Dwelling in some of the most remote and coldest places of the earth, the dragon tribe is filled with a reclusive and mysterious people. They remain close to home, abiding some strange taboo that forbids them from encountering outsiders.
The humans the dragons took into their protection still serve them loyally, with a reverence bordering on worship. To outsiders, however, the tribe has become thought to be practically or wholly extinct. Rarely, perhaps once every five generations, a single dragon feels themselves called by to adventure into the world at large for some particular purpose.
Physical Qualities. Dragons are among the largest and most physically imposing of the Theru, standing an average of 7 feet tall and weighing upwards of 350 lbs. They prefer their hybrid form, usually covering in dense plate-like scales of a myriad colors.
All dragons have a thin disc-like aura that hovers over their shoulder-blades and back. This aura powers many of their unique abilities, and might even have a cosmetic affect on class features. Dragons may project their wings from their aura, creating vast misty bat-like or feathered wings. Some dragons gain enough control over their aura to project energy forth like a breath.
Playing a Dragon. Dragons are extremely reclusive, and outside of your Warren you are likely be the only Dragon that you meet. Why would you leave your Warren? What exists in the outside world that you would need or want? You were raised in an environment where the community comes before the individual, and tradition and honor are paramount. You are most likely somewhat arrogant, perhaps condescending, and completely unimpressed with the wonders of the outside world.
Dragons are most likely fighters, rangers, or monks. Blaming arcane magic for the fall of the world, dragons would never consider being arcane spell-casters, regardless of the source or purpose of that magic. Dragons might consider being a cleric, depending on the nature of the deity in question.
Culture. Dragons are an extraordinarily reclusive race, that stick to old forms of worship and tradition. While, like all Theru, they take human partners, this is exclusively to produce offspring. Dragons only truly mate amongst themselves following long and extremely dangerous courtship rituals that can take upwards of twenty years to complete.
Dragons form cliff-side dwellings called Warrens, where the adults democratically choose amongst themselves a leader called an Elder. Elders are responsible for delegating duties, and more often than not only apply a task to a suitable dragon.
Dragon youths are raised communally in clutches, ranging from 5 to 10 young called 'hatchlings'. Every adult in the Warren is considered responsible for discipline, security, and teaching of values and traditions.
Relations. Dragons are xenophobic out of distrust and misunderstanding for the other tribes. They are extraordinarily rare outside of the
Humans. Dragons guard their humans solely out of filial duty, and a sense of obligation that hearkens to the first dragons ages ago. As a tribe, they still hold humans responsible for the downfall of the world, the imprisonment of Phoenix, and Dragon's refusal to answer their pleas. They acknowledge that they need humanity to breed, but tend to have little regard for them otherwise.
Humans often live in small communities or shelters below Dragon warrens. They farm, hunt, and subsist as best as they can with minimal assistance from their Dragon relatives. Every year a number of the community will offer themselves for breeding; males will compete for the attention of Dragon females until a pregancy is secured, while females will also compete. If a Dragon child is born of the union, they are immediately taken to the Warren. Human children are left with the human parent.
Dragon Traits
Ability Score Increase. Your Strength score increases by 2.
Storm Resistance. Dragons prefer to live in a high altitudes, amongst great storms. You have resistance to lightning, cold, and thunder damage.
Aura. You may manipulate the energy of your aura to produce any of the following effects. Once you have used your aura, you must finish a short rest before using it again.
Wings. You gain a flying speed of 30 feet for 1 hour. You may dismiss or summon the wings freely during this time.
Storm Breath. You can use your action to exhale a 5' by 30' line of lightning. When you use your breath weapon, all creatures in the area must make a Dex saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one.
The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Scales. You form a temporary infusion into your scales, granting you a +2 natural armor bonus to your AC for an hour.