Drameleon (5e Race)
From D&D Wiki
Drameleons are naturally a dark green, but many often change their scales colors to be unique. They also are fairly tall and light in order to see over foliage on the ground and to climb easier. They are a humanoid like dragonborns and while slow, they can climb nearly anything with their sticky feet.
Drameleons is a highly evolved dragonborn like race that changed to be more suited for the jungle and placed with dense forestry. This included giving them stealth like abilities and climbing, while still keeping their dragonborn like features. Drameleons were recently discovered after some left their society to go to smaller cities.
Drameleons often keep their societies secret from outsiders. They don't often build houses and instead use tall trees and foliage for cover and resting places. Drameleons that aren't heavily into the way of life in the wild may go outside of the society and live in small towns or join other dragonborn groups.
Their names are basically the same as dragonborn names.
Male: Arjhan, Balasar, Bharash, Donaar, Heskan, Mehen, Nadarr, Patrin, Rhogar, Shedinn, Tarhun, Torinn
Female: Akra, Biri, Daar, Farideh, Havilar, Kava, Korinn, Mishann, Nala, Perra, Sora, Surina, Thava
A Dragonborn like race that has adapted to the jungle and forest.
Ability Score Increase. Your Dexterity score increase by 2 and your Wisdom score increases by 1.
Age. Drameleon are similar to dragonborn, attaining the size and development of a 10-year-old human child by the age of 5, and reach adulthood by 14. They live to be around 90.
Alignment. Drameleon usualy are neutral or chaotic, with no particular tendencies torwards good or evil.
Size. Drameleon are taller then the average dragonborn in order to see over foliage, being a bit under 7 to a bit above 8 feet tall. Your size is medium.
Speed. Your base walking speed is 25 feet. You also have climbing speed of 25 feet.
Fume Breath. You can use your action to exhale poisonous fumes. When you use your fume breath, each creature in a 15ft cone must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison 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 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.
Sticky Feet. Due to your sticky feat, you can climb anything with ease. You are able to climb any flat vertical surface without rolling a check to stay on.
Color Changing Scales. You can use your scales for camouflage. You are proficient in stealth.
Languages. You can speak, read, and write Common and Draconic.
Random Height and Weight
|6′ 8″||+2d8||140 lb.||× (2d6) lb.|
*Height = base height + height modifier