half-dragon In reply to Croxot [2015-10-24 06:29:11 +0000 UTC]
Oh nice, its good to see some more D&D players around. Β These would be fun to play as. Would they have any other interesting abilities, besides just breath weapons?
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Croxot In reply to half-dragon [2015-10-24 17:00:49 +0000 UTC]
In case you're interested here's their racial traits for D&D 5e.
Ability score increase:
All Drahk have +1 Strength
Sea have +1 Wisdom
Ivory have +1 Intelligence
Salamander have +1 Charisma
Verdant have +1 Dexterity
Mountain have an additional +1 Strength
Frost have +1 Constitution
Celestial DO NOT recieve +1 Strength, instead having +1 Charisma and +1 Intelligence
Electrum have +1 Dexterity
Cloud have +1 Wisdom
Mire have +1 Constitution
Ashen have +1 Charisma
Faerie DO NOT receive +1 Strength, instead having +1 Intelligence and one additional +1 increase of their choice
Age:
Drahk mature at the same rate as humans, but live slightly longer, an average of 115 years.
Alignment:
Drahk can sway towards any alignment.
Size:
On average, Drahk are taller and more weighty than humans, though this varies based on the sub-race. Your size is medium.
Speed:
Your base walking speed is 30 feet.
Infused Scales:
Drahk scales are a superb natural defense. When not wearing armor (you may still use a shield), your AC score is calculated thusly: CON score + Modifier of your choice + Proficiency bonus. The chosen modifier may not be changed once chosen. If playing a Monk, this bonus changes to +1 AC instead.
Magic Resilience:
Drahk, born of the platinum dragon godess of magic, are naturally resistant to magic spells. You have +1 to saving throws against magically based effects.
Breath Weapon:
Each Drahk sub-race has it's own breath weapon. Use an action to exhale destructive energy. Targets caught in the attack must make a saving throw. The DC for this save is 8 + your CON modifier OR WIS modifier (you must make a permanent choice for this) + Proficiency bonus. Creatures take 2d6 damage on a failed save, and half as much on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Drahk will be able to use their breath weapon once per short rest.
Sea - Water Jet - 30 ft line - Piercing damage at less than 21 Feet, Bludgeoning at 21-30 feet. Does not pass through targets. Roll 1d4 on the target after making the attack. If the roll isΒ 2, 3 or 4, the target is knocked prone. This effect ignores if the creature is immune to being knocked prone (unless the creature realistically doesn't have a prone state, such as a slime ball). (DEX save)
Ivory - Lightning - 30 ft line - Lightning damage, can strike through multiple targets, up to a maximum of 3 targets in total. (DEX save)
Salamander - Fire - 15 ft cone or 30 ft line (choose when attacking)- Fire damage, can strike up to 2 targets when fired in a line. (CON save)
Verdant - Poison - 15 ft cone - Poison damage, on a failed save, targets are also poisoned, and take damage equal to your proficiency bonus on their next 2 turns. (CON save)
Mountain - Sonic Blast - 30 ft line - Thunder damage, can only strike one target, on a failed save the target has it's AC reduced by 2 for the next two turns, AC reduction is increased to 3 if the target is within 5 feet of you. (DEX save)
Frost - Ice - 15 ft cone - Cold Damage, creatures that fail the save have their movement halved on their next turn. (CON save)
Celestial - Chaos Beam - 30 ft line - Psychic Damage, can strike up to 3 targets. (WIS save)
Electrum - Plasma - 30 ft line - Radiant Damage, stops at the first target hit, creatures directly adjacent to the target are then struck as well. On failed save creatures have disadvantage in their next attack roll. (DEX save)
Cloud - Gale Wind - 20 ft cone - Bludgeoning damage, on a failed save targets are pushed back 5 feet. Any target within 5 feet of you is pushed back 10 feet. (CON save)
Mire - Acid - 15 ft cone - Acid damage, on a failed save, the next attack against effected creatures have advantage. (CON save)
Ashen - Sulfuric Bomb - 35 ft ranged missile - Necrotic damage, on a failed save, the target is blinded for the next 2 turns. (DEX save)
Faerie - Arcane - 30 ft line - Force Damage, can strike up to 2 targets. (INT save) Choose one of the affected targets to make an additional INT saving throw, if they fail this save, they are charmed by you for their next 2 turns.
Additional Sub-Race traits:
Sea Drahk are adept swimmers, and double their proficiency bonus for skill checks involving swimming.
Ivory Drahk can go up to a week without water.
Salamander Drahk take less fire damage equal to their proficiency bonus.
Verdant Drahk are social experts, and gain double their proficiency bonus in diplomacy checks with hostile creatures.
Mountain Drahk are hardy and gain double their proficiency bonus for skill checks involving harsh weather and climate.
Frost Drahk take less cold damage equal to their proficiency bonus.
Celestial Drahk cannot be charmed.
Electrum Drahk have an additional 5 movement.
Cloud Drahk can glide on the air, and double their proficiency bonus for skill checks involving jumping or being airborne.
Mire Drahk grew up in difficult conditions, and they take no movement penalty when moving through difficult terrain.
Ashen Drahk have learned it's better to simply not be noticed and double their proficiency bonus for skill checks involving blending into crowded areas.
Faerie Drahk may levitate a distance equal to their walking speed once per short rest.
Languages:
You can speak, read and write in Common and Drahken (replacement for Draconic).
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Kludges [2015-07-31 04:22:03 +0000 UTC]
i like the wispyness of the censorship. pleasing to the eye instead of black boxes or smudges, ha ha
anyway. lovely designs both in appearance and their backgrounds.
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