DND/.Brew/Race/WingsOfFire/

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# Hivewings
**Appearance:**
Hivewings are powerful and imposing dragons with insectoid features. Their wings are sleek and large, reminiscent of those of a wasp or beetle, and they possess sharp, clawed limbs. Their body structure is muscular, and their jaws are designed to crush bone. Hivewings' eyes are often sharp and piercing, reflecting their intelligence and calculated nature.
**Ability Score Increase:**
- Your Strength score increases by 2.
- Your Constitution score increases by 2.
- Your Intelligence score increases by 2.
**Age:**
Hivewings mature quickly, reaching biological adulthood at age seven and social adulthood by age ten. While they can live to be over a hundred, their dangerous lifestyle often leads to early deaths.
**Alignment:**
Hivewings tend toward Lawful Evil alignments, due to their strict obedience to their queen, Queen Wasp, and their belief in the superiority of their tribe. Their values are deeply rooted in following the law as decreed by their queen, whom they believe is guided by the prophecies of their ancestor, Clearsight.
**Size:**
Hivewings range in size from Medium to Gargantuan, depending on their age. They grow throughout their lives and can become quite large, especially in their later years.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
## Racial Traits
- **Claws:**
Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite does 2d8 + 2 + your Strength modifier piercing damage. You are proficient with your bite, and you can use it only once per turn, no matter how many attacks you can make.
- **Internal Clock:**
Hivewings have an innate, precise sense of time. You always know the current time of day, the year, and the date. Additionally, you can sense when the rainy season is approaching.
- **Wasp Possession:**
Queen Wasp can possess your body at any time, taking control of your actions while leaving you paralyzed. When possessed, you are unable to act on your own, though Queen Wasp can perceive everything through your senses. The only way to force her out of your body is through extreme pain or specific spells. After taking damage while possessed, Queen Wasp is unable to possess your body again for 20 minutes.
- **Stinking Excretion (Recharge 6):**
Once per short or long rest, you can produce a nauseating stench that functions as the 3rd-level *stinking cloud* spell. The stench is produced naturally and requires no components, but it can only be used if you meet the necessary criteria based on your Constitution modifier.
- **Painful Sting (Recharge 6):**
You can deliver a venomous sting via your tail or wrists. To use this, you make a melee weapon attack against a creature within 10 feet. On a hit, it deals 1d4 + your Dexterity modifier piercing damage, and the target must make a Constitution saving throw or take 2d4 poison damage (half on a successful save).
- **Paralyzing Claws (Recharge 6):**
Your claw attacks can paralyze creatures you hit. When you hit with a claw attack, the target must make a Constitution saving throw or become paralyzed for 1d6 rounds. The DC for this save is 8 + your proficiency bonus + your Constitution modifier.
- **Boiling Acid (Recharge 6):**
You can shoot boiling acid at a target within 20 feet (or 60 feet with disadvantage). This attack deals 2d4 + your Dexterity modifier acid damage. If you can use this ability, you cannot have any other Hivewing special powers.

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# **IceWings**
**Appearance:**
IceWings are elegant dragons with pale, icy scales that glisten like frost under sunlight. Their wings resemble cracked glaciers, etched with intricate patterns of white and blue. Their sharp, crystalline eyes, often in shades of icy blue or silver, mirror their cold and disciplined nature. Their movements are poised and purposeful, exuding an aura of strength and nobility.
**Ability Score Increase.** Your Constitution increases by 2. Your Strength also increases by 2, and your Wisdom increases by 2. Your Charisma decreases by 2.
**Age.** IceWings biologically mature by age seven and are socially considered adults at ten. While capable of living over a century, few survive that long due to the dangers of their lifestyle.
**Alignment.** IceWings tend toward Chaos, valuing freedom and a life as boundless as the polar ice caps. They are often Chaotic Neutral, prioritizing personal freedom over morality.
**Size.** IceWings range in size from Medium to Gargantuan as they age.
**Speed.** Your walking speed is 30 feet. You have a flying speed of 60 feet.
## Racial Traits
- **Serrated Claws.**
Your claws deal 2d6 + your Strength modifier slashing damage, and you are proficient with them. On a hit, roll a d10. On a 10, your opponent suffers a deep wound and must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or lose 1d4 hit points per round, with their hit point maximum reduced by the same amount. This reduction lasts until they finish a long rest. The target can repeat the saving throw at the start of their turns to end the effect.
- **Bite.**
Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite, but you can use it only once per turn.
- **Senses.**
You have darkvision out to 30 feet and blindsight out to 15 feet.
- **Superior Cold Immunity.**
You are immune to cold damage, cannot be slowed by cold-based effects, and are immune to exhaustion caused by extreme cold.
- **Heat Susceptibility.**
You are vulnerable to fire damage. After finishing a long rest in areas above 90°F, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. In areas above 130°F, you suffer two levels of exhaustion after a long rest.
