Hetzi Dracon (5e Race)

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Physical Description

Hetzi_Dracon.jpg
Moonwarmth Glow by Pupukachoo on Deviantart

Hetzi dracon are unlike the typical idea of dracon, who resembled dragon-like centaurs like the dracotaurs. Instead, hetzi dracon appear to be partially human. Much of their upper torso is not covered in scales, but in human skin. Their faces are fairly normal and human-like, though their ears are usually frills and their teeth tend to be jagged like a dragon's. Hetzi dracon sport a pair of leathery, draconic wings from their back, allowing them to fly. They also have a long, scaly tail, and scaled forearms and legs. The scale color of a hetzi dracon depends on the dragon which it descended from. Hetzi dracon did not descend from dragons of all types, only from a few scaled, and usually that of the chromatic sort.

History

As their name implies, the hetzi dracon were so named in a sort of confusion. Ethnographer and traveler Hetzi was the first to come in contact with this race within the mountainous forests. They were erroneously named dracon due to their draconic features. It was later discovered that their scales lent them the same properties as that of their draconic ancestor. As a result, some of them could withstand certain environments, thus explaining why they crowded usually according to their scales. For example, one would find specifically red hetzi dracon living in parched conditions, and no white hetzi dracon. Not a widespread population, the hetzi dracon are believed to originate from remnants of Tiamat's influence in the world. While not abhorrent dragonspawn, the hetzi dracon are forever marked. They are believed to have been hiding from the forces of Bahamut until Hetzi's discovery.

Society

Most hetzi dracon live in groups, assembled as a tribe. However, they do not have a strong herd instinct. The hetzi dracon are well known for acting very human and affable, as well as having the same desires for individual choice and lives. Thus, after a hetzi dracon matures at 18, they tend to look outward from their tribe and dream of life elsewhere. Their tribes are led by a single chief and four elders, and they are all one big family. The idea of small, nuclear families is very narrow-minded to hetzi dracon. Despite their wanderlust, hetzi dracon can be rather naive and close-minded about foreign concepts. This can sometimes spell trouble when they say the wrong thing on a sensitive cultural issue. Overall, people regard hetzi dracon much like they do dragonborn.

Hetzi Dracon Names

Names for hetzi dracon are only loosely based on the Draconic language. Having been sequestered away in their communities, as they reintegrate, hetzi dracon have proven flexible and incorporated the naming structures of various structures into their own nomenclature.

Male: Ajeron, Daonar, Krav, Lekal, Makoto, Metrakot, Pakiir

Female: Akria, Daer, Kaovia, Laolika, Mishkaotika, Meako, Qertalk

Hetzi Dracon Traits

Relatives of dragonspawn, but more human
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. These dracon mature at 18 and live to be 300. Once 18, they tend to retain their appearance and age slowly until they die.
Alignment. Despite the influence of Tiamat being their origin, most hetzi dracon are good, if only a bit chaotic.
Size. Generally, hetzi dracon are 5 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. When not wearing heavy armor, you have a fly speed of 50 feet
Darkvision. 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.
Usable Tail. You have a prehensile tail. It can be used like a hand and manipulate objects. However, it cannot effectively wield a shield and any weapon it holds must be one-handed and have the light property.
Dragon Claws. You have sharp claws which are natural weapons that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.
Breath Weapon. Due to their origins and nature, the hetzi dracon can use a form of dragon breath. As an action, you exhale destructive energy. Your subrace determines the size, shape, and damage type of the exhalation. 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 your ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one, where X equals your proficiency bonus. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common and Draconic.
Subrace. Hetzi dracon come in the same varieties as the chromatic true dragons. Choose one of the following subraces below.

Red Dracon

Fire Breath. Your breath weapon shape is a 15-foot cone. It deals fire damage, and requires a Dexterity save.
Dragon's Roar. As an action, you may roar. Each creature within 15 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier, or be frightened of you until the end of their next turn. After you use your roar, you can’t use it again until you complete a short or long rest.

Blue Dracon

Lightning Breath. Your breath weapon shape is a 30-foot line. It deals lightning damage, and requires a Dexterity save.
Crackling Spells. You know the lightning lure cantrip. Once you reach 3rd level, you can cast the shatter spell once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast cast the thunderwave spell once as a 3rd-level spell with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Green Dracon

Amphibious. You can breathe both air and water.
Acid Breath. Your breath weapon shape is a 15-foot cone. It deals poison damage, and requires a Constitution save.
Sickening Spells. You know the poison spray cantrip. Once you reach 3rd level, you can cast the chromatic orb spell once with this trait and regain the ability to do so when you finish a long rest. When you use this version of chromatic orb, you can only choose the poison damage option. When you reach 5th level, you can cast cast the acid arrow spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

White Dracon

Warm Body. You have advantage on saving throws against Extreme Cold, as written on page 110 of the Dungeon Master's Guide.
Frost Breath. Your breath weapon shape is a 15 foot-cone. It deals cold damage, and requires a Dexterity save.
Freezing Spells. You know the frostbite cantrip. Once you reach 3rd level, you can cast the ice knife spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Snilloc's snowball swarm spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Black Dracon

Amphibious. You can breathe both air and water
Acid breath. Your breath weapon shape is a 30-foot line. It deals acid damage, and requires a Dexterity save.
Dragon's Roar. As an action, you may roar. Each creature within 15 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier, or be frightened of you until the end of their next turn. After you use your roar, you can’t use it again until you complete a short or long rest.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6'' +2d6 100lbs lb. × (1d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


5.00
(one vote)

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