even somehow live alongside them? Whatever the case, adventuring will be a breeze compared to dodging careless talons every Tuesday.Ā 
Skill Proficiencies: Insight, Stealth
Tool Proficiencies: One musical instrument of your choice, which you can somehow manage to play even when the instrument was made for a dragon.Ā 
Languages: None
Equipment: Simple clothing fashioned from curtains or a tablecloth, a massive ring that you can only wear as an armband or perhaps belt, a kitchen utensil taller than you are that counts as a weapon of your choice, a sketch of a dragon that you either love or hate, a stick of charcoal, folded parchment, and a pouch containing 10gp.Ā 
Feature: Visual Cues
You are used to finding ways to communicate with creatures that don’t always understand your words, and have even managed to pick up some of their culture. You know your way around the customs and cities of dragons even if you don’t speak the Dragon language, and can extrapolate any person’s occupation or social role after a minute of observing them. Additionally, your effective nonverbal communication allows you to always get across relatively universal ideas without sharing any language with the target - for instance, you can use exaggerated motions or drawings to convey that you want someone to follow you or dig up treasure, but you couldn’t silently explain the entire plot of Wings of Fire.Ā 
Suggested Characteristics
To better illustrate the effect living perpetually surrounded by dragons might have on a scavenger, it might help to imagine a wild deer. These creatures were shaped by an era of incredible danger during the ice age when the abundance of predators forced them to adapt. Now, even with those predators gone, they bolt in terror at the sound of a twig snapping and rarely dare let their guard down for even a second. This is the mental state a scavenger might find themself in. Of course, that’s all assuming they’re one of the rational ones rather than an adrenaline junkie who willingly hangs out around people who could incinerate them with a sneeze. Either way, both are completely stable and healthy situations.Ā 
…That was sarcasm, to be clear.Ā 
D8 Personality Trait
1 - I’m always trying to butter up people who seem to hold power.Ā 
2 - I speak softly, rapidly, and distractedly as I watch my surroundings.
3 - I’m perpetually tired because I’m often too afraid to sleep.
4 - I empathize with anything that moves.
5 - I’m unused to speaking and prefer to communicate with gestures or drawings.
6 - I try not to be noticed if I can help it.Ā 
7 - I make sure everyone notices me despite my size.Ā 
8 - I sometimes attempt to make noises more typical to dragons than humans, such as growls or roars.Ā 
D6 Ideal
1 - Helplessness: The only chance the powerless have is to gain the favor of those who hold power. (Lawful)
2 - Universality: People are people, no matter the species or anything else. If it thinks like I do, I care about it. (Good)
3 - Reckless Trust: The surest way to effective teamwork is trusting in the good intentions of others, even if said others could eat you alive. (Lawful)
4 - Relative Abundance: One dragon’s trash is another scavenger’s entire livelihood. If only dragons would share with us, the world would be perfect. (Neutral)
5 - Self-Righteous Underdog: Dragons have always had the upper talon. Anything is just if it evens the playing field. (Evil)
6 - Ride the Wave: Just go with the flow and those lizards will barely notice you; It’s a dragon’s world out here in Pyrrhia, so sit back and enjoy the ride! (Chaotic)
D6 Bond
1 - My family lies among dragons, by bond if not blood.Ā 
2 - Plants are friends, our cover from the hunters.Ā 
3 - A dragon considered me its pet for a long time. I’m not sure how to feel about that.
4 - Dragons are out to get me for stealing something important.
5 - Dragons are out to get me for supposedly stealing something important, but I’m innocent.
6 - I accidentally caused a war among the dragon tribes (whoops). I must atone for that bloody mistake.
D6 Flaw
1 - I’m paranoid and have a hard time trusting anyone.Ā 
2 - I’m greedily obsessed with treasure, mainly due to dragon coins being the size of my head.Ā 
3 - I hate humans, including myself.Ā 
4 - I act as though I’m invincible and seem to either hold no fear for my life or place little value in it.Ā 
5 - I have little to no concept of property and simply take what I want.Ā 
6 - Dragons call me Stabby. I regret nothing.Ā 
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Scavengers & Dragons: Animus Bloodline
If you want to play an Animus dragon flat-out with few caveats, Sorcerer is for you. It makes the most sense as a descendent of a true Animus with weakened abilities to explain spell slots, but you could also explain that as some kind of curse. The following subclass is designed to allow a player to wield the power of souls and change.Ā 
Unsettling Manifestations
Optionally, you can pick from or roll to select one of the following manifestations of the eerie nature innate to your character's abilities.
D6 Trait
1 - Divination spells around me reveal odd extraneous readings with no clear spell school; something distinctly else that even I can't explain surrounds my magic.
2 - The earth slowly erodes beneath my talons as if trying to drag me down. If I stood still for long enough, I'd eventually be buried.
3 - I smell inexplicably of copper, and metal rusts at my touch.
4 - I never seem entirely sincere to others, even when I really am.
5 - I don't notice when I'm injured until it cripples me; blood is little more than red water.
6 - I see no difference between the "natural" feelings of dragons and those they were enchanted to feel.
Unguarded Soul
At 1st level, your magic seems to draw dangerously from your very soul. When you cast any spell without using a spellcasting focus, it requires no material or somatic components. However, once per turn if you cast a spell in this casual way that targets an unwilling creature, your compassion begins to shrivel. This forces you to make a Wisdom saving throw against your spell save DC. On a failed save, your spell is automatically and immediately cast again on the nearest creature to you (besides the original target), regardless of the spell's range and of whether the target is an ally or an enemy. This echoed instance of the spell deals halved damage and does expend a spell slot if any are available, though it still takes effect when none are left. If the spell uses Concentration, the echo breaks the Concentration of the original spell, but only after that spell takes effect.
