Drakyr

Drakyr sound exotic, but they are actually a boring fantasy race. You wanna know why? Because Drakyr are just human-like thingies. They're just descended from dragons and have scales and spines instead of hair. They are fairly rare, only being a majority on Aldrow.

Drakyr and Kobolds are considered the least magical of the standard Dragonkin, due to their lack of a Dragon's Heart and typical inability to wield Dragon's Breath. However, some Drakyr put that shit down, hard. Due to their status as Dragonkin, and their wide adaptability, Drakyr sometimes exhibit incredible magical powers, even a Dragon Wellspring- A sort of "Advanced Dragon's Heart" that more directly connects them to the Dragon Eyrie. Even those that don't often exhibit some sort of draconic magic, such as energy resistance and immunity and the like.

Drakyr tend to live under dragons, being that Dragons are more hands-on with their offspring than Giants and the like. When they aren't living under True Dragons, Drakyr tend towards Sorceratic societies (led by mages), much like the other dragonkin.

* Drakyr as DnD Characters
* Drakyr as FATE Characters

## Drakyr as DnD Characters

Drakyr share the fact that they are highly adaptable and variable. One ability score of your choice gains a +2 bonus, and two others gain a +1 bonus. You then choose 2 of the following Drakyr Features. As a Hero, you choose 2 more. Paragon Drakyr gain 2 more, and Epic Drakyr gain 3 more.

### Drakyr Features

**Fleet.** Your movement speeds increase by 15 feet. You may only choose this feature once per Tier.

**Dragon Breath.** You gain a personal breath weapon. While some claim it was passed onto them from a draconic ancestor, it is more often a personal construct. This breath is a 15-foot cone, 10-foot radius, or 30-foot line, your choice, and it deals damage equal to a number of d8's equal to your proficiency modifier on a failed saving throw. You may use this breath as an action, and you may use it a number of times equal to your proficiency modifier per short rest. Taking this multiple times increases the breath's size by 15, 10, or 30 feet (respectively), it's damage increases by one step, and you may use it additional times equal to your Tier.

**Dragon Magic.** You gain Mana equal to your level, then learn one spell appropriate to your draconic heritage at each level upto half your level, rounded down, including a Cantrip. The Mana is added to any other Mana you possess, and you learn one Metamagic option to apply to any spells you know. Taking this multiple times grants an additional metamagic and additional Mana equal to half your level, rounded up.

**Dragon Resistance.** You gain Shield equal to half your maximum hit points. This Shield prevents your choice of Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage. Taking this multiple times grants an additional Shield of this nature, and you may choose to combine them (Such as creating a single Shield which prevents Acid, Cold, and Lightning damage worth 3/2 your maximum hit points).

**Night Sight.** You gain 60 feet of darkvision. Taking this multiple times doubles, then triples, then quadruples and so forth the range of this darkvision.

**Prodigious Skill.** You choose two skills or tools. You gain proficiency with them.

**Tough.** You gain a Natural Armour equal to half your max hit points, which you regain at the end of a short rest. Taking this multiple time provides additional Natural Armour equal to 1/4th your max hit points, and grants or increases the Damage Threshold of your Natural Armour by 5.Sample Stuff