Wyvernling (5e Race)
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Wyverning are the hideous cross between a human and A wyvern. Very few in number as the ritual to create such a being is no mating ritual, however the actual combination of a wyverns power directly into a humans body. This ritual was lost to the knowledge of almost any aeons ago, however, traces of its use can be found throughout the world in random locations. In order to achieve this state, a human must first slay the beast and then drink its blood after magickly infusing it with some of the most powerful magic in the realms. However this prosses takes much longer than just that as after this occurrence the human dies. The body begins to be covered with scales and grow a tail, wings until the entity is fleshed out as if it were a horrifying misshaping of a dragonborn. After which the body must be subject to a wish spell or greater power in order to bring life back into the target. Long and awaited results and this is what you end up with.
Wyvernlings appear to be more humanoid wyverns. They can stand on their hind legs with comfort but normally hunt on all fours. Just as normal wyverns do, they have a scorpion-stinger on their tail-tip. Their tails normally curve upright as the wyvernling stands, never dragging on the floor. Their tails hang Semi-coiled so that they don't reach forward, unless on all fours, and are as long as they are tall. They have wings however they are much too small to fly with, but rather provide small boots when needed. A wyvernlings head varies from being shaped like a human with scales all across almost like a lizardfolk, to having a snout curving out face like a wyvern themselves.
Wyvernings are the attempt to merge the power of the Wyrms with the compactness of a person. Humans were the only effective merge between the two, most likely because of there naturally adaptable lifestyles. The merger between these two have much more of an effect unwanted, however, as the wyrms habits show form much more than humans. Needing to hunt to satisfy their feral needs, as well as being naturally aggressive and hostile to practice anyone, easily hurting the ones they don't wish to. For some, this works in favor for, as evil beings wish to harness that power and remove the humanistic morals of themselves, or others who are much less lucky test subjects may lose all they care about. Maybe even others who are loved by all lose their followers as their hero got power they couldn't control. This is not true for all wyvernlings however, as some keep their morals if they had them as a priority beforehand. Whatever the case may be, power comes with sacrifice, and wyvernlings made a large one.
Wyvernlings are considered Monstrosities and are often treated poorly, at the very least. Sometimes they are even attacked on sight by those afraid of them. Much like Yuan-ti, they are unexcepted by society and prove to be hard at getting around. However, that's not to say every wyvernling has bad intentions, just a bad cover. Often old members of the society who have become these beasts try to return and are shunned. the responses to this normally destroy the town, but some do withhold their actions and leave.
Wyvernlings posses the names they had before their transformation, or the name of a dragonborn self-proclaimed after being "Reborn".
The cross between immense power and human morals.
Ability Score Increase. Your Dexterity, Constitution, and Wisdom scores each increase by 1.
Age. From the time of Re-Birth, a wyvernling can go centuries without expiring, the oldest to be known living up to 600 years.
Alignment. Wyvernlings are almost always chaotic, acting upon impulses, however, some who possess traits of their past could remain Lawful, if it was truly who they were, and can range from good to evil, however mostly evil as the wyrm soul consumes them.
Size. The average height for wyvernlings is around 6 feet tall, but they have been seen standing up to 8 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 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.
Gliding Flight. You have a flying speed of 30 feet but can only fly 30 feet at a time before you start falling.
Scaled. When you aren't wearing armor, your AC is 10 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Poisonous Strike. As a bonus action, you can make a special attack with your stringer. If the attack hits, it deals its normal damage, and the creature must make a Constitution saving throw or be poisoned until the start of your next turn. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. You can't use this trait again until you finish a short or long rest.
Languages. You can speak, read and write Draconic, and Common.
Random Height and Weight
|6′ 0″||+2d12||240 lb.||× (1d12×10) lb.|
*Height = base height + height modifier