Command Object
Also at 1st level, your surroundings consider your wishes commands; as an action, choose an object you can see within 60 feet of you that isn’t being worn. You can dictate a command up to 25 words for that object to follow. It then becomes a Construct that can hover with a flying speed of 30 feet, and attempts to carry out your command to the best of its ability for the next 8 hours, though it does not gain the ability to speak or make decisions beyond those relevant to its task. It has hit points equal to your level and +0 to all saves. If it makes a skill check or an attack roll, it uses your spell attack bonus as the modifier. If it is a weapon, it deals its normal damage on a hit - otherwise, it deals 1d6 bludgeoning damage. After 8 hours or when the Construct is reduced to 0 hit points, roll a d6. On a roll of 2-6, the Construct returns to being a nonmagical object. On a 1, it slips out of your control and gains free will. Once you use this feature, you can’t do so again until you finish a short rest, unless you spend a sorcery point to use it again.Ā 
Overwrite Nature
Starting at 6th level, whenever you cast a spell with one or more targets, you can choose for any of those targets to count as either a different creature type or an object for the purposes of that spell. This costs 1 sorcery point for each creature that is affected.Ā 
Cautionary Tale
Beginning at 14th level, you’ve used an intricate network of spells to extend your lifespan, but you might’ve forgotten some of the details. You are immune to diseases and can no longer die of old age, but you still visibly age in a manner appropriate to your species; for Dragons, this (problematically) means perpetual growth. Additionally, whenever you spend one or more sorcery points, you can use your reaction to magically heal yourself by a number of hit points equal to three times the amount of sorcery points that were expended.Ā 
Soul of Fool’s Gold
At 18th level, you learn the spell True Polymorph, and it counts as a sorcerer spell for you. When you cast it, on top of its normal effects you can additionally choose to shapeshift the target into a new person entirely, overwriting and suppressing their existing memories and personality if the target is a creature. This new identity can be another person who actually exists or someone completely made up. Regardless, the result is that the target believes themself wholly to be that person, finding their memory of how they ended up in their current situation hazy if you didn’t instill them with an explanation. The only remnants of their previous identity are dreams of their past life that plague them each night and a vague sense that something is off. If the spell ends, the target’s original memories and personality return, but they do not lose the innate memories of their enchanted identity nor of the events that occurred during the spell’s duration. It is unlikely they will ever be quite the same thereafter.
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Scavengers & Dragons: Friendmaker
Technology is not particularly sophisticated in most parts of Pyrrhia, but an aspect of the Artificer that has been prevalent among animus dragons throughout all eras is a propensity to magically create life where none existed before. The following archetype is designed to represent a person who uses magic to make friends out of things that might not have had a mind until you tried talking to them.Ā 
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Friendmaker Spells by Artificer Level
3rd - Charm Person, Speak with Animals
5th - Cordon of Arrows, Nystul’s Magic Aura
9th - Fast Friends, Speak with Plants
13th - Giant Insect, Locate Creature
17th - Awaken, Animate Objects
Not So Imaginary
At 3rd level, intentionally or not, you have imbued an inanimate object with sapience to act as your new not-so-imaginary friend. When you gain this feature choose a weapon you have access to. It gains consciousness and the ability to speak the same languages as you, and is honorbound to protect you. It acts independently of you but always obeys your commands; you can command it mentally with an action on your turn to float up to 50 feet and attack a creature or object. As part of the same action, you can also choose to see from your friend’s position rather than your own until the start of your next turn. When your friend makes an attack, make the attack roll with your own statistics as if you had attacked with the weapon your friend once was but using Intelligence rather than Strength of Dexterity for the attack and damage rolls. Your friend is impervious to all damage and conditions, and it inexplicably appears behind you if it is somehow destroyed or moved more than one mile away from you. For the purposes of other effects, it counts as an object rather than a creature, and it uses your own statistics for any skill checks or saving throws.Ā 
Friends In Sharp PlacesĀ 
Starting at 5th level, your friend’s growing power has incorporated your own developments. Choose one artificer infusion that you know. Your friend becomes permanently imbued with that infusion, and counts as its own wielder for the purposes of the infusion. This does not count against your maximum number of infusions, and you can rechoose whenever you learn a new infusion.Ā 
Additionally, whenever you or your friend deals bludgeoning, piercing, or slashing damage, your friend can deal an additional 1d10 damage of the type its attacks inflict to a creature of your choice within 10 feet of it, lashing out with enchanted bloodlust.Ā 
Teamwork
At 9th level, your friend begins to find talent in more than simply the violence it was made for. You can use the Help action as a bonus action, and can do so for any creature that is within 10 feet of your friend and able to hear it, rather than within 5 feet of you.
A Real BoyĀ 
At 15th level, you finally give your best friend the draconic form they’ve always wanted. As an action, you can magically summon an illusory construct that takes the form of a dragon with an appearance of your friend’s choosing. This construct is part of your friend and can still only move and act as your friend normally would when you use an action to command it, and it remains impervious to damage and conditions. However, the construct can interact with objects in the same fashion as any dragon. It can wield its own weapon form to attack enemies, and when it does so this uses the same statistics as when you normally command your friend to attack except that it can now make two attacks whenever it takes the Attack action. It uses a flat +10 bonus for any skill check that it makes.
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Scavengers & Dragons: School of Aviation
Differentiating Wizards from Sorcerers is a bit difficult since only Sorcerers clearly exist in Pyrrhia. Perhaps, if a Sorcerer is someone who wields their magic naturally in an everyday context, a Wizard might be someone who trains to perfect their craft and spends hours writing out a spell’s wording before committing to casting it. Their prepared spells might be the ones they are confident they have the perfect wording to cast with no side effects, encouraging dedication to a specific type of spell. The following subclass is intended to represent a person who trains meticulously to enhance their flight with magic.Ā 
(I figured, since nearly everyone in a world of dragons is going to be able to fly, why not worldbuild it into an established discipline?)
Bolstered Flight
When you select this school at 2nd level, flight magic comes naturally to you; you gain a flying speed equal to your walking speed and can hover. If you already have a flying speed, it increases by 20 feet and you become able to hover.Ā 
High Ground
Also at 2nd level, you are well-practiced in bombarding foes from above. You have advantage on attack rolls if you are physically higher up than your target.Ā 
Superior Maneuverability
Starting at 6th level, your ability to turn on a dime midair is unmatched by those who rely on wings. You no longer provoke opportunity attacks when flying out of an enemy’s reach. Additionally, you can grant a fraction of your airborne alacrity to your allies; whenever you cast a spell that increases a creature’s walking speed, it increases their flying speed by twice that amount.
Heat-Seeking Spells
Beginning at 10th level, you can modify your spells to hunt down intruders upon your aerial demesne. When you cast a spell that involves an attack roll, you can designate a target that you know exists regardless of whether you have line of sight. If that target is within the spell’s range and there is any potential path by which a projectile could reach them curving around walls and cover, you can make the attack roll. The target gains no benefit from cover when you cast a spell in this way.