- **Arctic Experience.**
You have the Natural Explorer feature for arctic terrain.
- **Breath Weapon (Recharge 6).**
You can exhale frigid air in a 30-foot cone. Each creature in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d6 cold damage (half on a success). This damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 20th level.
**Languages.** You can speak, read, and write Draconic.
---
### **Lore**
**Honor and Nobility:**
IceWing culture acknowledges a truth no other tribe truly embraces: that death is inevitable, regardless of one's accomplishments in life. To outsiders, this belief may seem grim or nihilistic, but it underscores a deep value for honor, heroism, and valor. IceWings see individual life as temporary and believe that the only path to immortality is through legend. Consequently, their society reveres those who perform great deeds and achieve legendary status.
**Warrior-Lords:**
IceWings are uninterested in politics or manipulation, favoring overwhelming displays of martial strength to crush opposition. Their queens rule with absolute might, and their society is meritocratic, where even a peasant can ascend to nobility through acts of valor in war. War is essential to IceWing society, fueling both social mobility and the economy. They prioritize crafting items of utility or intimidation, such as weapons, tools, and cloaks made from the scales of fallen foes (NightWing scales being particularly prized).
**The Freedom to Die:**
IceWings view death not as a tragedy but as an honorable end. A common proverb states, "Life is for those so weak they have not the courage to die." They value a heroic death over a dishonorable survival, and their mythology celebrates heroes who died in battle. Cowards, who flee rather than fight, are scorned and remembered only as cautionary tales.
**Names:**
IceWing names often reflect the frozen north they inhabit, with examples like Fjord, Glacier, and Winter. They also draw from the ancient Old Ice language, such as Hvitur. Ferocious names garner respect but carry an expectation for the bearer to live up to them. IceWings judge other tribes by the fierceness of their names.
### **Adventurers**
IceWing adventurers are drawn to exploration by their love of freedom, treasure, and martial skill. While their chaotic nature makes them unpredictable, their loyalty to friends is steadfast.

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# **Leafwings**
**Appearance:**
Leafwings are a species of dragon with vibrant, leafy scales that blend into their jungle environment. Their wings resemble vast, fluttering leaves, speckled with star-like flecks. Their claws and bite are sharp, and their body language is often cautious and defensive, a reflection of their tumultuous history.
**Ability Score Increase:**
- Your Dexterity score increases by 2.
- Your Constitution score increases by 2.
- Your Wisdom score increases by 2.
- Your Charisma score decreases by 2.
**Age:**
Leafwings mature biologically at age seven and socially at age ten. They can live for over a century, though many face early deaths due to the harsh environment and constant dangers of their jungle home.
**Alignment:**
Leafwings tend to lean chaotic due to their need for flexibility and adaptability to survive in the unpredictable poison jungle. They don't strictly follow a moral code but prioritize survival and the protection of their tribe above all.
**Size:**
Leafwings vary in size, growing from medium to gargantuan depending on their age. Their wingspans are vast, and they have a lithe yet powerful build adapted for agility in both the jungle and the sky.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
- Your swimming speed is 30 feet.
## Racial Traits
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can only use your bite once per turn, regardless of how many attacks you can make. You are proficient with your bite.
- **Photosynthesis:**
You do not require food, as you can sustain yourself through photosynthesis. However, you still need normal amounts of water.
- **Poison Jungle Resident:**
You have the ranger feature *Natural Explorer* for Forest terrain. You also gain a +2 modifier for Survival and Perception checks in forest environments.
- **Component Pouch:**
You begin with a series of small pouches that hold poison jungle bugs, allowing you to use your *Bug Weaponry* ability without needing additional supplies. The pouches cannot store anything except seeds. If separated from your pouch, you can always find a new one within the poison jungle.
- **Bug Weaponry (Recharge 6):**
You are proficient in using poison jungle insects as weapons. You can make a ranged weapon attack against a creature within 30 feet. On a hit, the attack functions like the *Blinding Pain* spell, except the damage is poison instead of psychic. At higher levels, the damage increases: 3d4 at level 5, 5d4 at level 11, and 7d4 at level 20.
- **Leafspeak (Optional):**
A rare few Leafwings can communicate with and control plant growth. To determine if you are a Leafspeak, calculate 100 - your Constitution modifier, and roll two d100s. If both rolls meet or exceed this number, you gain the ability to speak to plants and can use your *Component Pouch* to supply seeds for offensive powers. You can make a ranged weapon attack against a creature within 30 feet, dealing 2d4 slashing damage with thorns or vines. This damage increases to 4d4 at level 5, 6d4 at level 11, and 8d4 at level 20.

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# MudWings
**Appearance:**
MudWings are robust dragons with muscular builds, thick limbs, and earthy-colored scales ranging from muddy browns to dark greens. Their powerful bodies are adapted to survival in marshy environments, and they often appear coated in mud or water.
**Ability Score Increase:**
- Your Strength score increases by 4.
