Dragonfolk

Across the multiverse dragon-human hybrids exist in many shapes and forms. These are three kinds of dragonfolk: Dragonian, Drakian, and Infernal.

Standard Traits

Your Dragonfolk character has a number of traits in common with all other dragonfolk.

  • Ability Score Increase. Your Charisma score increases by 2.
  • Age. Dragonfolk tend to age slower than humans, and live much longer. Most dragonfolk reach maturity around 100 and live to 400 years.
  • Alignment. Dragonfolk tend to align closely to the guardians they imprint on during their adolescence, but this may change with maturity, life events and personal growth.
  • Size. Dragonfolk tend to be taller and more muscular than humans, some subraces may be more lithe or heavy-set than others. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Draconic.
  • Breath Weapon. You can use a bonus action to spew venom, exhale toxic gas, or breath fire. You the determines the size, shape, and damage type of the exhalation by choosing from the Breath Weapon table. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the Breath Weapon table. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  • Dragon Scale. You share the thick hide and natural resistances to magic that dragons have. If you are forced to make a Dexterity saving throw to avoid taking damage from a spell and fail, you can reroll the d20 and use either result. Once you use this feature you must finish a long rest before you can do so again.
  • Kind. You can choose between three types of dragonfolk: dragonian, drakian, or infernal.
 
Damage Type Size and Shape Saving Throw
Acid 5 by 30 ft. line Dexterity
Fire 15 ft. cone Dexterity
Poison 15 ft. cone Constitution

Dragonian

The tailed dragonfolk Dragonians believe they were born from the great and powerful dragons that once roamed the land. Dragonian elders maintain they are the bridge between the mighty dragons and all humanoids. Dragonians societies are highly structured and denizens are often scholars, healers, and particularly adept magic users. This affinity with magic bolsters aristocratic dragonian beliefs that they are more fit to reign than their brethren.

  • Ability Score Increase. Your Intelligence increases by 1.
  • Bonus Cantrip. You learn a cantrip of your choice from any class’s spell list. Your spellcasting ability is Intelligence for this cantrip.
  • Clear Skies. Your Dragonian ancestry gives you a clarity of purpose and, more importantly, of mind. You can not be dulled and you have advantage on Intelligence saving throws.

Drakian

The tail-less Drakians are thought to have been created by ancient great dragons to prove their worth and power to the founding gods. Drakians bond closely to their chosen family and upon reaching adulthood, are actively encouraged to venture out into the world, learn and grow stronger. They believe their tailed brethren, the Dragonians, rely too heavily on their innate talents rather than valuing strength in adaptability.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Untrod Path. Through your Drakian heritage you have advantage on Wisdom (Survival) checks, and resistance to poison damage.

Infernal Dragonfolk

A small sect of dragonfolk individuals are plighted with nightmares of their ancestral home. These visions show a dragonfolk kingdom ravaged by a fiendish uprising. A common interpretation for these so-called infernal dragonfolk is the believe that they are soon to be called to serve fiendish overlords.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Superior Darkvision. You connection to darkness manifests as changes in your abilities. You have superior vision in dark and dim conditions. You can see in dim light within 120 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.
  • Ominous Sense. You have a keen sense of your surroundings when you are under duress, giving you the edge on those who mean you harm. When you are being pursued in a chase or when you are in combat, you gain a bonus to your passive Wisdom (Perception) score equal to your Charisma modifier.
Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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