Additionally, your spells continue seeking beyond their normal range; you can use the above feature even when the target is outside a spell’s range, but the attack roll is delayed by one round and by another round for each additional 60 feet away the target is past the normal range. For example, if you cast a spell with a range of 60 feet at a target 100 feet away, you would make the attack roll at the start of your next turn. The delay has an upper limit of 24 hours no matter the distance.
Liftoff
At 14th level, your mastery of aerial physics has become somewhat abusable. As an action you can touch any creature or object within 5 feet of you (including yourself) and magically send it flying up to 70 feet in any direction of your choice. Striking a surface early causes the target to be subject to fall damage and fall prone as if it had moved the entire seventy feet directly downwards, regardless of which direction it actually moved or how far it got.
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Scavengers & Dragons: Othermind Patron
There are plenty of eerie magical folks for aspiring Warlocks to make deals with on the dragon planet, be they mysterious SandWings with outdated ideas of morality or genetically engineered botanical hive minds. The following subclass is designed to capture a person who has a symbiotic (or perhaps parasitic?) relationship with the latter.Ā 
(Went more on the humor side than the horror side for this one, but still managed to fit in some mildly unsettling wording methinks. You be the judge.)
Expanded Spell List
The Othermind lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.Ā 
1st - Command, Ensnaring Strike
2nd - Animal Messenger, Wither & Bloom
3rd - Feign Death, Plant Growth
4th - Confusion, Grasping Vine
5th - Commune with Nature, Dominate Person
Seedy Bargain
Starting at 1st level, your life is preserved by the seeds that whisper in your skull and sprout in your mind. This grants the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison and necrotic damage.
You don’t need to breathe, and you produce an aura of oxygen sufficient to sustain any creatures within 30 feet of you as well as clear any harmful gases.
You are immune to disease.
You can communicate with all plants and fungi, but they only respond in terms of how they themself understand the world. This means events or objects that would be familiar to you might instead be described in strange and alien ways.Ā 
Infestation
Beginning at 6th level, you can infest other creatures with your patron plant - and it isn’t nearly as friendly with them. Once on each of your turns when you deal damage to a creature or when they fail a saving throw against a spell you cast, you can choose to inflict that creature with the Breath of Evil. This effect qualifies as a disease and causes the victim to take 3d6 nonlethal poison damage at the start of each of their turns for the next minute. If a creature is reduced to 0 hit points while under this effect, they remain conscious but enter a state of zonked-out incapacitation for 24 hours in which they will do nothing except bask in sunlight and truthfully answer questions directed at them to the best of their ability. The poison damage increases to 4d6 when you reach 11th level and again to 5d6 when you reach 16th level.
Subsumed Minds
At 10th level, your connection with your patron has grown strong enough for you to take direct control of its victims. Creatures reduced to 0 hit points while afflicted with your Infestation become under your control for 24 hours rather than being incapacitated, and they immediately gain temporary hit points equal to three times your warlock level. On each of your turns, you can take a bonus action to mentally command any creature under your control (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature seeks out the nearest source of sunlight. Once given an order, the creature continues to follow it until its task is complete.
Verdant Body
At 14th level, most of your internal organs have been entirely replaced by shrubbery. As a result, you are immune to piercing damage, and any critical hit against you counts as a normal hit instead. Additionally your creature type is now Plant.
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Scavengers & Dragons: Hoarder
Rogues are pretty much universal, but dragons in particular love treasure and artifacts more than any other species. The following subclass is designed to represent a person who has collected shiny trinkets for years and is forced to put them to use adventuring.
(Thought this would be more fun than making a Generic Stealth Dragon. Sorry mister Deathbringer, "Assassin" is already a subclass. And a race variant. And sort of a background. And... y'know, on second thought, I'm not sorry at all.)
Deep Pockets
At 3rd level, you always seem to have just the thing. As a bonus action or simultaneously as part of your Cunning Action, you can create one piece of adventuring gear or nonmagical item of your choice in an unoccupied space within 5 feet of you. You produce this item from a bag, pocket, or other container that it was obviously stored in all along. The item must be Medium or smaller, cannot have a gp value more than 20 times your rogue level, and you are reluctant to use it; you must return it to your hoard after a number of hours equal to your proficiency bonus. You can have only one item created by this feature at a time; if you use this action and already have one, you immediately stow away the first item in a bout of uncontrollable greed.
Eye for Wealth
Also at 3rd level, your penchant for counting your money has paid off. You can discern the gp value of any object or the gp net worth of any person instantly on sight.Ā 
Artifact Hoarding
At 9th level, you are finally willing to use the enchanted items in your hoard. You can create common magic items with Deep Pockets.Ā 
You are also adept at getting the most out of your precious tools: If an enemy takes damage from or fails a saving throw against any item that you were the last creature to use, they take 2d8 additional force damage. Replace any save DC in the description of such items with a DC equal to 8 + your Dexterity or Strength modifier + your proficiency bonus. This can include adventuring gear, magic items, and even weapons. The extra damage can occur only once per turn. Caltrops upon ye!
Rarer Artifacts
Starting at 13th level, you can create uncommon magic items with Deep Pockets. Additionally, the force damage provided by Artifact Hoarding increases to 3d8.Ā 
Your Greatest Victory
At 17th level you have completely overcome your greed. When using Deep Pockets you are no longer limited by gp value, the items no longer have a limited duration, and you can have up to three items created by the feature at the same time. The force damage provided by Artifact Hoarding also increases again to 4d8.
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Scavengers & Dragons: Comet Conclave
In Pyrrhia, many dragons fear magic. Animus dragons are believed to be dangerous and prone to insanity, and the enigmatic powers of NightWings have ever been an unsettling unknown quantity to other tribes. It is no surprise, then, that some would dedicate to protecting themselves and others from supernatural occurrences. The following ranger subclass is designed to represent knowledgeable individuals who use the Skyfire comet to defeat magic itself.Ā 
Ancestral Tales
At 3rd level, you can’t help but remember the oldest stories of animus dragons and how they were ultimately slain. You have proficiency in the Arcana and Religion skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.Ā 
Superstitious Defenses
Also at 3rd level, you wear skyfire jewelry to protect yourself. This provides the following benefits:
You have advantage on saving throws against and resistance to damage from spells and other magical effects.
Your mind cannot be read or controlled by any means, and attempting to do so deals 1d4 psychic damage to the intruder.Ā 
Magical predictions of the future ignore your existence and fail to take you into account when determining potential outcomes.Ā 
You can’t be targeted by any divination magic or perceived through magical scrying sensors.