- Your Dexterity decreases by 2.
- Your Constitution score increases by 4.
- Your Intelligence decreases 2.
**Age:**
MudWings reach biological adulthood at age 7 and are socially recognized as adults by age 10. They can live over 100 years, though their dangerous lifestyle often shortens their lifespan.
**Alignment:**
MudWings lean towards **True Neutral**, valuing flexibility in their sib-based social structure while maintaining a balance between law and individual freedom. Their priorities often center around loyalty to their siblings rather than moral extremes.
**Size:**
MudWings grow throughout their lives, beginning at Medium size and reaching Gargantuan at their peak.
**Speed:**
- Base walking speed: 30 feet
- Flying speed: 60 feet
- Burrow speed: 5 feet
## Racial Traits
- **Iron Scales:**
Your tough, armor-like scales grant damage reduction. You take 5 less damage from nonmagical slashing, piercing, and bludgeoning attacks.
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can only use this attack once per turn, regardless of the number of attacks you can make. You are proficient with your bite.
- **Greater Hold Breath:**
MudWings can hold their breath for up to 1 hour underwater, allowing them to thrive in aquatic and muddy environments.
- **Tough:**
Your resilience grants you additional hit points equal to 2 times your character level.
- **Blood Egg Heritage:**
Some MudWings hatch from rare blood-red eggs, granting fire immunity. To determine if you have this trait, roll two d100s. If both rolls are greater than or equal to 100 minus your Constitution modifier, you are immune to fire damage and cannot suffer exhaustion from extreme heat.
- **Breath Weapon (Recharge 6):**
When warmed to a temperature above 50°F, you can exhale a fiery breath in a 20-foot cone. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take fire damage based on your level:
- 1st4th level: 1d8
- 5th10th level: 2d8
- 11th16th level: 3d8
- 17th20th level: 4d8
On a successful save, creatures take half damage.
## Lore
MudWings are sturdy and community-driven dragons known for their incredible strength and endurance. Their society revolves around sibling bonds, with groups of siblings (or "sibs") forming the foundation of their culture. A MudWing who loses their siblings is considered deeply unfortunate and may seek solace in adventuring, often forming familial bonds with their companions.
While they lack intelligence compared to other tribes, MudWings excel as soldiers and survivors. Their military units, often composed of sibling groups, are disciplined and reliable. Despite their utilitarian nature, MudWings are deeply loyal, valuing family above all else.
MudWings are generally pragmatic, preferring function over form. They are ambivalent towards romance, focusing instead on strengthening familial ties and ensuring their tribe's survival. While they are not known for their intellectual pursuits, their physical might and resilience make them invaluable allies and fearsome opponents.
MudWing society favors warriors and druids, celebrating their connection to the land and their role as defenders of their kin. However, they look down upon professions that prioritize individuality or abstract ideals, such as bards and wizards, as these are perceived as incompatible with their practical and family-oriented values.

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# NightWings
**Appearance:**
NightWings are sleek, dark-scaled dragons with star-like flecks on their wings that shimmer in dim light. Their piercing eyes glow faintly, often an eerie shade of yellow or purple. Their movements are graceful and deliberate, reflecting their sharp intellect and disciplined upbringing.
**Ability Score Increase:**
- Your Strength score decreases by 3.
- Your Constitution scores each decrease by 3.
- Your Intelligence score increases by 4.
- Your Wisdom score increases by 3.
- Your Charisma score increases by 3.
**Age:**
NightWings reach biological adulthood at age 7 and social adulthood at 10. They can live over a century, though most perish younger due to their dangerous lives.
**Alignment:**
NightWings are strongly inclined toward Lawful alignments, commonly Lawful Neutral. They value logic and order above benevolence or malevolence, often embracing moral relativism.
**Size:**
NightWings grow throughout their lives, starting as Medium creatures and potentially reaching Gargantuan size in old age.
**Speed:**
- Walking speed: 30 feet.
- Flying speed: 60 feet.
## Racial Traits
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Diseased Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite. Once per turn, your bite can infect a creature with sewer plague. NightWings are immune to this disease.
- **Darkvision and Blindsight:**
You have darkvision out to 30 feet and blindsight out to 15 feet.
- **Fire Resistance:**
You have resistance to fire damage.
- **Breath Weapon (Recharge 6):**
You can exhale fire in a 40-by-10-foot line. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence or Constitution modifier). On a failed save, they take 2d4 fire damage, or half as much on a success. This damage increases at levels 5 (4d4), 11 (6d4), and 20 (8d4).
- **Scholarly Research:**
You are proficient in Arcana and History, and your proficiency bonus is doubled for both.
- **Languages:**
You can speak, read, and write Draconic and Scholar. Scholar uses complex technical jargon, making it incomprehensible to those unfamiliar with academic terminology. Conveying complex ideas takes half the time, but casual conversation takes four times as long.
