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, much like the other dragonkin.

Drakyr as DnD 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 10 feet. You may only choose this feature once per Tier.

Dragon Breath. You gain Dragon Points equal to your level, and learn the Nth-level Spell Breath of the Eyrie, the damage type being appropriate to your heritage. You may spend your Dragon Points as though they were charges to increase the level of this spell. This spell is cast as an action, and creates a cone whose length is 5 times your level feet, and which deals damage appropriate to the caster's draconic heritage. Even if the spell is learned, if a creature has no draconic heritage, this spell fails. This damage is 2d10, going up to 3d10, 4d10, 5d10, and 6d10 at levels 5, 9, 13, and 17, then an additional 2d10 damage per level this spell is cast at. Creatures hit by the cone make a dexterity, constitution, or wisdom saving throw appropriate to the damage type, suffering half damage on a success.

Dragon Magic. You gain Dragon Points equal to your level. You then learn one spell at every level upto half your level appropriate to your draconic heritage, including a Cantrip. You may spend Dragon Points equal to the spell level to cast any spell learned in this way. Taking this feature multiple times grants additional Dragon Points equal to half your level, and you learn an additional appropriate spell per level.

Dragon Resistance. You increase your level of resistance to one damage type appropriate to your draconic heritage by one step.

Night Sight. You gain 60 feet of darkvision.

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

Tough. You gain 1 additional hit point per hit die you possess.


 * -|Drakyr as FATE Characters=Sample Stuff