Half-Dragon

When a dragon in polymorphed form mates with another creature, the union sometimes produces half-dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon.

Half-dragons are incapable of having natural-born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half-dragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its non-draconic line, so that a half-dragon human might live more than a century and a half.

Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess.

## Racial Abilities

The half-dragon is an extremely rare race with their Parents being a True Dragon and one of the 5 main races (Evolvi, Elves, Orcs, Skala and Avians).

*Ability Score Modifiers. You gain the ability score modifiers from your Humanoid Parent. Additionally choose one of your Strength, Constitution, or Charisma score to increase by 1. You can't increase the same ability score that is increased by your base race.*

*Age*. Half-dragons live about twice as long as a member of their base race.

*Darkvision.* Your draconic ancestry has granted you superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.

*Draconic Nature.* Your creature type is considered to be both dragon and humanoid.

*Size.* Usually Over 6 ft Tall but most are at least nearly 7ft. You weigh between 230 and 280 pounds. Your size is Medium.

*Speed.* Half Dragons use their base Humanoid speed, however they gain 30ft Flight Speed, as they now have wings.

*Prehensile Tail.* You can use your tail to carry objects weighing no more than 5 pounds. You cannot weild weapons with your tail.

*Natural Unarmed Strikes.* Using your *claws*, *fangs*, and *tail*, you can deal 1d6 + Strength modifier for any damage you deal with your unarmed strikes. The type of damage you deal is based on the unarmed natural body part you choose. Your claws will deal Slashing, your fangs will deal Piercing, and your tail will deal Bludgeoning.

*Draconic Magic.* As a 1 hour Ritual you can cast a "Draconic Spell" that effects the area around the location the Ritual was Cast. This Ritual is Verbal in Draconic using a loud booming voice that can be heard up to 10 miles away for the duration of the Ritual. Choose one of the Regional Effects under your True Dragon parents abilites; (For example: Fog lightly obscures the land within 6 miles of the lair.) This effects lasts for 1d4 days. This Ritual can only be cast once a month as Draconic Magic is more powerful than Humus Magic, and it puts a heavy toll on your body.

It has a material componet of what your Draconic parent likes to hoard. (For example: Black dragons hoard the treasures and magic items of crumbled empires) However it does not consume this materal. See True Dragons for details. If this Material were to be destroyed or moved from its position by 1 Mile, then the Magic Fades away.

*Heart of the Dragon.* You have resistance to the damage type associated with your draconic ancestry, for which you only take half of the damage of a speciffic element. see Draconic Ancestry chart for Details. This increases to Immunity at 12th Level, protecting you from all of your speciffic element damage.

*Humanoid Ancestry.* You have a Humanoid Ancestry from one of the 5 main Races (Evolvi, Elves, Orcs, Skala and Avians). You gain an Ability from the following list depending on your Humanoid Parent.

* Evolvi - The Inheritance. All Half-Dragon Evolvi have a starting total of 5 points. You cannot choose more than 5 total traits, and you do not need to spend all points. All traits chosen must resemble a speciffic theme resembling either a Creature, a Substance, or a Concept. (These can be themes not relating to Dragons) A traits name and what is speciffacally does or looks like can be altered to fit this theme better, however the effects stay the same.

* Elf - You gain an ability based on your Parents Elvan Subrance
	+ Standard Elf - Battle Analysis. As a Full Round action you can choose 1 target to study. You gain advantage on Precise attacks for your next 3 attacks on that target however you must maintain concentration on this target. Losing concentration on the target will void the effects of this ability, (This does not mean this target is the only thing you can focus on, but it is the center of your focus). You can use this ability once per long rest.
	+ High Elf - Elvan Magic. As you have an innate ability of understanding The Force of Chaos, your spells are cast with minimal destruction to your surroundings. You only need to use a Somatic or Verbal Componet to cast Spells (If the Spell requires V and S componets, you can choose only 1 and cast the spell. However if it requires only Verbal componets, you cannot cast it using Somatic). Additionally, You do not use material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
	+ Wood Elf - *Fleet of Foot.* Your base walking speed increases by 5 feet. This Speed Increses by an additional 5 feet when you reach 5th level, 11th level, and 17th level.

* Orc - You gain an ability based on your Parents Orcish Subrance
	+ Eastern Orc - Natural Fighters. Due to your heritage You gain a your parents fighting style from the Fighter Class. There is no exception to this rule of nature. (If you choose to become a fighter, the "You can't take a Fighting Style option more than once" does not apply in this scenero. You may choose the same Style as your Orc Bloodline, and its effect doubles)
	+ Western Orc - Relentless Endurence. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
	+ Island Orc - Wind Slash. Firmly Placing your feet into the Ground and Slicing the air with a melee weapon in a speciffic pattern, you can swing a weapon as a move action to nonmagically cast the Gust Spell. You must use your standard action at the same time to make an attack with the same melee weapon. The Standard action used in this Ability is a normal attack, Missing your target with the standard attack still applies the Gust spell ability. Directly hitting an opponet with this attack does damage as normal, as well use the Gust Spell. You can use this ability Your Strength modifier -1 per long rest (Minimum of 1). [For example a strenth of +3 will get you 2 per day, while a strength of +0 will get you 1]

* Skala - *Breath Weapon.* You gain a breath weapon that deals 2d8 elemental damage in either a 15ft Cone or 30ft Line. The target must make a DC 12 + Intelligence modifier Dexterity save; the damage is halved if the save is successful. The damage increases by 1d8 when you reach 5th Level (3d8), 11th Level (4d8), and 17th Level (5d8). This ability can be used an number of times equal to your Intelligence modifier plus one per long rest, with a minimum of one.
	+ This element damage that this breath weapon corrosponds directly to what subrace your parent is Water-Cold, Earth-Acid, Fire-Fire, Air-Thunder, or Lightning-Lightning. Keep in mind that Metal-Poison gives you a Stinger instead of a breath Weapon. See Metal Skala for more details

* Avian - *Aerial Blessing.* Both of your Parents have the gift of Flight, Your Flight Speed increases to 80ft.

*Draconic Ancestry.* You also have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your damage resistance is determined by the dragon type, as shown in the table.

#### Draconic Ancestry Table

 Cold
 Fire
 Lightning
 Thunder
 Poison
 Force
 Radiant
 Necrotic