- **Psionics (Optional):**
Roll a d100 (adjusted by Intelligence). On success, you have psionic powers:
- At 1st level: Cast **Detect Thoughts** at will and communicate telepathically within 30 feet.
- At 7th level: Cast **Rarys Telepathic Bond** once per day (ritual).
- At 13th level: Cast **Contact Other Plane** once per day (ritual, future questions only).
- At 20th level: Cast both spells at will (ritual).
---
### Lore
**Brilliant Logicians:**
NightWing society prizes logic, knowledge, and intellectual pursuits above all else. They excel in fields like magic, engineering, alchemy, and psychology. Crafting technically impenetrable scrolls is a badge of honor, and their libraries are among the richest in the world.
**Paranoid Isolationists:**
After a bitter war with the IceWings, NightWings became reclusive, hiding on a secret island and forbidding outsiders from entry. They guard their powers and culture jealously, training their young in secrecy until age 10 to ensure their lies and mystique remain intact.
**Loyalty Before Life:**
NightWings value tribal loyalty above all else, even personal survival. Acts benefiting the tribe are seen as necessary, no matter how morally questionable. This rigid loyalty is instilled from birth, but rebellious individuals occasionally emerge, valuing personal freedom over the tribe.
**Names:**
Names reflect abstract concepts (e.g., Wisdom, Vengeance) or compound words (e.g., Starflight, Deathbringer). Rare exceptions like “Mastermind” exist but are uncommon.
### **Adventurers**
NightWings leave their tribe for varied reasons, such as escaping its rigidity or fulfilling tribal missions to amass wealth, fame, or allies. Their preference for intelligence and arcane study makes them ideal Wizards, especially Diviners. Monks and Fighters seeking perfection are also respected, though spell-less Barbarians are scorned.

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# **RainWings**
**Appearance:**
Rainwings are known for their colorful, scale-covered bodies that shift hues like a chameleon, their vibrant colors reflecting their emotions. Their slender, graceful frames are built for agility rather than strength, with long, sleek tails and bat-like wings. Their talons are precise and delicate, reflecting their nimbleness, and they possess bright, intelligent eyes that glow faintly in the dark.
**Ability Score Increase:**
- Your Dexterity score increases by 4.
- Your Constitution score increases by 3.
- Your Charisma score increases by 2.
- Your Strength score decreases by 1.
- Your Wisdom score decreases by 4.
**Age:**
Rainwings reach biological adulthood by the age of 7, and social adulthood by 10. They typically live to over 100 years, though their lives are often cut short due to the dangers surrounding dragons.
**Alignment:**
Rainwings tend toward Chaos, valuing freedom as an essential part of their existence. They are also inherently Good, often prioritizing the well-being of others, especially other dragons. Their morality is defined by their deep compassion and respect for life.
**Size:**
Rainwings grow from Medium to Gargantuan in size as they age. They are typically slender, with a height range from 6 to 9 feet tall at full maturity.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
## **Racial Traits**
- **Breath Weapon (Recharge 6):**
Your breath weapon is a single-target ranged attack. Make a ranged weapon attack against a target within 20 feet, or 60 feet with disadvantage. On a hit, the target takes 4d4 + your Dexterity modifier poison damage. The damage increases to 8d4 at 5th level, 12d4 at 11th level, and 16d4 at 20th level.
- **Skilled Camouflagers:**
You have advantage on Stealth checks when you have at least a minute to blend in. At 5th level, you gain the ability to cast invisibility at will (self only, no components) if you remain still for a minute before casting.
- **Susceptibility to Pity:**
If you harm another dragon, you must make a DC 15 Wisdom saving throw to avoid being overwhelmed by guilt. If you fail, you may feel compelled to apologize profusely, beg for forgiveness, or even flee, depending on the situation as determined by the DM.
- **Sun Time:**
You need daily exposure to the sun to maintain your health. If you go without sunlight for a full day, you must make a DC 10 Constitution saving throw. On a failure, your Constitution score decreases by 1, with a minimum of 6. Once you get adequate sun exposure, your Constitution returns to normal.
- **Languages:**
You can speak, read, and write Draconic. You also have the ability to "read" and "write" Chromatic, the language of emotions expressed through the color-changing patterns on your scales.
- **Nature Savant:**
Having spent much of your life in the rainforest, you are proficient in Nature. Your proficiency bonus is doubled for any ability check related to this skill.
- **Sloths:**
Rainwings are known for keeping pet sloths. You have a sloth familiar (use the stats of a cat, but with the following changes: Small size, 3 hit points (1d6), 10-foot speed, 15-foot climb speed). If your sloth familiar dies, you can bond with a new one during a short rest in the rainforest.
---
## **Lore**
Rainwings are a peaceful and free-spirited dragon tribe, famous for their aversion to violence and commitment to non-aggression. They were the only tribe to remain uninvolved in the Sandwing War of Succession. Rainwings are incredibly pacifistic to the point that using their deadly breath weapon on any living creature, particularly other dragons, is a serious taboo. Their lifestyle is centered around a deep connection to nature and a reluctance to harm other beings.
