Draconids are the outcome of a mystical union between humans, elves, and dragons. They are humanoids with scales, horns, and tails. They are often taller than humans, with well-muscled bodies and strong limbs.
Speed. Normal Speed.
Size. Draconids average 7 feet tall and 220 pounds. Your size is Medium.
Lifespan. Draconids live to be more than 300 years old.
You have scales that provide natural armor. You have an AR of 3 when not wearing armor. You also take half damage from an element determined by your draconic type. You can choose whatever color you want for your scales.
Your claws and tail are natural weapons. They are considered light melee weapons.
You can use your action to exhale elemental energy in a 15ft cone. All creatures within the cone must make a BODY save equal to 10 + your level or suffer the effects. Those which inflict additional conditions require an additional SOUL save to be made (same DC). Your draconic type determines the effect of the exhalation. You cannot use your breath weapon more than once per hour.
Your draconic type signifies what kind of dragon your are descended from. It also determines the elemental type of your breath weapon and the type of damage you take half damage from. Choose a draconic type from the table below.
Type | Effect |
---|---|
Acid | You spew a rain of corrosive acid. Targets take 1 damage and gain dissolving 1. In addition, all objects, including the ground, gain dissolving 1. |
Cold | You let forth an arctic gale. Targets take 1 damage. Targets gain frozen 1. |
Fire | An infernal blast of flame issues from your maw. Targets take 1 damage and they gain burning 1. In addition, all objects within the area gain burning 1. |
Gas (Poison) | You exhale a roiling mass of noxious fumes. Targets take 1 damage and gain poisoned 1. |
Gas (Stink) | An otherworldly stench blasts into everyone's face. Targets eyes water and they wretch. The next attack against them gains advantage. |
Lightning | Bolts of crackling energy flash from you. Targets take 1 damage and are Paralyzed 1. |
Sand | Your breath conjures a miniature sandstorm. Targets take 1 damage and the area becomes difficult terrain. |
Water | A tidal force of water washes over the targets. They take 1 damage and are knocked prone. |
Wind | A roaring wind crashes into the targets, dealing them 1 damage. They are also each knocked back 15 feet. |