Dragonkin
Physical Characteristics
Age. Young dragonkin, or 'draca', grow quickly, and are typically born in litters of 6-15. They are walking hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonkin are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Their size is Medium.
Speed. The base walking speed of a dragonkin is 30 feet.
Ability Score Increase. Increase Strength score by 2 and Intelligence by 1, or increase three different scores by 1.
Breath Weapon. You can use your action to exhale destructive Therma energy. It deals damage either in a 5' by 30' line or a 15' cone, the type of which is determined by your lineage. When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Draconic Lineage. All dragonkin are descended from one of 9 Ancient Elder Dragons. This lineage informs not only the colour of their scales, but also unique characteristics they possess.
Damage Resistance. You have resistance to the damage type associated with your lineage.
Languages. You can read, speak, and write Common and Draconic.
Draconic Lineages
Halixia (Grey)
Halixian Diplomacy. When you make a Persuasion or Deception check, you can do so with advantage once per long rest.
Extra Language. You can read, speak, and write one additional language of your choice.
Breath Weapon. 5' by 30' line (DEX Save), Acid
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Torval (White)
Torvali Sternness. You may apply your INT modifier to Intimidation checks, but you have disadvantage on Charisma checks involving humour.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Breath Weapon. 15' cone (DEX Save) Lightning
"Descended from Torval, the Elder Dragon of Light, the Torvali are a proud bunch with a troublesome honour streak, at least in the eyes of their rival Voranites and their subjects."
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Vorac'nath'al (Black)
Voraci Pride. Voraci are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Vigilant Eye. You can add your proficiency bonus to your initiative rolls.
Breath Weapon. 5' by 30' line (DEX Save), Fire
"After conquering all but one of their rival clans during the Elder Wars, the Voranites have reigned over the historic dragonkin lands on the eastern continent for centuries. Their black scales distinguish them amongst the integrated ranks of the broader dragonkin population, while serving as potent reminder to their subjects of their proud heritage, being descended from the Elder Dragon of Shadow, Vorac'nath'al."
Dhemerron (Red)
Dhemmeric Terror. Creatures who take full damage from your breath attack must succeed against a DC [8 + CON + PROF] Wisdom save, or become Frightened for 2 minutes.
Breath Weapon. 5' by 30' line (DEX Save), Fire
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Yundaron (Yellow)
Yundaric Stolidity. You can't be Frightened by any ability or spell cast by a creature smaller than you.
Forceful Presence. When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.
Breath Weapon. 15' cone (DEX Save), Acid
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Aetheron (Blue)
Aetheric Inner Calm. You have advantage on saving throws against being charmed or frightened.
Darkvision. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.
Breath Weapon. 5' by 30' line (DEX Save), Lightning
Valthen (Green)
Valtheni Nimbleness. Your base walking speed increases to 35 feet. Once per long rest, you may ignore the effects of difficult terrain for 1min.
Breath Weapon. 5' by 30' line (DEX Save), Acid
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Gornajsh (Orange)
Gornajshi Vengeance. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest.
Breath Weapon. 15' cone (DEX Save), Fire
Rykana (Purple)
Rykani Curiosity. You have advantage on Investigation and Insight checks.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Breath Weapon. 5' by 30' line (DEX Save), Lightning
Dragonkin Nationalities
Voranite
In the wake of the Dragonrend, the nation of Voran became the only majority-dragonkin country in the realm, and with it, Voranite culture easily became the dominant influence on dragonkin society– from arts, to political philosophy. They hold most significant offices in both the Legionate and the Patrician caste, whilst emphatically suppressing other lineage's cultural contributions to Voran as a country. All dragonkin may share lineage with one of the 9 Elders, but in the eyes of the state, they are Voranites all.
Equipment: Caste insignia pin, 2d6 dracarii in a coin purse.
Settlers, dissidents, exiles, and drifters from all corners of the realm, who've made homes of the independent City-States dotting the Caravan Coast, and the seas over which they extend dominion. No matter which of the Independent republics, petty kingdoms, or havens of sin a caravanian hails from, they must share shade with one another; each holding an upturned nail beneath the ever-looming boots of major Destrean nations. While the city-states' disdain for one another may run deep, it is a mere thimble's worth when measured against the ocean of antipathy they reserve for outsiders.
Menacing. You gain proficiency in the Intimidation skill.
Equipment: Utility knife, 1d6 gold in a coin purse.
Trillian
Dragonkin who've made homes of the deep-mountain cities of the Stön Trillium are a peculiar strain indeed. Like their mostly dwarven and drow neighbours, they too experienced a gradual alteration to their physiology over the many generations they spent living underground. Unlike their surface-dwelling counterparts, Trillian-descended dragonkin are not as reliant on sunlight to maintain their vitality. Their scales range in hue from pale green to an almost glowing white.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Equipment: 1d6 triva in a coin purse.
In 1199 D.C., the majority-Torvali city of Frostpyre, in Voran, defected to the Free Destrean Commonwealth, taking with it a vast swath of the Torvali remaining in Voran– along with a large cache of Mana shards. Ever since, other dragonkin, mostly those of non-Voranite lineage, have uprooted to the Commonwealth as well.
Commoner culture, much like that of the Caravan Coast, is the product of waves of settlers each bringing customs, traditions, and values that end up influencing their new country to varying degrees. What sets commoners apart, however, is their peculiar tendency towards orderliness, institutional trust, and fervent nationalism.
Militia Training. You are proficient with firearms.
Equipment: Commonwealth runecoin, two food rations, 1d4 gold in a coin purse.