Despite their reputation for laziness and their tendency to value non-practical knowledge, Rainwings are far from unintelligent. They avoid conflict but will stand up for what they believe in, often using their agility and stealth to defend themselves and others. The tribe also has a deeply ingrained sense of compassion. This is evident in their acceptance of the Nightwing refugees, despite the horrors they faced at the hands of the Nightwings, including experimentation and attempted violent overthrow of their queen.
Rainwings are often seen as whimsical and easygoing, living in the lush rainforest where they thrive in the sun. However, they are not without their flaws, notably their tendency to be easily tricked and their low tolerance for conflict. Their society is built on communal care and the belief that every dragon should have the freedom to live their life as they see fit.
Because they spend their lives in a rainforest, Rainwings are highly attuned to nature and have developed unique abilities for stealth and camouflage. They are most likely to become adventurers to meet new friends and explore the world rather than for reasons of conquest or wealth. Their leadership values non-violence and cooperation, with Rainwing names often drawn from the flora, fauna, or ideals of the rainforest.
---
## **Adventurers**
Rainwings are more likely to become adventurers out of a desire to meet new friends, explore, and understand the world beyond their peaceful home. While they are less inclined to pursue combat, they will defend themselves and others if necessary. They seek knowledge, companionship, and new experiences, not glory or riches.
## **Classes**
Rainwings are most likely to become **Bards**, using their charm and creativity to engage with the world. **Clerics** of the third moon, associated with Light and Life, are common, as are **Druids** and **Paladins** who align with nature and divine forces. Due to their aversion to violence, Rainwings rarely become **Fighters**, **Rogues**, **Rangers**, or **Monks**. Although intelligent, the lack of scrolls in their rainforest home makes **Wizards** incredibly rare among their kind.

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# Wings of Fire
Summerized races from [wings-of-fire-experimental.fandom.com](https://wings-of-fire-experimental.fandom.com/wiki/WoF_D%26D_Core_Races) utilizing ChatGPT
- [Hivewing](Hivewing.md)
- Human Verified: **No**
- [Icewing](Icewing.md)
- Human Verified: **No**
- [Leafwing](Leafwing.md)
- Human Verified: **No**
- [Mudwing](Mudwing.md)
- Human Verified: **No**
- [Nightwing](Nightwing.md)
- Human Verified: **No**
- [Rainwing](Rainwing.md)
- Human Verified: **No**
- [Sandwing](Sandwing.md)
- Human Verified: **No**
- [Seawing](Seawing.md)
- Human Verified: **No**
- [Silkwing](Silkwing.md)
- Human Verified: **No**
- [Skywing](Skywing.md)
- Human Verified: **No**

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# SandWings
**Appearance:**
SandWings are large, powerful dragons with sleek, sandy scales that help them blend into the desert environment. Their wings are broad and capable of carrying them through scorching skies, and their bodies are built for speed and agility. They are known for their long, deadly tail spines and sharp claws, which make them both fearsome and graceful predators.
**Ability Score Increase:**
- Your Dexterity increases by 2.
- Your Constitution increases by 1.
- Your Charisma increases by 1.
**Age:**
SandWings reach biological maturity at age 7 and social maturity at age 10. They can live for over 100 years, though their dangerous environment often shortens their lifespans.
**Alignment:**
SandWings tend to favor freedom and independence, often aligning with Chaotic Neutral. Their loyalty is generally to family or close-knit groups, with little care for societal order.
**Size:**
SandWings grow from Medium to Gargantuan in size, with their wingspan and overall mass increasing as they age. Adult SandWings are generally towering, muscular creatures, often more than 15 feet tall.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
- Your burrow speed is 15 feet.
## Racial Traits
- **Desert Native:**
You are adapted to desert environments. You cannot become exhausted due to heat and only need water twice a month to survive.
- **Heat Aura:**
You radiate a pleasant heat in a 30-foot radius. This heat is harmless to most creatures (though it may be uncomfortable or dangerous to IceWings). It provides a comforting warmth similar to that of a campfire.
- **Breath Weapon (Recharge 6):**
You can exhale a line of fire, which deals 2d4 fire damage in a 40-foot long, 10-foot wide line. A creature caught in this line must make a Dexterity saving throw or take full damage (half damage on a successful save). The saving throw DC is 8 + your proficiency bonus + your Constitution modifier. The damage increases with your level: 4d4 at level 5, 6d4 at level 11, and 8d4 at level 20.
- **Claws:**
Your sharp claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
You can use your bite attack to deal 2d8 + your Strength modifier piercing damage. You can only use this attack once per turn, regardless of how many attacks you can make.
