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Croxot β€” Drahk Race Reference - Clean

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Published: 2015-07-31 04:07:42 +0000 UTC; Views: 9260; Favourites: 187; Downloads: 72
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Description Mostly reference for myself. A sheet about my Dragon-folk race, the Drahk. Over the centuries, they have diverged into several sub-races with several unique traits. Each Character here is a pretty good example for their broader sub-race.

Sea Drahk live close to the water, usually in warm climates, though it's not strange to find them in temperate climates as well. They have great lung capacity, and a highly efficient respiratory system. They can hold their breath underwater for upwards of 30 minutes if need be. They're also assisted in the water by their tail fin, and their webbed hands and feet. Their diet mainly consists of fish, crustaceans and fruit. They catch prey in the water by paralyzing it with their water jet, which when used underwater, creates a powerful shockwave. Their societies are mainly tribal in nature.

Notes:
Usual Hair Colors - Deep Blue, Navy, Cyan, White. Gray-Brown
Eye Colors - Gold, Hazel, Brown, Cyan
Horn styling: Slight curves, follows the contour or the skull

Ivory Drahk see themselves as chosen by the gods. They are comparative to elves in other fantasy settings. They are slender and smaller than most other Drahk, but they are much more adept at magic. They can be found in warm and dry climates, and require little water to survive. Their society is very particular about the law, as well as religious tradition.

Notes:
Usual Hair Colors - White, Silver, Black, Pale Blue
Eye Colors - Green, Blue, Teal, Violet, Gray
Horn styling: Straight or very slight curve, sometimes angled near the tips

Salamander Drahk don't often form large societies, preferring small groups of 1 to 3 families, and they usually integrate into other Drahk societies. They usually live in areas of high volcanic activity, and if not, usually along warm coastline. They are effective swimmers with their tail fin, and often use their fire breath to boil their prey at range.

Notes:
Usual Hair Colors - Orange, Gold, White, Gray, Black
Eye Colors - Blue, Gray, Gold, Teal
Horn styling: Sharp curves and angles

Verdant Drahk are highly social, and numerous in the forest and grassland. Verdant Drahk also come in one of the largest arrays of appearances and proportions. They build large communities, and are often open to integrating strangers.

Notes:
Usual Hair Colors - Earthy Tones, Reds, Pale Greens
Eye Colors - Pink, Red, Gold, Hazel
Horn styling: Usually curved in some fashion

Mountain Drahk are even more solitary than Salamander Drahk. They have almost no society of their own, and often wander solo or with their mate. Their unassuming breath weapon, a deafening shout, is actually so focused it can blast apart boulders up to 15 meters away. They are very tall and often quite muscular.

Notes:
Usual Hair Colors - Brown, Blonde, Black, Gray, Crimson
Eye Colors - Earth Tones, Orange, Purple
Horn styling: Powerful and large, lifting away from the head

Frost Drahk live in nomadic clans, roving from mountaintop to mountaintop as is their religious tradition. They are tall as Mountain Drahk, though they often pack away more fat to shield them from the cold, which they are well accustomed to anyways.

Notes:
Usual Hair Colors - Blonde, White, Silver, Gray, Pale Blue
Eye Colors - Red, Orange, Magenta, Violet
Horn styling: Sharp Angles, Large and Powerful

Celestial Drahk are an enigma. They are rarely seen in large groups, possess advanced technology, and command powerful magic. Many consider themselves enlightened and above the other Drahk. Still, few integrate themselves into other Drahk societies, though they often refuse to speak on the culture of other Celestials.

Notes:
Usual Hair Colors - Any Color of the rainbow, but usually dark
Eye Colors - White, Black
Horn styling: Multiple sets, elegant and alien
Related content
Comments: 11

Nebelrebel2 [2021-07-18 01:56:27 +0000 UTC]

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kiradykes [2016-04-03 02:51:15 +0000 UTC]

Uncensored link maybe?

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Croxot In reply to kiradykes [2016-04-03 03:12:39 +0000 UTC]

croxot.deviantart.com/art/Drahk-Race-Reference-Natural-550124097

It's not particularly hard to find.

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kiradykes In reply to Croxot [2016-04-03 23:33:01 +0000 UTC]

Thanks

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NecroTechno [2015-07-31 07:05:02 +0000 UTC]

Saw these getting made in-stream. Came out lovely.

Are these for any particular RPG system or are they mostly fluff atm?

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Croxot In reply to NecroTechno [2015-07-31 07:09:45 +0000 UTC]

Might use them for my Homebrew D&D to replace Dragonborn. Otherwise it's simply for expanding my own fiction.

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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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half-dragon In reply to Croxot [2015-10-26 02:34:07 +0000 UTC]

Hmm, I play 3.5 currently. This sounds close to what it would be then.

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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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Croxot In reply to Kludges [2015-07-31 05:00:13 +0000 UTC]

Elegant Censor Whispsβ„’

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