Dragon-men

Infantry of Kulshedrex painted during the EIghth Era

## Appearance

### Distinction

Physically strong, tall, capable of using dragon breath, potential to become a dragon

### Skin Color

Scarlet, gold, rust, ocher, bronze, or brown scales

## Sociology

### Homeland

No homeland; but historically exiled to Laconia

### Languages

Draconic, Low Common

**Dragon-men**, sometimes referred to as simply **dragons**, are humans or humanoids (excluding elves and dwarves) that have been infected with the dragon's curse. When a humanoid is exposed to dragon's blood, they slowly become more dragon-like over a period of some years or even decades. Historically, this curse has been seen as both a disease and a mark of great sin, and dragon-men are often exiled from civilized society under threat of violence.

## Game mechanics

*Use this as your guide to creating a dragon-man character. Note that all dragon-men in this world are made by using this same template*.

***Ability Score Increase***. Your Strength increases by 2, and your Charisma increases by 1.

***Speed***. Your base walking speed is 30 feet.

***Languages***. You know Draconic and one additional language of your choice.

***Darkvision***. You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You cannot discern color
 in darkness, only shades of grey.

***Draconian Curse***. Choose one chromatic or metallic affinity from the *Player’s Handbook*,
as described. You are keenly aware of what dragon cursed you, where that dragon is if it is still alive, and can immediately identify its body or parts of its body if you see it. See the table below for more information.

***Draconian Resistance***. You are resistant to the damage type associated with your affinity.

***Breath Weapon***. You can use your action to exhale destructive energy. Your
draconic affinity 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 draconic ancestry. The DC for this saving throw
equals 8 + your Constitution modifier + your proficiency bonus. 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. After you use your breath weapon, you
can’t use it again until you complete a short or long rest.

***Draconian Armor***. Your tough draconic scales gives you an AC equal to 13 + your Dexterity
modifier when you are not wearing armor. You can use your natural armor
to determine your AC if the armor you wear would leave you with a lower
AC. A shield's benefits apply as normal while you use your natural
armor.

***Dragon Sorcery***. You know the one Sorcerer cantrip of your choice. When you reach 3rd level, you
can cast the *disguise self* spell once with this trait. You regain the ability to use this trait once you finish a long
rest. When you reach 5th level, you can
also cast the *alter self* spell once and need to finish a long
rest before you can cast it again. Charisma is
your spellcasting ability for these spells.