Shooting Star
At 7th level, you have learned to adorn your weapons and arrows with skyfire fragments in order to pierce through magic. Any creature, object, or magical effect struck by one of your attacks is subject to a Dispel Magic spell as if you had cast it. This special instance of Dispel Magic can also temporarily disable a Nightwing’s ability to read minds or see the future for one hour.
Additionally, all your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and they deal an extra 1d4 radiant damage. This damage increases to 2d4 at 13th level and again to 3d4 at 17th level.
Soul Sense
At 11th level, you have learned to perceive a creature’s soul and the extent to which it has been eroded, presumably by animus magic. This sense functions even while you are blinded and allows you to see any living creatures within 20 feet of you through walls and total cover. Each creature appears as an abstract representation of how your character imagines a soul (For instance, an hourglass filled with black and white sand). Seeing a creature’s soul allows you to immediately discern its Type, Alignment, and current emotional state.
Stellar Absorption
At 15th level, the protective power of the skyfire you carry has grown sufficiently to radiate outwards and absorb nearby magic. Once per turn whenever you or an ally within 15 feet of you is targeted by a spell or magical effect, you can reduce one damage roll of that effect by two of its dice or prevent a condition or curse that the effect would have inflicted. This applies for all of the effect’s targets. Keep track of damage, conditions, and curses prevented in this way and add them to a pool called your stolen power.Ā 
You can later unleash this power with potentially devastating results. You can use an action to brandish your skyfire and release a ray of cosmic energy in a 5-foot line. Any creature or object in that area is subject to all damage, conditions, and curses in your stolen power pool, which is then emptied. The damage is dealt as radiant damage and the conditions last until the end of your next turn. The curses retain their normal duration.Ā 
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Scavengers & Dragons: Oath of the Queens
Oaths don’t grant innate power in Pyrrhia, but perhaps an organization for a cause might distribute artifacts to its members? However you choose to justify it, groups like certain royal families or the Talons of Peace swear their associates to common goals. The following subclass is designed to represent an individual who walks with the authority of forces greater than themself.
(Based on Oath of the Crown; this is a reimagined version of that subclass since the writers of the Sword Coast Adventurer’s Guide were apparently intent on designing exclusively pathetic abilities. This one also has a bit of silly influence from a certain ā€œGift of Councilā€ played by someone cool in a campaign I was running!)
Oath Spells
You gain oath spells at the paladin levels listed.
3rd - Command, Sanctuary
5th - Magic Mouth, Suggestion
9th - Galder’s Tower, Sending
13th - Compulsion, Locate Creature
17th - Hallow, Geas
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Borrowed Authority. As a bonus action, you can invoke the authority of whomever you are sworn to, giving you advantage on Charisma and Wisdom checks for the next minute provided the target of the check (or the initiator if you are the target) knows of your lofty status.Ā 
For The Queen. As a bonus action, you can bolster disheartened creatures with your Channel Divinity. Each creature of your choice that can hear you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1). This healing increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Additionally, any creature that gains this healing and is suffering from an effect that involves saving throws can immediately make a saving throw to end the effect if applicable (such as a Wisdom saving throw against the spell Hold Person).Ā 
Your Majesty, Get Down!
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to melodramatically leap in the way and substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage, and it is reduced by an amount equal to twice your charisma modifier. This damage to you can't be reduced or prevented except by this feature.Ā 
Loyal Saint
Starting at 15th level, your loyalty is backed by enough magic that any attempt to subvert you bounces back on the perpetrator. You have advantage on saving throws to avoid conditions or effects that would impose conditions, and if you succeed any such saving throw that a creature opposed to your sworn authority forced you to make, they become the new target of the effect or condition instead of you as if they had failed the saving throw.Ā 
Queen’s Champion
At 20th level, your blood runs thick with the gold of taxes and the tears of rebels. You can use your action to gain the following benefits for 1 hour:
You have resistance to all damage.
You have advantage on death saving throws. Moreover, when you roll 18–20 on a death saving throw, you gain the benefit of rolling a 20 on it.
Creatures that see you must make a Wisdom saving throw or be magically forced for the remainder of this feature’s duration to treat you with the same respect or reverence that they would the individual to whom you are sworn (or the leader if you are sworn to a group). This has no effect on creatures that don’t actually care about that individual.Ā Ā 
This effect ends early if you die. Once you use this feature, you can't use it again until you finish a long rest.
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Scavengers & Dragons: Way of the Threadwalker
The flightless folk of the dragon planet are few, but refuse to be forgotten. They gaze up in awe or envy at those who soar above and think to themselves… How best could we beat some humility into those bastards? Thus are new fighting styles formed. The following subclass is designed to represent an individual who works to perfect the art of dragging terrors out of the skies, be they a young Silkwing looking to challenge authority or a scavenger protecting their home.Ā 
(Took some creative liberties for this one since martial arts aren't really shown in the books, but I think it turned out fun if I do say so myself. And I do, to be clear. heh.)
