Race: Feeble Wyrmling Race

by Toridan

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Feeble Wyrmling Race

Race Details

Occasionally, a dragon will be born with less power than usual. Some refer these weird cases as "Feeble Wyrmlings", others use the even more derogatory term: soft-scales.

This phenomenon rarely ever happens, and it is not clear why it occurs, but there has also not been a lot of research made into it.

The more fortunate of these creatures will be raised and cared for like their siblings are. In other cases they might be cast out, exiled or even discarded. Some are made to undertake a pilgrimage, or do so out of their own volition.

In the end, the sad truth is most of the ones that end up alone don't live a pretty life, even if they are not harvested for ingredients like in some of the more gruesome cases.

However, from time to time, one will rise to the challenge, and grow to prove those who scorned them wrong.

These outcasts-come-adventurers usually rely on the techniques and disciplines they learn from people they find on their journeys, normally humanoids.

Feeble Wyrmling Traits

Your draconic traits manifest more weakly in you than in other wyrmlings. You do not count as a humanoid, but rather as a dragon.

Ability Score Increase

Depending on your sub-race you can choose to allocate a +2 and a +1 ability score modifiers from the abilities that have positive modifiers in table below as long as your sub-race usually has them and never higher than the values in the table.

In the case of the White sub-race, you can take a -2 penalty to Intelligence to add +1 anywhere else.

Wyrmling ability score modifiers

Sub-race STR DEX CON INT WIS CHA
Black +2 +2 +1 +1
Blue +3 +2 +1 +2
Green +2 +1 +1 +2 +1
Red +4 +3 +1 +2
White +2 +2 -3
Brass +2 +1 +1
Bronze +3 +2 +1 +2
Copper +2 +1 +1 +2 +2
Gold +4 +2 +3 +2 +3
Silver +4 +3 +1 +2

Example: A Feeble Red Wyrmling can have +2 on either their STR, CON and CHA, but not on their INT. They can have +1 in any one of those. They might choose to have the modifiers on the same ability score, but in that case it could only be in STR or CON

Age

Feeble wyrmlings grow quickly. If they are cast out, it will usually happen between the first two months to a year of their life. They take longer to become Young Dragons, ranging from the usual 5 years like their siblings, to even 10 years.

With regards to self-sufficiency most wyrmlings, even feeble ones, become able to live on their own by hunting and gathering, at a surprisingly young age (usually 6 months but never more than a year).

Wyrmlings will not normally leave their nest until they are young and their size is enough to protect them form the more dangerous threats in the Wilds, but some don't get a choice...

Those that survive to become young dragons will usually stop adventuring and return to claim their place among their people. But there's always exceptions.

Alignment

Feeble wyrmlings might feel their natural tendencies at some point. However, if they were rejected, they tend to try to challenge the established norms and may be found to choose any alignment, usually depending on both how life has been treating them and how they have chosen to take it.

Size

Feeble wyrmlings are usually the same size as their siblings (around the size of a pony), but sometimes can be significantly smaller. Your size is Medium or Small.

If your size is small, take a -2 penalty in Strength and a +1 bonus in Dexterity.

Speed

Your base walking speed is 20 feet.

Flight

You also have a base flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

Languages

You can speak and read Common and Draconic. To write you would need custom equipment.

Weapons, armor and equipment

You can't wear any armor, weapons or trinkets that have not specifically been made for you (or a being of your same shape and size). The exceptions are magical items that adapt to the wearer, earrings, amulets and scarves.

Unless you have a special custom-made saddlebag to use as a backpack, you can't typically carry any equipment.

Subject to change at the discretion of the DM.

With Tooth and Claw

You are proficient with your unarmed strikes, which you can choose to be performed as a bite or a claw swipe:

  • Claw: Strength-based attack that deals 1d6 + STR slashing damage on a hit.
  • Bite: Dexterity-based attack that deals 1d6 + DEX piercing damage on a hit.

Breath Weapon

You can use your action to exhale destructive energy. Your Dragon sub-race determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your sub-race. The DC for this saving throw equals 8 + your CON modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Your breath weapon has two uses per long rest, but a short rest regenerates one of them.

Sub-race Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
 

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