Puppeteer Dragon (5e Race)

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Puppeteer Dragon[edit]

Follow my legion... Fetch me their minds... Recollect together all as one...
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Physical Description[edit]

Puppeteer dragons are large quadrupedal dragon like creatures known for their elegant, flowing frames. Although they arn't covered in think fur, their bodies (mainly around their neck) are lined with a thin layer of soft, short fur that gives them a muted velvet like texture without becoming too fluffy. Their whole body seem to curve along side with their tails with barely any visible stomach or other features that break the flow. On their backs are large demonic-like wings that contain two sharp horns on the tips of the wings, Along side that they have a set of horns on the top of their head that vary in shape, From looking like ram horns to being spirals and jagged like blades. Their mouths seem to have small connected tissue that is similar to their skin, connecting the upper and lower jaws stretching slightly whenever they speak or open wide. Around their wrists and some areas of their limbs are markings that have a large amount of different patterns that glow with the same colour of their eyes. Most importantly, Every puppeteer dragon has one medium sized humanoid they have coined their "vessel", They treat this vessel as a way to interact such as a mortal. Examples include tools, weaponry, spells and other small features that a bipedal creature would take for granted (like writing). Although, Even though a puppeteer dragon has coined one creature as their vessel, This does not mean they only have one creature under their control, They may have hundreds or even thousands of creatures under their puppeteer powers. Although they choose to not use them as their chosen vessel is unique to them, Almost like a prized possession.

Ontop of their foreheads resides a small pattern that represents their type of puppeteer power, An eye for those with black blood, A small voodoo doll for those with strings, An unknown mess for those overboarded by corruption and a small reflective mirror for those that are more subtle with their power.

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Art by : Trolldog

History[edit]

Puppeteer Dragons are outcasts within the greater draconic lineage, reviled not for greed, but for the unnatural and disturbing manner in which they hoard. Unlike other dragons who obsess over gold, jewels, or knowledge, Puppeteer Dragons amass living and smart mortal beings, bound to their will, twisted into vessels, servants, and extensions of their own mind. Their origin is widely debated by many wizards and scholars, but the most accepted tale speaks of a young warlock apprentice whose ambition outpaced their control. In an attempt to bind a dragon to their soul for the strength of a dragon, they instead created a creature born from paradox: a dragon whose power was rooted in the control of others, autonomy split between master and marionette. This unique dragon reproduced, not through nature, but through corruption, infection, or ritual. Getting more warlocks to reproduce the same exact thing, Mainly through fear, and over time, a new, dreadful breed of dragons emerged. As their numbers swelled, so did fear. Puppeteer Dragons proved very destructive. not by brute force, but by infiltrating societies, subverting kingdoms, and collapsing entire cities beneath invisible strings. When left unchecked, some would become hive-minds of monstrous scale, with armies of vessels acting in perfect, unthinking sync. It was said that a single Puppeteer Dragon, fully matured, could devastate continents with just a single person in their control. Their rise prompted a mass extermination. Other dragons, mortals, and strong deities alike joining forces to purge this spreading threat. Most were slain. Others simply vanished. Whether by exile, slumber, or by any unknown means... the puppeteer legacy faded into fearful whispers.

Or did it...?

This is where you and your story takes place. You are not one of the titans of old... At least not yet. You are born in the shadow of their memory, a remnant of a feared bloodline. You are weaker... but if you keep going, You might get close to their power. The world has forgotten how dangerous your kind can become.

And perhaps that’s exactly how you like it.

Society[edit]

The society of puppeteer dragons are thin, Rarely do they every group together as they prefer to hoard their own creatures. But when they do they tend to follow the same goals and pursuits as the others, More following this society for the purpose of making things a little easier rather to make connections with each other. In these tight societies resides a role that rotates every day or week depending on what every puppeteer dragon agreed upon normally coined "The holster". The holster's job is simple, Control all the creature's in the hoard to handle the dirty work of their lives like researching and cleaning. The other puppeteer dragon's however went and did their own things, This can array to a numerous amount of things from getting more people in their hoard to destroying a city for the funs of it.