Secrets of the Flightless
At 3rd level, you have trained in obscure techniques unknown to those who fly that allow you to fall with a grace they could never hope to match. You gain proficiency in the Acrobatics skill and your proficiency bonus is doubled for any ability check you make with it. Additionally, you are immune to fall damage and fall at the end of your turn rather than the start. In exchange, you lose all flying speed and cannot regain it while you have this subclass.Ā 
Thread Sniper
Also at 3rd level, you are adept at striking targets far above your position; both range increments of any ranged or throwing weapon you wield are doubled. Additionally, you are trained in an unusual style of fighting that involves the use of silken thread or wire. Whenever you hit a creature or object with a ranged attack, you can choose to reveal that a hidden thread was attached to your projectile. Choose a surface or creature within 5 feet of you (this can include yourself) to become the thread’s anchor. The target of your attack and the anchor become tethered by the thread; neither it nor the anchor can move further apart than the distance that was between them when the thread was applied unless the thread is destroyed. The thread has 1 hit point, +0 to all saves, and the same AC as you. You can move across your threads as if they were flat solid ground, including directly vertically.Ā 
Envious Tenacity
At 6th level, you prove that those of the ground can keep up with those of the air. If ever a flying or hovering creature rolls higher than you on initiative, swap your initiative with theirs. If this occurs for multiple creatures simultaneously, swap with the target that has the highest initiative.Ā 
Additionally, your envy allows you to muster the incredible strength to drag others down to your level. Whenever you would normally make an attack, you can choose to replace the attack with shortening one thread within 5 feet of you by any amount to a minimum of 5 feet. The thread’s target is pulled the distance the thread shortens directly towards the anchor, including around obstacles and corners.Ā 
Deadly CollisionĀ 
At 11th level, you can create enough momentum with your threads to cause harmful impacts. When you shorten a thread to its minimum length, you can choose to have the thread’s target briefly collide with the anchor at high speeds. This causes one or both (your choice) to take bludgeoning damage equal to four rolls of your martial arts die and, if either is a creature, fall prone.Ā 
Skyslayer Lattice
At 17th level, you cut apart unwary foes using a unique sharp thread so fine as to be invisible. As an action, you can deploy a flat web of these garrote-threads filling the space between two or more of your existing threads. This web is invisible to creatures other than you, and any creature other than you that moves through it takes slashing damage equal to eight rolls of your martial arts die and must make a Dexterity saving throw or become restrained until they use an action to free themself. During a short rest you can train an allied creature to spot the web, enabling them to see it and avoid its effects in the same fashion as you.Ā 
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Scavengers & Dragons: Monarch
The War of SandWing Succession saw personal involvement in events from the Queens of each tribe, who sometimes even took to the battlefield - a result of Pyrrhia’s warrior culture and the violent system by which most Queens are appointed. The following subclass seeks to capture some of the tactics a candidate for the throne might use, though it could also fit a non-royal war leader.Ā 
Leadership Styles
At 3rd level, choose one of the following styles to gain its benefits.
The Dastardly. You gain proficiency in the Deception skill and your proficiency bonus is doubled for any ability check you make with it. Additionally, as a bonus action you can make a Deception check to plant a seed of doubt in the minds of your enemies. Any enemy that can hear you makes an Insight check to see through your deception, and on a failure becomes suspicious of its allies for one week, refusing to move into any position where its back would be exposed to them.Ā 
The Deadly. You gain proficiency in the Intimidation skill and your proficiency bonus is doubled for any ability check you make with it. Additionally, once per turn when you hit with an attack you can make an example of the target and cause any other creatures of your choice who can see you to become frightened of you until the end of your next turn.Ā 
The Darling. You gain proficiency in the Persuasion skill and your proficiency bonus is doubled for any ability check you make with it. Additionally, as a reaction when an enemy makes an attack against you, you can exaggerate your helplessness and plead with them for mercy to cause the attack to have disadvantage as well as making the enemy hesitate. This prevents them from taking reactions and grants you and your allies advantage on attacks against them until the end of your next turn.Ā Ā 
Trust In Authority
At 7th level, your cultural responsibility often causes people to instinctively take your advice before they realize what they are doing. You can cast Suggestion at will with Charisma as your spellcasting ability, though this special instance of the spell is not a magical effect and cannot be counterspelled. Additionally, it does not require Concentration or material components, but its duration lasts only until the start of your next turn rather than 8 hours. When you take the attack action, you can also replace one or more of your attacks with castings of the spell.Ā 
Secrets of the Crown
At 10th level, choose one of the following secrets to gain its benefits.
Two Snakes. You always have at least one poisonous snake hidden on your person - and a second one in case they spot the first. Their venom allows your attacks to deal an additional 1d8 poison damage, and once per short rest as an action you can store the snakes in a box, bag, or other container. When the container is opened the snakes leap towards the nearest creature other than you. That creature must make two Dexterity saving throws, taking 4d8 poison damage for each failed save and half as much for each success. The snakes then return to you. They also return at the end of a long rest if they are lost or slain.Ā 
Crown Jewel. You have an enchanted piece of jewelry, such as a necklace or ring, that has been passed down through your family. It empowers your attacks to deal an additional 1d8 lightning damage while you wear it, and anyone who puts it on willingly but isn’t of your bloodline takes 8d8 lightning damage at the end of each of their turns until it is removed. A creature reduced to 0 hit points by this damage is vaporized and turned to dust. If the jewelry is lost or destroyed, it returns to you at the end of your next long rest.Ā 
Survivor’s Winning Smile. You have a friendly countenance that people would rather side with than against. Creatures you attack or that attack you take 1d6 nonlethal psychic damage regardless of whether the attack hits, and enemies that you nonlethally reduce to 0 hit points become charmed by you when they regain consciousness as they let go of their grudges. They remain charmed for one week or until they or one of their allies they can see is harmed by you or your allies.Ā 
Royal Presence
At 15th level, your status makes your enemies consider the consequences of their actions and the potential for retribution. To any enemy who knows of your rank, the area in a 25-foot radius around you is difficult terrain due to their reluctance.Ā 
Worthy of the Throne
At 18th level, the mere sight of your majesty makes it difficult for anyone to raise a hand against you. Any creature that attempts to harm you must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or waste its action and become stunned until the start of its next turn as it stares in awe.
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Scavengers & Dragons: Circle of Sabotage
The rather dangerous flora and fauna of the dragon planet (even aside from the dragons themselves) have often been utilized by LeafWings and Scavengers alike to foil powerful institutions; If you can’t kill someone, find a bug that can. The following subclass is designed to represent people who utilize nature’s most unpleasant elements to sabotage their foes.Ā  (Also, used the 2024 feature levels for this one because third level felt right as a starting point. Never speak to me of this inconsistency again lest I send the termites after you)
Circle of Sabotage spells by Druid level
3rd - Disguise Self, Find Familiar, Acid Arrow, Web
5th - Feign Death, Stinking Cloud
7th - Giant Insect, Vitriolic Sphere
9th - Insect Plague, Seeming
Hostile Environment
At 3rd level, you can use your connection to the natural world to twist an entire ecosystem against one enemy in particular. As a bonus action, you can expend a use of your Wildshape to continuously grow carnivorous and toxic plants to harass a creature of your choice within 200 feet of you. The targeted creature takes 1d6 acid damage at the start of each of its turns, and any movement it makes counts as moving through difficult terrain. The effect lasts for one minute or until you dismiss it as a bonus action. The plants created by the effect are magically sustained by your presence and can grow even through improbable ground such as cobbled roads or wooden floors, though they wither immediately when the effect ends. Additionally, whenever the target of the plants is hit with a weapon attack, you can choose to infect them with a disease as their wounds are opened to the hazardous environment. Roll 1d6 to determine which disease takes effect.
