Starlit Water Dragon (5e Race)

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Template:5e Race

Starlit Water Dragon[edit]

A rare and celestial species, the Starlit Water Dragons are born from the death of stars and the depths of the cosmic tides. Unlike most dragons, their elemental affinity is determined by the dying star that granted them life, meaning no two Starlit Water Dragons are exactly alike.

Racial Traits[edit]

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Size. Starlit Water Dragons are naturally quadrupedal and are considered Medium creatures, though their agility allows them to maneuver like humanoids.

Speed. Your base walking speed is 35 feet. You have a flying speed of 50 feet and a swimming speed of 30 feet.

Languages. You can speak, read, and write Common, Draconic, and Celestial.

Darkvision. You can see in dim light within 60 feet 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.

Racial Features[edit]

Natural Armor[edit]

Due to your celestial scales, you have an innate AC of 13 + your Dexterity modifier. This increases by +1 at levels 5, 10, and 15.

Quadrupedal Form[edit]

Starlit Water Dragons are naturally quadrupedal, meaning they cannot wield conventional weapons or wear humanoid armor. Instead, they rely on their natural attacks:

Celestial Claws (Finesse, Light): 1d6 + Dexterity modifier (Slashing/Radiant)

Tail Strike (Reach 10 ft, Knockback effect): 1d8 + Strength modifier (Bludgeoning)

Bite Attack (If within melee range, heals for half damage dealt): 1d6 + Strength modifier (Piercing)

Optional Rule: Shapeshifting Form[edit]

At the DM's discretion, you may learn to take a humanoid form, typically appearing as an elf, human, or celestial-touched species. This form is temporary and requires concentration to maintain.

Elemental Variations[edit]

Unlike most dragons, a Starlit Water Dragon’s element is not predetermined—it is inherited from the type of star that gave them life.

Type Elemental Affinity Unique Ability
Celestial Tideborn Water & Radiant Lunar Embrace - Gains resistance to Radiant & Necrotic damage while in moonlight. Spells gain +1 Radiant damage per spell level.
Abyssal Tideborn Void & Gravity Void-Infused Currents - Once per long rest, shift into another plane, avoiding one attack or spell.
Solar Tideborn Fire & Radiant Supernova Burst - Can unleash a wave of heat dealing 1d6 Fire + 1d6 Radiant in a 10-ft radius.
Storm Tideborn Lightning & Wind Tempest Surge - Can release a shockwave of electricity, stunning enemies for 1 turn (Con Save DC = 8 + Proficiency + Charisma).
Eclipse Tideborn Shadow & Cosmic Void Eclipse - Can briefly turn invisible for 1 round when standing in darkness.
Nebula Tideborn Plasma & Starlight Nebula Shroud - Can surround themselves in a field of glowing cosmic mist, making ranged attacks against them at disadvantage for 1 minute.

Ebb and Flow (Celestial Energy Absorption System)[edit]

Instead of spell slots, you absorb energy passively from your surroundings. Your ability to cast magic depends on your environment.

Environment Effect
Neutral Terrain (Land) Gains normal SEP recovery (short & long rest apply as usual).
Water (Any source) Gains 1 SEP per round. Moves without resistance (ignores movement restrictions). Water actively helps you by redirecting attacks and pushing enemies.
Celestial Exposure (Moonlight/Starlight) Regenerates energy more quickly, increasing spell damage by +1 per spell level.
Drought/Heat (Severe Weakness) Loses SEP gradually if dehydrated or exposed to prolonged extreme heat.
Divine Light/Purification Magic Disrupts SEP absorption, temporarily preventing energy recovery.

Sol Space (Energy Storage)[edit]

Instead of spell slots, you use Star Energy Points (SEP) to cast spells.

- SEP Pool: (Level + Charisma Modifier) × 2 - Recovery: Short Rest (regain half SEP), Long Rest (regain all SEP). - Special Bonus: If resting in moonlight or water, regain +2 additional SEP.

The Abyss Stirs (Water Fights for You)[edit]

While in water, your presence actively influences the battlefield.

At the start of each of your turns in water, roll a d6: - 1-2: Nothing happens. - 3-4: Water redirects an incoming attack, giving +2 AC until your next turn. - 5-6: A tide surge pushes an enemy back 10 feet, disrupting their attack.

Siren’s Curse (Prolonged Combat Debuff)[edit]

Each time an enemy fails a saving throw against your magic or takes radiant damage from you, they gain a stack of Siren’s Curse.

- Every 2 stacks, they take a -1 penalty on Wisdom saving throws and attack rolls against you. - At 5 stacks, they experience mild celestial hallucinations. - At 10 stacks, they automatically fail Charm-based saves. - Only Purification Magic can reset stacks.

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      1. 🐉 Starting Gold

Starlit Water Dragons start with **(3d4 × 10) gp** in wealth. Alternatively, they may begin with:

- **A celestial gemstone or starshard** (serves as a personal artifact or magical focus) - **A belt pouch containing 15 gp** - **Custom-crafted barding or accessories** (for dragons that require harnesses or saddlebags)

Why? Unlike humanoid adventurers, Starlit Water Dragons **don’t wear standard armor or carry weapons**, but they **still need gold for magic, potions, or hiring allies**.

Final Notes[edit]

The Starlit Water Dragon race creates a unique quadrupedal, fluid-combat playstyle, allowing for an energy-driven magic system, battlefield control, and a stacking debuff-based charm mechanic. Their elemental affinity is shaped by the star that created them, meaning no two Starlit Water Dragons are alike.

This homebrew is designed for high-mobility, strategic spellcasters who thrive in water and celestial environments.