- **Tail Spine (Recharge 6):**
Your tail spine is a deadly weapon. You can make a melee weapon attack against a creature within 10 feet, dealing 1d10 + Dexterity modifier piercing damage. The target must make a Constitution saving throw or take 1d10 poison damage on a failed save (half as much on a successful one). The damage increases with your level: 1d12 at level 5, 1d20 at level 11, and 2d10 at level 20. On a critical hit, the target must succeed on a Constitution saving throw (same DC as your breath weapon) or drop to 0 hit points. Poison-immune creatures are immune to this effect.
---
### Lore
The SandWings' origins trace back to the war-torn history of Pyrrhia, where the death of Queen Oasis triggered a devastating conflict among her daughters. The fracturing of their society has left the SandWings a fractured, distrustful people, often navigating the desert in search of their next opportunity to survive. Though they are known for their cunning and deceit, they are fiercely loyal to family, and they see the desert as their home, with a strong love of freedom and personal expression.
SandWings are renowned for their resourcefulness and often find themselves in adventurous roles, seeking treasure and thrills in the vast, unforgiving desert. They are among the most common adventurers in Pyrrhia, not just because of their abilities but due to their insatiable desire to explore and conquer. Whether as thieves, rogues, or wandering adventurers, SandWings will do what it takes to survive, making them unpredictable allies and dangerous foes.
Their culture thrives on music, celebration, and games, serving as distractions from the harsh realities of desert life. SandWings' festivals are lively and often feature gambling, sporting events, and the exchange of goods. Haggling is a celebrated art form, and merchants are known to sell everything from exotic spices to rare desert relics during these events.
SandWings are often perceived by other races as opportunistic and untrustworthy, but they have a deep love for their homeland and will fight tooth and nail to protect it.

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# SeaWings
**Appearance:**
SeaWings are aquatic dragons with shimmering scales in shades of blue, green, and teal, often marked by luminescent photophores. These glowing patterns can be controlled at will and are used for communication, especially in their native language. Their webbed claws, fins, and streamlined bodies make them adept swimmers. SeaWings also possess frills along their heads and tails, enhancing their underwater maneuverability.
**Ability Score Increase:**
- Your Strength score increases by 2.
- Your Dexterity score decreases by 3.
- Your Inteligence score increases by 3.
- Your Charisma score increases by 2.
**Age:**
SeaWings mature biologically by age 7 and are considered socially mature by age 10. They can live over 100 years, though their adventurous lifestyles often cut this short.
**Alignment:**
SeaWings lean toward lawful alignments due to their disciplined society, with tendencies toward neutrality. Lawful Neutral and True Neutral are the most common alignments.
**Size:**
SeaWings vary in size as they age, ranging from Medium to Large. Adult SeaWings typically stand 8-10 feet tall and can reach lengths of 20-30 feet.
**Speed:**
- Your base walking speed is 30 feet.
- You have a flying speed of 60 feet.
- You have a swimming speed of 70 feet.
## Racial Traits
- **Darkvision:**
Accustomed to the ocean depths, you have darkvision up to 240 feet.
- **Blindsight:**
You have blindsight out to 30 feet, allowing you to detect nearby creatures and objects underwater.
- **Amphibious:**
You can breathe both air and water.
- **Natural Weapons:**
- **Claws:** Your claws deal 2d6 + Strength modifier slashing damage.
- **Bite:** Your bite deals 2d8 + Strength modifier piercing damage and can only be used once per turn.
- **Tail:** Your tail deals 3d6 + Strength modifier bludgeoning damage and can only be used once per turn.
You are proficient with your natural weapons.
- **Photophores:**
You can control the glow of your photophores as a bonus action, emitting bright light in a 30-foot radius and dim light for an additional 30 feet. These are also used to communicate in the Aquatic language.
- **Underwater Combatant:**
While underwater, you gain immunity to fire damage and advantage on melee attacks with natural weapons. You also gain a +5 bonus to AC and Dexterity saving throws. When grappling a creature no larger than one size category above you, you can choose to strangle it instead of dealing damage, preventing it from holding its breath (Escape DC = 8 + your proficiency bonus + your Strength modifier).
- **Languages:**
You can read, write, and speak Draconic and Aquatic. The Aquatic language uses rapid flashes of your photophores and cannot be spoken by non-SeaWings.
---
### Lore
**Scholarly Soldiers:**
SeaWings value knowledge, science, and research, which has solidified their alliances with the NightWings. While preferring peace, SeaWings will fiercely defend their honor or confront imminent threats. Dishonor in their society stems from both cowardice and poor tactical decisions.
**Authors and Artists:**
Renowned for their contributions to literature and art, SeaWings are second only to NightWings in the craft of scroll-making. Innovations such as never-fading ink and waterproof scrolls originated from their kingdom. Authors, teachers, and artists hold high status, ensuring the preservation of knowledge and cultural heritage.