Puppeteer Dragon Names[edit]

Puppeteer Dragons typically name themselves, often drawing inspiration from ancient languages, forgotten histories, and echoes of lost civilizations. It’s common tradition for their names to end in -shi (typically for the masculine ones) or -et (typically for the feminine ones), However this is far from the rule. Some Puppeteer Dragons instead adopt titles, names given by the mortal beings, or names taken from fearsome legends and old puppet plays.

Male: Hashi, Lemmishi, Teeshi, Nertishi

Female: Karet, Treshet, Pearlet, Eshet

Other examples: Whisper of the forests, The creature, Mind queen/king, The unknown one

Puppeteer Dragon Traits[edit]

Large quadrupedal dragons of control and sinister nature, acting through stolen puppet vessels to handle their deeds.
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Age. The age of maturity is only 10 years old but they can live up to 2000 years old.
Alignment. They tend to lean towards lawful evil, But they can stray from the norm if need be.
Size. Puppeteer dragons are very large creatures, Lowest being 8 feet to well over 18 feet tall. Your size is Large.
Speed. Your base walking speed is 15 feet.
Darkvision. Within 30ft, You treat darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as you know.
Deceptive mind. Your mind can handle deception better then most, You gain proficiency in the Deception skill, Deception rolls against you are at disadvantage.
Four-legged creature. Due to you being a quadrupedal creature, you are unable to wield weapons, tools, shields, or other handheld objects in the traditional sense. While you may attempt to carry them in your mouth, you cannot use them effectively and gain no mechanical benefit from doing so. Additionally, any armor you wish to purchase costs twice as much due to the difficulty of making Armour for a beast such as you. You cannot wear armor found or looted unless it is specifically stated to be designed for you. (This restriction does not apply to your starting armor.) Finally, your size and shape prevent you from fitting into small areas unless you are reduced in size through magical means. However, Your vessel can use any items you cannot use such as weapons, tools, shield or other handheld objects only if you are using your vessel.
Flight. At level 6, You unlock the ability to fly at 30 feet for up to an hour once per long rest. You may only carry one willing person and cannot carry your vessel. Your movement speed goes to 25ft as you use your wings to boost yourself more.
Mountable. At level 3, Your back is strong enough to let 1 willing person that isn't your vessel mount you, Whilst mounted that person cannot use melee weapons or spells that require somatic or material components. Attacks against the mounted person instead target you, using your AC. If you was to fall unconscious then the person on your back instantly falls off your back. This trait gets stronger letting 2 people mount you at level 9 and 4 people at level 15.
The puppet's vessel. You gain access to a medium sized humanoid known as your vessel, This is classed a familiar. The vessel’s physical appearance is up to the player but has slight modifications based of the sub race chosen by the player. It must remain as a medium humanoid however. The vessel can do alot of stuff for you. Here is the following information bullet pointed :

• As an action, You can transfer your consciousness to and from the vessel. While doing so, your true body falls and is considered unconscious for all effects and conditions. You can end the transfer and return to your body using another action.

You may only have one active vessel at a time. The vessel acts as a physical extension of your character—it shares your ability scores, proficiency bonuses, class features, and languages, but does not benefit from your racial traits, magical items, or feats unless explicitly stated.

• You and your vessel maintain separate conditions. For example, if your vessel is prone, that does not affect your true body. However, you cannot use the vessel if your body is in a state of impaired consciousness, including: Unconscious, Charmed, Incapacitated, Paralyzed, Petrified, or Stunned. However you can still use the vessel if affected by Blinded, Deafened, Restrained, or Prone.

• Your vessel cannot take damage independently. Any time the vessel would be affected by damage (whether physical, magical, AoE, or otherwise), you are instead considered the one taking the hit. This includes saving throw-based effects, environmental damage, or psychic damage. Essentially, the vessel is immune to damage because you take all of it instead.

