Wyrmling: in The Fringes

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Wyrmling
   Wyrmlings are the hybrid amalgamations of dragons and
humanoids, occuring through either the union of a dragon
and a humanoid or a blessing bestowed upon a humanoid
bloodline. They are a rare sight, look down upon by human,
dragon, and dragonborn alike due to their chaotic and
unstable physiology. As Wrymlings have not dwelled long in
the world, they have neither the noble bloodline of a
dragonborn, nor the reputation reputation of humans.
As opposed to dragonborn, wyrmlings have a large pair of
wings and a tail, rather than the signature elemental breath.
They are seen as anomalies, frequently met with cold
reception and odd stares. They tend to live on the fringes of
socieity, rarely in posiitons of power or in large social circles.

In the Fringes
   Wyrmlings share their quick wit and versatility with their
human ancestry, further enhanced by their draconic magic;
they are innately aware of imminent danger, and have thus
deigned themselves to living with a sense of obscurity. Due to
their appearance, it is even more so imperative to do so. A
large pair of wings and a tail lead to many lend little to the
effort of obscurity.
As a result of this assumed role of living on the fringes due
to cold receptions, many Wyrmlings lives as wayfarers,
travelling and working local manual labour. Some, however,
call their brethren cowards; this rambuncious bunch views
living in the shadows, hiding one's appearance, and placency
as the worst assumed traits of Wyrmlings. Many with this
mindset choose to live as adventurers, unimpeded by the
poor treatment given to them by other races.

Physical Appearance
    Wyrmlings have a conspicuous appearance, covering head-
to-toe in patches of sharp, vibrant scales that take on the
shade and properties of their specific draconic ancestry, as do
their eyes. Wyrmlings have a unusually sharp teeth, a sizable
tail and a pair of large wings, all with matching vibrant scales.
While the Wyrmlings may be viewed negatively by others, it is
seen in certain circles that to lay your eyes upon one will
bring you good luck.

Wyrmling Names
    Wyrmfolk tend to have human names as a better way of
adapting, except for cases in which dragons raise a Wyrmling
as their child, thus giving them a name.
Male Names: Arin, Alden, Bom, Irkir, Jiung, Kei, Leroux,
Marvud, Ror, Verel, Zulcer
Female Names: Arminia, Chene, Kaluna, Mela, Nane,
Qua, Rirren, Rosella, Serfine
Draconic Names: Antagonizer, Bulwark, Dancing Flame,
Extinguisher, Fleet-Footed
Wyrmling Traits
Ability Score Increase. One ability score of your choice
increases by 1.
Age. Wyrmlings mature a bit slower and live longer than Wyrmling Ancestry
humans, reaching adulthood in their late twenties and live    Depending on your draconic forefather, your unique
upwards of a 500 years. adaptations vary. Choose one of the following three
Alignment. Wyrmfolk were forced to become self ancestries.
sufficient, and thus tend toward a chaotic alignment. Many
are also neutral, given their propensity to focus soley on
survival. Metallic
Size. Wyrmlings tend to be the same height, if not taller   Your scales are thick as iron and colored just the same. You
than most humanoids, from just under 6 feet to well over 7 have inherited the resilience and hardiness of your draconic
feet tall. Regardless of your position in that range, your size is bloodline, causing nothing to stand in your way.
Medium. Ability Score Increase. Your Strength score increases by
Speed. Your base walking speed is 30 feet. 1, and your Constitution score increases by 1.
Human Ingenuity. You gain proficiency in one skill of your Fortitude. Once per long rest, you can use this trait to
choice. reroll a saving throw, but before the outcome is determined. If
Draconic Resilience. You have tough, scaly skin. When you do so, you must use the new roll.
you aren’t wearing armor, your AC is 12 + your Dexterity
modifier. You can use your natural armor to determine your
AC if the armor you wear would leave you with a lower AC. A Chromatic
shield’s benefits apply as normal while you use your natural    You have the pervasive magic of a chromatic dragon in your
armor. veins; your scales are monochromatic, and your insticts
Encumbered Flight. You have a flying speed of 25 feet. sharp. Many of your kind become travelling merchants or are
You must be in a space wide enough to accommodate your a part of local blackmarkets.
wingspan to fly. Your wingspan is equal to twice your height. Ability Score Increase. Your Intelligence score increases
You cannot fly if you are wearing heavy armor, armor you are by 1, and your Dexterity score increases by 1.
not proficient in, armor not tailored to accommodate your Delusive. You can cast distort value with this trait, using
wings or tail, or a backpack not specially tailored to your Intelligence as your spellcasting ability for it. Once you cast
wings. the spell, you can’t cast it again with this trait until you finish
Due to the heavy weight of your wings, adequate a long rest.
momentum if required to stay airborne. You fall to the ground
at the end of your turn unless you move at least half your fly Crystalline
speed during your turn.
Hoard Seeker. You always know the exact amount of gold    Your scales gleam like gems in the light, producing a unique
in a pile or hoard within your sight, as well as the exact halo effect around your person. Your crystalline heritage
monetary worth of a non-magical object you interact with for lends itself in your uniquely personable and fleet-footed
one minute. nature.
Once per long rest, you can spend ten minutes attuning to Ability Score Increase. Your Charisma score increases by
your draconic blood, expanding your hoard-seeking senses. 1, and your Dexterity score increases by 1.
You are immediately made aware of the nearest general Reflective. As an action, you can position your scales to
location of a gold hoard containing more than 500gp within 1 reflect bright light. Creatures within 5 feet of you must make
mile of you. a Constitution saving throw (DC = 8 + your proficiency bonus
Languages. You can speak, read, and write Common and + your Charisma modifier), on a failure a target is Blinded
Draconic. until the beginning of your next turn.
You can use this trait once, and you regain the use on a
long rest. This trait cannot be used in dim light or darkness.
Art by Kirim Son, Bayard Wu
Detect Balance: ~29
2

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