**Dwellers in Darkness:**
SeaWings inhabit dual palaces: the Summer Palace above water and the legendary Deep Palace beneath the ocean. Their isolation offers unparalleled security. Rumors persist of an even deeper trench base, accessible only to those adapted to extreme pressure.
**SeaWing Names:**
Names often reflect aquatic themes, such as Tsunami, Anemone, or Lagoon. They favor elegant names, avoiding harsh or aggressive-sounding ones.
SeaWings are a disciplined and intellectual race with a strong connection to the oceans mysteries, blending their martial prowess with a rich cultural heritage.

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# Silkwings
**Appearance:**
Silkwings possess colorful, iridescent scales that shimmer beautifully. They have long, graceful horns, giving them an almost otherworldly appearance. While most dragons grow to impressive sizes, Silkwings typically appear sleek and delicate, with butterfly- or moth-inspired wings that are both ethereal and functional.
**Ability Score Increase:**
- Your Charisma score increases by 4.
- Your Dexterity score increases by 2.
- Your Intelligence score decreases by 2.
**Age:**
Silkwings mature biologically at age seven and are considered socially adult at age ten. They can live for over a century, but many face dangers that shorten their lives. Their metamorphosis at age six marks their transition from wingless to fully adult.
**Alignment:**
Silkwings are typically lawful due to their deep conditioning and ingrained respect for authority. However, they often show a variety of alignments based on their resistance to their oppressive society or their obedience to the hivewings. Their sense of morality is shaped by the harsh system they live under.
**Size:**
Silkwings are medium-sized, though their size can range dramatically based on their age, with the potential to grow to gargantuan proportions as they mature.
**Speed:**
- Your base walking speed is 30 feet.
- You have a climbing speed of 30 feet.
- You have a flying speed of 60 feet.
## Racial Traits
- **Blindsense:**
Silkwings have a blindsense of 30 feet due to their ability to detect vibrations in the air with their antennae.
- **Web Sense:**
While in contact with a web, Silkwings know the exact location of any creature in that web.
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can only use your bite once per turn, regardless of how many attacks you can make. You are proficient with your bite.
- **Web (Recharge 6):**
You can attack with webs from your wrists. Make a ranged weapon attack against a target within 20 feet (or 60 feet with disadvantage). On a hit, the target is restrained by webbing. The target can break free with a successful DC 12 Strength check. The webbing has AC 10, HP 5, is vulnerable to fire damage, and immune to bludgeoning, poison, and psychic damage. If the web is placed on the ground, it covers a 10-foot square and counts as difficult terrain.
- **Web Walker:**
You are immune to movement restrictions caused by webs.
- **Weather Prediction:**
You can predict the weather for the surrounding nine miles from the current moment to one day in the future.
- **Flamesilk (Optional):**
If you are a flamesilk, you can produce silk that burns at the touch or silk that emits light and heat but does not burn. Flamesilk webs deal 2d4 fire damage per round when a creature is restrained by them. A five-foot square of flamesilk emits 10 feet of bright light and 10 feet of dim light. You are immune to damage from your own flamesilk but vulnerable to normal fire.
- **Metamorphosis:**
Silkwings undergo metamorphosis at age six, during which they gain the ability to fly and use their web attacks. This process lasts 1d6 days and leaves them temporarily incapacitated. Upon emergence, they gain full access to their abilities and wings.
- **Internal Clock:**
Silkwings have a precise internal clock and always know the exact time of day, the year, and the date, as well as when the rainy season is approaching.
---
### Lore
Silkwings are a dragon race oppressed within hivewing society. They are branded and cuffed at a young age, and their lives are largely controlled by the hivewings. Despite being conditioned to obedience, many Silkwings harbor rebellious tendencies and secretly resist the hivewing's control. These dragons are often treated as second-class citizens, assigned jobs and partners with little agency in their own lives. However, a small group of Silkwings, known as the Chrysalis, plans to overthrow the tyrannical queen Wasp. The Silkwings have a deep connection to their heritage and traditions but are continually pushed to the margins of their society.
Due to their forced subjugation, many Silkwings possess a simmering anger or frustration, though others become resigned to their fate. As a result, Silkwings can be driven to rebellion or remain quietly obedient, fearing the consequences of defying the hivewings.
Named after moths or butterflies, Silkwings' colorful appearance belies the hardships they face. Their strength lies in their grace, speed, and keen senses. Although they often seek solace in their clandestine resistance movements, the ultimate fate of the Silkwings remains uncertain as they navigate a world that holds them in the shadows.

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# SkyWings
**Appearance:**
SkyWings are robust dragons with strong, athletic builds. They boast large, powerful wingspans that allow them to soar at incredible speeds. Their scales range in colors from deep reds to fiery oranges and are often adorned with shades that mimic the colors of mountains and gems. Their eyes reflect the intensity of their combat-driven culture, often displaying sharp, focused glares.
**Ability Score Increase:**
- Your Strength score increases by 3.
- Your Dexterity score increases by 2.