1-2: Cackle Fever
3-4: Sewer Plague
5-6: Sight Rot
Any future saving throws the target makes against the disease are instead made against your spell save DC. The acid damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Pest Conspiracy
At 6th level, you have learned to collaborate with so-called undesirable creatures to bring about the downfall of those who scorn them. You can comprehend and verbally communicate with pests (such insects, arachnids, and Tiny Beasts). Your special connection with their kind makes them inclined to perform any services or activities you ask of them to the best of their abilities, provided your request will not obviously end in their death. This connection also allows you to sense the location of any pests within a 1 mile radius of your position at any given moment.Ā 
Pest Spells
At 10th level, you can imbue your magic into the mandibles of the miniscule. As a bonus action on your turn, you can see through the eyes of any pest that you have seen in the last week. This lasts until the end of your next turn. Additionally, whenever you cast a spell, you can choose whether it originates from your own position or from the position of one such pest.Ā 
Conjure Invasive Species
At 14th level, your very magic teems with aggressive life. Whenever you cast a spell with an area or use a Breath Weapon, as part of the same action you can choose to spew forth the rambunctious spirits of species invasive to your current environment such as insects, rodents, or vines. These spirits immediately consume all wood, paper, wooden structures, wooden objects, and inanimate plant life in the spell or Breath Weapon’s area of effect. Creatures of your choice in the area take 2d8 piercing damage, and Plants automatically take maximum damage instead of rolling. If this damage reduces a creature to 0 hit points, it is consumed and can be restored to life only by means of a true resurrection or a wish spell. link back to main post
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Scavengers & Dragons: Three Moons Domain
Whilst spiritual beliefs are not a main focus of the books, we do get hints of the cultural ideas many dragons hold dear. Those from Pantala often follow the teachings of the Book of Clearsight, and IceWings swear by their own Great Ice Dragon. Nightwings seem to place some significance in the named and personified three moons: Imperial, Oracle, and Perception. Whether a dragon cleric’s power really comes from a deity or just from some lingering animus effect is up to you. The following domain is designed for those who revere the three moons, and focuses on creating mystical visions to help or harm.
Three Moons Domain spells by Cleric level
1st - Dissonant Whispers, Detect Evil and Good
3rd - Moonbeam, Mirror Image
5th - Hypnotic Pattern, Catnap
7th - Hallucinatory Terrain, Divination
9th - Dream, Synaptic Static
Lunar Blessing
At 1st level, you no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. As an action, you can grant this effect to a number of creatures you can see equal to your Wisdom modifier. The effect lasts 24 hours or until you use this feature again.Ā 
Channel Divinity: Baleful Prophecy
Starting at 2nd level, you can use your Channel Divinity to seal the grim fate of your foes. As an action, choose one creature that can hear you. You spout dark and strangely rhymed tidings about that creature, foretelling the specific method of its doom. It gains vulnerability to a damage type of your choosing until the end of your next turn. Additionally, while this vulnerability lasts, taking damage of that type forces the creature to make a Wisdom saving throw or become frightened until the end of its next turn as the prophecy seems to come true.Ā 
Divine Portent
Starting at 6th level, you are granted cryptic knowledge of future events and can use it to your advantage. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
(Yes, this is just divination wizard portent. I freaking love portent.)
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Meddler of Fate
Starting at 17th level, your manipulation of the future is nearly flawless. You can simultaneously target any number of creatures you can see with Baleful Prophecy rather than only one, and the number of dice you roll for Divine Portent increases from two to four.
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Scavengers & Dragons: College of Scrolls
Though art itself is not innately magical on the dragon planet, Pyrrhians can still involve themselves in an artistic form of mysticism by singing, writing, or even interpretively dancing out their intent as Animus enchantments. The following subclass is designed to capture the archetype of someone with a scroll containing a limited vestige of an Animus dragon’s power, writing their fantasies into reality.Ā 
Scrivening Focus
When you join the College of Scrolls at 3rd level, you employ writing as a means to express your magic. You can use the following objects as a spellcasting focus for your bard spells: A scroll, book, tablet, quill, or charcoal stick.Ā 
Starting at 6th level, when you cast a spell from the Enchantment or Illusion school through such a focus you can give one target disadvantage on a saving throw against the spell.Ā 
Based On A True Story
Also at 3rd level, you have learned to magically turn slightly disingenuous accounts of events into the truth; At the start of each of your turns you may adjust the position of all creatures you can see by up to 5 feet in any direction.
Heroic Framing
Starting at 6th level, you can magically help your allies live up to your exaggerated writings of their exploits. At the end of a long rest, choose a number of creatures up to your Charisma modifier within 60 feet of you. Until your next long rest those creatures are permanently under the effects of a Heroism spell as if you had cast it. This effect cannot be dispelled and while it is ongoing any particularly dramatic actions taken by the affected creatures are accompanied by magical sparkles, flashes, and sound effects of their choosing.Ā 
Nonfiction Protagonist
At 14th level, you show your enemies that the incredible hero you were writing about isn’t so fictional after all. At the end of a long rest, you can magically write into existence a semi-sentient Construct with an appearance of your choosing that obeys your mental commands. It understands all the languages you do, but cannot speak. Its size is Medium, its hit points are equal to six times your Bard level, and its AC is 14 + your proficiency bonus. It has a walkspeed of 30 feet and a flying speed of 60 feet. It can attack targets within 5 feet using your spell attack modifier to hit, and deals 5d8 force damage. It has a flat +15 bonus to one skill of your choosing but otherwise uses your own ability scores and proficiencies. The Construct melts into ink if you use this feature again or if it is reduced to 0 hit points.Ā 
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Scavengers & Dragons: Path of the Firebreather
It is no surprise that among the warlike cultures of Pyrrhia many raging Barbarians would arise. Their very breath is a means by which to vent that rage, and training to make it as powerful and destructive as possible can render them nigh unavoidable on the battlefield. The following subclass is meant to exemplify that quality and potentially enable characters to use Constitution as their primary statistic.Ā 
Superior Breath Weapon
When you choose this path at 3rd level your Breath Weapon’s width increases to 15 feet if it is a line, or its range increases to 25 feet if it is a cone.Ā 
If you don’t have a breath weapon, you gain the ability to use the Breath Weapon feature from a race of your choice as some latent ancestry or enchantment awakens, and the above benefits still apply.Ā 
Smoldering Rage
Also at 3rd level, your rage fuels your inner source of power. Once per turn while you are raging you can use your Breath Weapon without expending any of its limited uses. Additionally, you can use Reckless Attack with your breath weapon to give enemies disadvantage on the saving throw.