• If the vessel is ever lost or destroyed, you may perform a 15-minute summoning ritual to re-manifest it next to you. This ritual can be done once per short rest. If you die, the vessel immediately perishes as well and cannot be recovered.

• The vessel cannot benefit from any type of mounts, flight, or similar movement-enhancing features unless granted directly through its own abilities or through a subrace trait. It moves like an independent creature, following you unless otherwise directed.

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Languages. You can speak, read, and write (although through your vessel) Common, Draconic and one other language of your choice (normally related to your vessel)

Tear blood[edit]

Tear blood are the most common, Having black tear like substances dripping from the dragon's and the vessel's eyes... the vessel having pure black sclera and small pupils matching the colour of the dragon. They tend to be related to warlocks by either past or connected by other means..
Black blood. Your blood is black... Striking fear of the unknown. You gain proficiency in the Intimidation skill.
You dummy!. Your allies you have are morons! If somebody other then you fails a skill check you can roar at them allowing them to re-roll the check, This skill can only be done once per long rest.
Flowing river. Your vessel is alot more useful, As an action you can make your vessel cry alot of black blood, for the next minute anywhere that the vessel walks leaves a 5ft wide trail of black blood tears, Whilst the vessel is on this trail their movement speed goes up by 5ft and any enemies that are ontop of the trail loses 5ft of movement

String bound[edit]

String bound are more rare, Having black strings connected on the shoulder's of the dragon and the vessel, the strings seem to be connected 5 ft above their head but nothing seems to hold it... the vessel having chains that match the colour of the dragon's eyes around their wrists. They tend to be related to paladins by either past or connected by other means..
Authority commander. Your speech can convey better then most... Allowing you to handle things diplomaticly. You gain proficiency in the Persuasion skill.
We're equal.. You and your allies aren't that different... Once per long rest you can attach a magical dark string to an ally for 24 hours that never seems to break and can phase through walls, only you and the ally can see this string. During that 24 hours as a bonus action you can pull the string, breaking it instantly but making the ally fly towards your direction as long as nothing is in the way, if something is in the way it'll be dragged with the ally unless it's 1 size larger then the ally, then the ally stops at that spot and the string is broken.
Stringed. Your vessel is a lot more useful, As an action you can make your vessel throw a black magical string from the palm of their hand in a 15 foot cone, If it hits a creature within that cone the creature must make a Constitution save against your Strength score. On fail the creature is pulled in and is Grappled until either 2 turns pass or the creature is attacked by any means

Corruption overboard[edit]

Corruption overboard are the rariest, Having one of the limbs of the dragon and the vessel being turned completely black with a small mist representing the dragon's eye colour. It is unknown what they seem to be related to..
YES!!! YESSSS!!!!. Your rather over the top for some reason... Despite your size you try to be as dramatic as possible. You gain proficiency in the Performance skill.
IM BETTER!!!. You know your better then your allies, YOU HAVE TO BE! Once per long rest if your ally fails a saving throw you can instead roll for them using your score to "Prove your better". If you roll lower then the ally then your roll is ignored.
Grasp of corruption. Your vessel is a lot more useful, As an action you can make your vessel lunge towards a creature within 30ft, Make a Strength check against the target's AC. On hit the vessel attempts to choke slam the creature down to the ground knocking them prone, If the creature is medium or smaller then you do it with ease but if it's a large or larger then you muse make another strength check or nothing happens except your vessel is now within the same square as the target.