- Your Constitution score increases by 3.
- Your Charisma score decreases by 4.
**Age:**
SkyWings are biologically adults by age seven and socially adults by age ten. They have long lifespans, but their dangerous lives often shorten their years, and many do not live past their hundreds due to the violent nature of their society.
**Alignment:**
SkyWings tend toward True Neutral, balancing a desire for freedom with strict adherence to their queens laws. However, variations do exist depending on personal experiences and individual beliefs.
**Size:**
SkyWings grow in size as they age, ranging from Medium to Gargantuan. Their size reflects their stage in life, with younger SkyWings being smaller and growing larger as they mature.
**Speed:**
- Your base walking speed is 45 feet.
- Your flying speed is 90 feet.
## Racial Traits
- **SkyWing Weapon Training:**
You gain proficiency with martial weapons and heavy armor.
- **Breath Weapon (Recharge 6):**
You can breathe fire in a 40-by-10-foot line. It deals 1d10 fire damage, or half as much on a successful Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 20th level.
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can use it only once per turn, no matter how many attacks you can make. You are proficient with your bite.
- **Too Much Fire:**
A rare few SkyWings possess an excess of fire. Calculate 100 - your Constitution modifier, and roll two d100s, taking the lower of the two rolls. If both rolls meet or exceed the calculated number, you possess too much fire.
If you have too much fire, your breath weapon deals double damage. Your claws deal an additional 4d6 fire damage, and anyone who touches you takes 4d6 fire damage. You are also resistant to fire and cold damage due to your inherent fire control.
---
### Lore
SkyWings are a dragon tribe defined by their gruff and combat-driven culture. They have a long history steeped in violence, and their society is highly militarized. SkyWings are fiercely loyal to their queens, often viewing themselves as superior to other tribes. Their history includes the violent reign of Queen Scarlet, where gladiatorial combat was held regularly, and the tribes involvement in the Sandwing War of Succession, further solidifying their reputation for brutality.
SkyWings place a heavy emphasis on strength, both physical and mental, and believe that a group of SkyWings is stronger than a lone individual. As such, their society values unity above individuality, and dragons who deviate from the norm—such as sorcerers, firescales, or dragonets who display unique traits—are often seen as threats and eliminated. This harsh belief system has led to little diversity within their ranks.
Despite their grim outlook and violent tendencies, SkyWings are driven by a love of treasure. Their penchant for seeking out riches often leads them to become adventurers, and they are among the most common dragon adventurers in their world. SkyWings are especially drawn to martial careers like Fighters, Monks, and Rogues, thriving in combat but rarely venturing into magic or religious pursuits.
SkyWing names often reflect their harsh and mountainous homeland, as well as their love of fiery hues. Names such as Cliff, Peril, Osprey, Scarlet, and Ruby are common, with many SkyWings taking names inspired by birds, gemstones, or the colors of the sky and mountains.

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@ -8,4 +8,4 @@ Instead of the standard array, players can distribute the following six ability
This allows for a combination of two top-tier stats (20s), two strong stats (15s), and two average stats (10s). Players should consider their character's class, role, and background when assigning these scores to ensure their strengths align with their intended playstyle.
For example, a fighter might prioritize **20 in Strength** and **20 in Constitution** for maximum physical prowess, while a wizard could assign their **20s to Intelligence and Dexterity** for spellcasting and survivability.
For example, a fighter might prioritize **20 in Strength** and **20 in Constitution** for maximum physical prowess, while a wizard could assign their **20s to Intelligence and Dexterity** for spellcasting and survivability.

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# [Race Name]
**Appearance:**
[Brief description of the race's physical traits, emphasizing unique or defining characteristics.]
**Ability Score Increase:**
<!-- Omit unmodified scores -->
- Your Strength score [increases/decreases] by 1.
- Your Dexterity score [increases/decreases] by 1.
- Your Constitution score [increases/decreases] by 1.
- Your Inteligence score [increases/decreases] by 1.
- Your Wisdom score [increases/decreases] by 1.
- Your Charisma score [increases/decreases] by 1.
**Age:**
[Description of lifespan, aging process, or other age-related traits.]
**Alignment:**
[Tendencies toward alignments, with room for variety based on individual choices.]
**Size:**
[Typical size category, height, and build.]
**Speed:**
- Your base walking speed is [X feet].
## Racial Traits
- **[Trait Name]:**
[Trait description, including mechanical benefits.]
- **[Trait Name]:**
[Trait description, including mechanical benefits.]
- **[Trait Name]:**
[Trait description, including mechanical benefits.]
- **[Trait Name]:**
[Trait description, including mechanical benefits.]
- **[Trait Name]:**
[Trait description, including mechanical benefits.]
---
### Lore
[Overview of the races origins, history, and how they interact with the world. Highlight unique cultural or societal aspects and how other races perceive them. Include any specific challenges or themes that define their narrative, such as internal struggles or external prejudice.]