Controlled Breathing
Beginning at 6th level, you have learned to control your breathing with perfect precision and destroy only your enemies. When you use your Breath Weapon, you can choose any number of creatures and objects in its area to exclude from the effect. The damage of your Breath Weapon also now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, your greater control allows you to conserve your energy. Whenever you expend a limited use of your Breath Weapon, roll a d6. On a 5 or 6, it is not expended.Ā 
Stubborn Temperature
At 10th level, your body is so attuned to the temperature of your Breath Weapon that trying to change it is a fool’s errand. You gain resistance to fire damage and cold damage, and while you are raging these resistances become immunities. Additionally, whenever an enemy makes a saving throw against your breath weapon they take 1d8 fire or cold damage (your choice) regardless of whether they succeed.Ā 
Knightslayer
At 14th level, your breath has become devastating enough to tear through the equipment of your enemies and send them back to the dark ages. Any enemy who fails a saving throw against your Breath Weapon has every object carried on their person besides nonmagical clothes that don’t provide AC destroyed in the blast, including weapons and armour. Enemies that fail the saving throw but carry no applicable objects are instead knocked prone.Ā 
Balancing note: This ability assumes opponents will often have unarmed attacks at this point due to being CR 14 dragons.Ā 
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Scavengers & Dragons: Subclasses (links)
Behold, thy subclasses! Some are much further from the canon of the books than others - all exist under the basic assumption that you have a tad bit more magic in your setting than actual Pyrrhia since otherwise 5e would, ah, not really function. At All
Path of the Firebreather (Barbarian) College of Scrolls (Bard) Three Moons Domain (Cleric) Circle of Sabotage (Druid) Monarch (Fighter) Way of the Threadwalker (Monk) Oath of the Queens (Paladin) Comet Conclave (Ranger) Hoarder (Rogue) Animus Bloodline (Sorcerer) Othermind Patron (Warlock) School of Aviation (Wizard) Friendmaker (Artificer) link back to main post
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Scavengers & Dragons: Races
Credit to Aloekat for some features!
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SkyWing:
Ability Score Increase
Your Strength score increases by 2 and your Constitution score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 40 feet and a flying speed equal to your walking speed.
Militaristic Culture
You have proficiency with spears and the Athletics skill.Ā 
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 30-foot line that is 5 feet wide. 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 1d12 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Optional Variant: Firescales
This feature replaces the Breath Weapon feature. Heat radiates from within you and flames leak from your very scales. You have resistance to fire damage. Any flammable object you touch ignites immediately, and any creature that touches your scales takes 1d8 fire damage. This damage can occur only once per creature per turn.Ā 
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SandWing:
Ability Score Increase
Your Charisma score increases by 2 and your Dexterity score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Desert Metabolism
Your metabolism is adapted to the scarcity of the dunes. You can last an additional month without food or water before suffering any negative effects.Ā 
Individualistic Culture
Out in the harsh desert, it’s every dragon for themself. You have proficiency with either thieves’ tools or forgery kits. You make this choice at character creation.Ā 
Poisonous Sting
As a bonus action once per short rest, you can attempt to sting a creature within 5 feet of you with your tail barb. The target must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the target takes 1d4 piercing + 1d6 poison damage and becomes Poisoned for one hour.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 15-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 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Optional Variant: Assassin
This feature replaces the Individualistic Culture feature. You learned to kill in a lawless place like the Scorpion Den. This grants you proficiency with the Stealth skill and chakrams, a special martial melee weapon that is not included in martial weapon proficiency from other sources. They have the finesse, light, and thrown (30/60) properties and deal 1d8 slashing damage. You can use your claws to carve thirty chakrams out of any resources you have on hand during a short or long rest.Ā 
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MudWing:
Ability Score Increase
Your Constitution score increases by 2 and your Wisdom score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Amphibious
You have a swim speed of 25 feet and can hold your breath for up to an hour.Ā 
Relentless Endurance.Ā 
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 15-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 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Optional Variant: Blood Egg
This feature replaces the Relentless Endurance feature. You hatched from a rare blood-red egg, and seem curiously difficult to burn. You have resistance to fire damage, and this resistance temporarily becomes immunity if you douse yourself in mud.Ā 
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SeaWing:
Ability Score Increase
Your Strength score increases by 2 and your Charisma score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Amphibious
You have a swim speed equal to your walking speed and can breathe underwater.Ā 
Extra Language
You can use your glowing scales to visually communicate in a special language known as Aquatic. This can also be used to perform the verbal components of spells silently.Ā 
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Blinding Flash
When you take the Attack action on your turn, you can replace one of your attacks with a searing flare from your glowing scales in a 15-foot cone. Each creature in that area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature is blinded until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For the purposes of other features this qualifies as a Breath Weapon.Ā 
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RainWing:
Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet, a climbing speed of 20 feet, and a flying speed equal to your walking speed.
Shifting Scales.Ā 
Your scales can change colour at will. This often betrays your emotional state and as a result Insight checks against you gain a +2 bonus. However, you can also use your scales to camouflage yourself. As an action, you can change the color of your scales to match the color and texture of your surroundings, allowing you to Hide with no cover and giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Venom Spit
When you take the Attack action on your turn, you can replace one of your attacks with a spray of corrosive venom in a 30-foot line that is 5 feet wide. 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 1d4 acid damage and takes this damage again at the start of each of its turns until it or another creature uses an action to scrape the venom off. On a successful save, it is still coated in venom but takes half as much damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For the purposes of other features this qualifies as a Breath Weapon.Ā 
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NightWing:
Ability Score Increase
Your Intelligence score increases by 2 and your Wisdom score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
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.
