Dragonkin
Created from dragon scales, born peacekeepers carrying ancient draconic power.
The Dragonkin are the humanoid children of seven ancient dragons who departed Scalea long ago, each inheriting a fragment of their progenitor's magic - fire and ice, nature and poison, time, mind, and the arcane. From their Seven Cities of Scales they serve as the world's scholars, mediators, and neutral arbiters, hoarding wealth and authority to keep the standing that lets them judge the quarrels of every other race.
- STR
- d6+1
- cap 7
- AGI
- d4+1
- cap 6
- RES
- d6+0
- cap 6
- FCS
- d4+1
- cap 5
- INT
- d6+1
- cap 7
- Group
- Beastfolk
- Speed
- 21
- Point-Buy Pool
- 18
- Languages
- Trade Common (Fluent), Draconic (Native)
Racial Abilities
- Nature ResistanceNature resistance ½ level (min 1).
- Draconic Heritage+2 Diplomacy, +1 Scrutiny, +1 language.
The Seven Heritages
Every Dragonkin descends from one of seven ancient dragons, and that bloodline - their heritage - shapes their gifts. A heritage replaces the baseline draconic resistance with a unique innate trait, unlocks one signature Heritage Gift, and grants a single Level 1 spell from the dragon's school, cast innately once per rest.
Sultra's Line
FireDragon's Flame
- Resistance to Fire damage.
- 1/rest: +2 to one Deception, Diplomacy, or Persuasion check.
FlashpointBonus Action · 1/rest
Channel the fire of Sultra's bloodline. Your next attack this round deals an additional 1d6 fire damage.
Innate spell: one Level 1 Fire spell, cast innately 1/rest.
Glacius's Line
IceFrozen Composure
- Resistance to Cold damage.
- +2 to the RES Roll to shake off Frightened.
IceboundReaction · 1/rest
Channel Glacius's frozen composure as you are struck. Reduce the incoming damage by 1d8 + your FCS bonus, and a 5m radius of icy difficult terrain spreads around you.
Innate spell: one Level 1 Alteration spell, cast innately 1/rest.
Felbane's Line
PoisonToxic Heritage
- Poison Resistance (1).
- When bloodied, melee attackers take 1d4 poison damage.
Withering Touch1 Action · 1/rest
Channel Felbane's venom through a touch attack. On a hit, target makes a RES save or takes 2d6 poison damage and is Poisoned for 1 minute (save each round to end).
Innate spell: one Level 1 Dark Arts spell, cast innately 1/rest.
Grymaw's Line
NatureVerdant Vitality
- +1 HP per level.
- +2 to saves against disease.
Wild Growth1 Action · 1/rest
Channel Grymaw's verdant fury. A 10m radius of grasping roots and undergrowth bursts up around you for 1 minute. Creatures in the area must make an AGI save or be Restrained; a restrained creature may use an Action to break free.
Innate spell: one Level 1 Nature spell, cast innately 1/rest.
Temporus's Line
TimeShifted Perception
- +2 to Initiative rolls.
- Age at slower rate (lifespan extended ~50%).
Temporal SkipReaction · 1/rest
When targeted by an attack, slip through Temporus's currents. Teleport up to 10 meters in any direction and the triggering attack misses automatically.
Innate spell: one Level 1 Alteration spell, cast innately 1/rest.
Aion's Line
ArcaneArcane Sensitivity
- Detect Magic at will (innate, no spell slot).
- +2 WP.
Spell EchoReaction · 1/rest
After casting a spell, the arcane resonance of Aion's bloodline lets you cast it immediately again, at the same or a different target. The second casting costs no WP.
Innate spell: one Level 1 Arcane spell, cast innately 1/rest.
Mnemoria's Line
MindMental Clarity
- +2 to FCS Saves against charm and mind-domination effects.
- Perfect memory (never forget experiences, conversations, or information).
Thought Link1 Action · 1/rest
Touch a willing creature and establish a telepathic link with them for 10 minutes. You and your partner share surface thoughts and may communicate silently. Both parties must consent.
Innate spell: one Level 1 Divine spell, cast innately 1/rest.
You settle your heritage at character creation. Choose one of the seven outright, or roll 1d8: a 1 through 7 grants the matching pure heritage. An 8 opens a mixed heritage - roll 2d8 to draw your innate trait and your Heritage Gift from different bloodlines, with an 8 on either letting you pick that piece freely. If all three dice land on 8, a roughly one-in-five-hundred Prismatic birth, you choose your trait, your gift, and your innate spell from any line you like.