The draaki were once a proud race of enchanted beings that ruled over the Underworld without peer, taming even the great dragons. Their entire species, however, came to a calamitous end and were transformed in a disastrous series of events that took them from the heights of power to the depths of negligence, their civilizations gone and their peoples reduced to a nomadic existence in the endless caves.
The draaki’s strong resemblance to their former slaves grants them formidable abilities, but also marks them to other underworlders as the failed race, considered weak and ripe for abuse.
These reptilian humanoids stand a head higher than a man but are truly much taller from toes to snout, craning their thick necks forward in a constant stoop.
Their bodies are exceptionally powerful and graceful, and they have a surprising magnificence granted by a potent echo of their former grand presence.
The draaki each have different cultural traditions reminiscent of the practices of tribute they were once made to pay to their former draconic slaves as tensions between each dispersed. Reaching adulthood is an event celebrated by the entire settlement, as the many dangers of the Underworld still prey on the draaki for their ancestral doings, even if their former slaves have abated. Survival and martial disciplines thrive, and they greatly value any member with the magical talents they all once possessed.
First and foremost, the draaki are paranoid—many underworlders still bear them ill will and their suffering never seems to end. This overriding instinct to remain paranoid serves them well, however, and they continue to survive despite their tribal practices and lack of proper civilization. Using their ability to blend as drow, they move about the society of the Underworld and trade the valuable ores they find emerging in the decaying bedrock for weapons, tools and goods they cannot produce on their own. The draaki’s natural presence gives them an advantage in this charade and they are raised to be deceitful about their true identities. When found out they become skittish and fearful, but when their trust is fully gained they prove to be capable allies well-versed in the dangers of the Underworld.
Alignment and Religion
While they aren’t all of Chaotic alignment, most draaki tend to be. Whether they abandoned their gods or if they themselves were abandoned, they don’t worship any specific deity, though draaki particularly value both community and nature.
Draaki adventurers are more likely to be exploring by necessity rather than a desire to do so. Still, once they’ve ignited their inner passion for dominating the Underworld, it is difficult for them to stay in place for too long. The draaki make phenomenal sorcerers or warlocks and although extremely rare, paladin draaki are legendary in their prowess.
Male Names: Getzrai, Lyrvak, Kortehn, Retzgar, Saygwyk, Verja
Female Names: Aslaug, Gro, Oydis, Pernille, Rygna, Sunyyva
Draaki and The Underworld
Draaki are universally disliked for the part they once played in the unfolding of the Underworld and left lacking in sense by the Progenitor’s dramatic call to the reaches of the cosmos. They are a suspicious people, equally feared and preyed upon by others, leaving them to value strength above all else. Tribal leaders are often the most physically powerful, though some are usurped by potent spellcasters and particularly clever, underhanded dissenters. Their cultures all still practice rituals once meant to appease the dragons that plagued them; sometimes these can be exceptionally dangerous to the unwary, and travelers that succeed on an Intelligence (Arcana) check (DC 20) recognize the telltale signs of practices that spell trouble for foreigners when they approach a draaki settlement.
Your draconic heritage manifests itself in a variety of traits that you share with the dragonborn base race. However, you have a different assortment of inborn abilities, gaining draaki traits instead of dragonborn traits.
- Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
- Age. Young draaki grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3 and reach adulthood by the age of 15. Draaki can reach ages of up to 104 years.
- Alignment. Draaki tend towards extremes, often making a conscious choice towards one side in the eternal cosmic battle. Draaki generally gravitate towards chaotic alignments.
- Size. Draaki are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Accustomed to the endless caves, you have superior vision in dark and dim conditions. 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.
- Drow Form. Each draaki can assume the appearance of a single drow. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can use your action to switch between your drow form and your true form.
- Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack or whatever you are trying to perceive is in direct sunlight.
- Languages. You can speak, read and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
- Draaki Heritage. You have a draaki ancestry derived from the primal dragons your people once subjugated. Choose one ethnicity of draaki from the Draaki Heritage table. See below for a detailed explanation of each heritage ability.
Breath Weapon. You can use your action to exhale a destructive line or cone of energy. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Underworld Races and Classes © 2017 AAW Games LLC; Designers: Thilo Graf and Mike Myler