Education
You have proficiency with the History skill and know one extra language of your choice.Ā 
Enigmatic Reputation
NightWings have gone through a great deal of effort to prevent other tribes knowing exactly what powers they have. You have advantage on ability checks to pretend to have abilities that you don’t.Ā 
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of fire in a 30-foot line that is 5 feet wide. 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 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Optional Variant: Volcano Island
This feature replaces the Education feature. You hail from the inhospitable ashen isle where the NightWings hid themselves from the world, and have developed resistance to the many harmful bacteria that infected you as a result of surviving on rotten food. You are immune to disease, and once per long rest when you hit a creature with an unarmed strike you can choose to infect it with a disease. Roll 1d6 to determine which disease takes effect.Ā 
1-2: Cackle Fever
3-4: Sewer Plague
5-6: Sight Rot
Optional Variant: Mindreader
This feature replaces the Education feature. You are one of the rare NightWings capable of reading the minds of those around you. This causes you to be permanently under the effects of a Detect Thoughts spell with Intelligence as your spellcasting ability. This special instance of the spell does not require concentration or spellcasting components and cannot be dispelled, and you cannot use the ā€œprobe deeperā€ function of the spell that would normally cause it to end. However, this connection also provides a foothold for mental attacks, causing you to have vulnerability to Psychic damage.Ā 
Optional Variant: Seer
This feature replaces the Education feature. You are one of the rare NightWings capable of seeing probable futures before they occur. This allows you to cast Augury at will with Intelligence as your spellcasting ability. This special instance of the spell requires no spellcasting components and provides its information in the form of weirdly rhymed spoken prophecies, which you recite out loud uncontrollably.
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IceWing:
Ability Score Increase
Your Constitution score increases by 2 and your Intelligence score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Meritocratic Culture
You have proficiency with one tool set of your choice.Ā 
Tooth & Claw
You can use your serrated claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of frost in a 15-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 1d10 cold damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Optional Variant: Frostscales
This feature replaces the Breath Weapon feature. Frigid cold radiates from within you and frost coats your very scales. You have resistance to cold damage. Any nonmagical room temperature object you touch immediately freezes solid and shatters, and any creature that touches your scales takes 1d8 cold damage. This damage can occur only once per creature per turn.Ā 
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SilkWing:
Ability Score Increase
Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying and climbing speed equal to your walking speed.
Antenna Sense
You can use your antennae to detect vibrations in the air, giving you blindsight with a range of 20 feet.Ā 
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Silk Spinning
You can spin a sturdy silk thread from your wrists for use in crafts or combat. When you take the Attack action on your turn, you can replace one of your attacks with a lash of sticky silk in a 10-foot line that is 5 feet wide. 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 becomes restrained until it or another creature uses its action to remove the silk. On a successful save, its movement speed is halved until the silk is removed. You can use your silk in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For the purposes of other features this qualifies as a Breath Weapon.
Optional Variant: Flamesilk
This feature replaces the Silk Spinning feature. You can spin a luminescent thread that seems to burn for days on end. Any creature other than you that touches this heated silk takes 1d8 fire damage. This damage can occur only once per creature per turn. You can also use this silk in combat; When you take the Attack action on your turn, you can replace one of your attacks with a lash of burning silk in a 10-foot line that is 5 feet wide. 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 1d6 fire damage and takes this damage again at the start of each of its turns until it or another creature uses an action to remove the silk. On a successful save, it is still coated in silk but takes half as much damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use your silk in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For the purposes of other features this qualifies as a Breath Weapon.
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HiveWing:
Ability Score Increase
Your Intelligence score increases by 2 and your Strength score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Ingenuity of the Hives
You hail from a culture with particularly advanced technology compared to the rest of the dragon planet. You have proficiency with one tool set of your choice.
Hive Education
You have proficiency in Medicine and Nature, but take a -2 penalty to History checks due to censorship in the Hives.Ā 
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Optional Variant: Paralyzing Stinger
This feature replaces the Ingenuity of the Hives feature. You can deliver an enervating sting from your wrists or tail. As a bonus action once per short rest, you can use this sting on a creature within 5 feet of you. The target must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the target becomes paralyzed for one hour. At the end of each of its turns the target can make another Constitution saving throw. On a success, the target is no longer paralyzed.
Optional Variant: Acidic Spray
This feature replaces the Ingenuity of the Hives feature. When you take the Attack action on your turn, you can replace one of your attacks with a spray of boiling acid in a 15-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 1d4 acid damage and takes this damage again at the start of each of its turns until it or another creature uses an action to scrape the acid off. On a successful save, it is still coated in acid but takes half as much damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For the purposes of other features this qualifies as a Breath Weapon.
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LeafWing:
Ability Score Increase
Your Wisdom score increases by 2 and your Constitution score increases by 1.
Type
You are a Dragon.
Size
Your size is Medium or Small. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Naturalism
You have proficiency in the Nature skill and with Herbalist’s Kits.Ā 
Photosynthesis
Spending a short rest in sunlight grants you temporary hit points equal to twice your level, and you can survive without food or water so long as you spend at least one short rest in sunlight every 48 hours.Ā 
Tooth & Claw
You can use your claws and teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing or piercing damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Optional Variant: Leafspeak
This feature replaces the Naturalism feature. You are gifted in the ability to communicate with plants, allowing you to cast Speak with Plants at will with Wisdom as your spellcasting ability.Ā 
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Scavenger:
Ability Score Increase
Your Dexterity score increases by 2.
Type
You are a Humanoid.
Size
Your size is Tiny.
Speed
You have a base walking speed of 25 feet and a climbing speed equal to your walking speed.
Strange Chittering
You can speak the Scavenger language, and might not be able to speak Dragon (your choice). Being unintelligible to most dragons can be an enjoyable roleplay dynamic but is only recommended if you have consulted with a party member that speaks both languages and is willing to translate/paraphrase.Ā 
Nimble but Weak
You can move through the space of any creature that is of a size larger than yours, and you can take the Disengage or Hide action as a bonus action on each of your turns. However, attacks you make with weapons that have the Heavy property automatically fail unless you have advantage.
Easily Dismissed
You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.Ā 
Optional Variant: Indestructible City Tinker
This feature replaces the Easily Dismissed feature. You hail from the self-proclaimed Indestructible City, and your engineering knowhow gives you proficiency with tinker's tools. Using those tools, you can spend 1 hour and 2 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options.
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
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Animus Construct:
Ability Score Increase
Your Constitution score increases by 2 and your Strength score increases by 1.
Type
You are a Construct.
Size
Your size is Medium, Small, or Tiny. You choose the size when you select this race.
Speed
You have a base walking speed of 30 feet and a flying speed equal to your walking speed.
Artificial Life
You are animated only by magic. This grants the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Eerie Stare
Biological creatures find something about you distinctly off putting. When you take the Attack action on your turn, you can replace one of your attacks with a soulless gaze in a 30-foot line that is 5 feet wide. Each creature in that area must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature becomes frightened of you until it uses an action to steel its resolve. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. For the purposes of other features this qualifies as a Breath Weapon.Ā 
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