Un-Reflected[edit]

Un-reflected are the most unique as they've only been showing slowly of a late. They seem to have a slight reflective tint to their scales, This is the only subrace where the vessel's apearance is unique to the dragon as they instead have a constant after-image following behind them. They tend to be related to bards by either past or connected by other means..
Restrictive Reflection. Your scales despite reflective... seem to not show the full truth... You gain proficiency in the Insight skill.
Fragile Minds. Your allies are weak in both the mind and body... You want to break their mind someday. Once per long rest if an ally that you can see within 100ft was to take damage you can use a reaction to reflect the damage to you instead, You'll take the full damage ignoring all types of Immunities or damage reductions you may have.
Mirror illusion. Your vessel is a lot more useful, Once per long rest you can command your vessel as an action to mirror an ally, Whilst the vessel is mirroring the ally they perfectly move just like the named ally (Example if the ally moves 30ft the vessel will move 30ft despite you only being able to move 15ft) there is only two things that are different. If the ally was to make an attack then you must roll for the vessel's attack (using the same modifier as your modifier) or if the ally was to cast a spell then you must use an equivalent spell slot in order to cast the spell for the vessel, If either of these conditions fail (Missing an attack/Not being able to expend the spell slot) the vessel shatters and becomes unusable until you or an ally spends a action to repair them. (Allies must do a slight of hand check of DC 15-Your proficiency bonus to repair the vessel for you with a minimum DC of 3)

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0'' +2d6 5,000 lb. × (1d6) lb.

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

Suggested Characteristics[edit]

When creating a Puppeteer Dragon character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I am just here to get stronger.
2 People need to trust me, THEY HAVE TO!
3 We get a bad rep... I'm nothing like the past
4 I don't need anybody, They need me...
5 Values? What's that?
6 People are scared, That brings me joy.
7 I am better, I am stronger, I am... The one.
8 Standing proud is tiring...
d6 Ideal
1 Control. My legion needs to grow... Fetch me more. (Evil)
2 Law. They follow my commands, I am the strongest commander. (Lawful)
3 Sanity. A mind is meant to be broken, I do it faster. (Chaotic)
4 Unity. People end up trusting me... (Good)
5 Equality. I'm only doing this for balance (Neutral)
6 Mind. The mind is tricky thing, I'm curious on how it works... (Any)
d6 Bond
1 My legion needs to grow... I don't care how long it takes.
2 Pitiful creatures aren't worth my time, I want something strong under my control.
3 I want to fix our bad reputation our kind has, Even if it hinders me.
4 I want to rebuild a fallen city, Piece by piece... person by person.
5 I want people to trust me, Despite my big size.
6 I want fear! Blood... Death!
d6 Flaw
1 I often disregard suggestions, You cannot boss me around.
2 I try to take control of my allies to no success, And if they notice I pretend like nothing happened.
3 I cannot stop lying, It just feels so good to lie almost every single time.
4 I barely am a help, Only if you really need my services will I come over.
5 I'm embarrassed by my tiny legion size and get really defensive if people even blurt about it.
6 I cannot keep an inside voice, Which is terrible as my roar is really really loud.

OPTIONAL VARIANT FOR GM'S: Vessel Fluff[edit]

As a reminder, This race is designed to be complex with techy abilities to reward clever play However, I Understand that not all tables are willing to accept the complexity of this race, This variant is only for GM's to decide and is designed for a last resort.

So your player just wants to play as a dragon and that's it...? They saw this page and thought it was a cool way to play as a dragon, But you have read it and felt it was... off... Don't worry fellow GM, Here is a variant if this was too complex for you.

Vessel downgrade Instead of your vessel being uniquely separate to you, it is instead treated as a unique limb, you cannot control the vessel yourself and all other vessel based features are removed, instead all your weapons, spells and tools are automatically done via the vessel. Attacks dealt to the vessel still target you instead, You may not move the vessel anywhere away from you at all.

If this variant still isn't good, there are plenty of Dragon based races you can suggest to your player, Some good examples are Albertine, Draak'ar or Dracogoblin.

NOTE : This heavily sacrifices the unique identity of puppeteer dragons and may not feel like your playing a dragon and instead just feel like your playing a humanoid with extra steps, Use at your own risk.

If your a DM and your choosing this variant because of balance issues, Send the problem in the Discussion page so I can try to fix any problems that may arise.

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