"I once stumbled upon a Dray, forged not by the harsh hand of nature but by the twisted machinations of a sorcerer named Dregoth. Their scales, once human flesh transformed by arcane mastery, gleamed eerily under the relentless sun. Each step seemed to carry the weight of a past existence, a haunting reminder of the human lives sacrificed in the creation of these beings. In their eyes, I glimpsed the sorcerous legacy of Dregoth—a dark creator who dared to reshape life in the heart of this arid wasteland." - Tobren-Iky Elven Druid
Dray are a race of draconic humanoids created by the Dread King Dregoth through extensive arcane experiments. In the mind of the Dread King, his people serve as the next logical step in human evolution, all made in his draconic image – a sign of what is to come for all of humankind. Today, Dregoth rules the dray from his underground realm of New Giustenal, although some have begun venturing beyond the ruins of their ancestral home.
The ritual undergone by all dray has resulted in the following traits.
Ability Score Increase. Your Strength score increases by 2.
Age. Young dray grow quickly. They walk for hours after hatching, and attain the size and development of a 10-year old human child by the age of 1, and reach adulthood by the age of 4. It is unknown how long they live, but all the dray in Guiestenal (300 years ago) have not yet died of old age.
Alignment. Dray tend towards evil alignments, taking after their creator and doing what must be done to survive on Athas.
Size. Dray are taller and heavier than humans, standing well over 6 feet tall and averaging 300 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Dray possess the ability to see heat. This effectively gives them darkvision out to 60 feet. This vision penetrates magical darkness and completely obscured, except if obscured by something that gives off heat such as steam or ash cloud.
Born of Fire. You have immunity to fire damage and vulnerability to cold damage.
Languages. You can speak Common and Draconic. Check with the DM if you can read any languages. Draconic is thought to be one of the oldest languages and is often used in the study of arcane magic. The language sounds harsh to most other creatures and includes many hard consonants and sibilants.
Subraces. The dray were created ina number of rituals by Dregoth, resulting in distinct subraces. First generation and second generation dray differ in their draconic form.
The first generation of dray created were bestial shadows of the dragon, and though their bodies are misshapen and mutated, they are extremely durable creatures. They are monstrous in appearance and in demeanor, tending toward ferocity rather than majesty or intellect. Most first generation dray despise Dregoth for rejecting them.
Ability Score Increase. Your Constitution score increases by 1.
Mutated Experiment. The mutant nature of Dregoth's first attempt means you can, during character creation decrease one ability by 2 to increase another by 1. You may do this a total of two times.You may not increase any ability beyond 20, nor decrease any ability below 3.
Draconic Savagery. You gain a pool of draconic savagery points equal to your Strngth modifier. Immediately after you take the Attack action on your turn, you may spend 1 draconic savagery point to make a bite or claw attack as a bonus action. You regain all expended draconic savagery points at the end of a long rest.
Tooth and Claw. Your teeth and claws are natural weapons, with which you are proficient. Your teeth deal piercing damage equal to 1d4 + your Strength modifier. Your claws deal slashing damage equal to 1d6 + your Strength modifier. In order to make a claw attack you must have at least one hand free.
The second generation of dray created were more refined in form, in body and mind. They are not necessarily superior than their progenitors, but they consider themselves to be so, and so does their creator. These dray are frequently arcanists, often favoring defiling magic in order to further their draconic metamorphosis. Most second generation dray still revere Dregoth.
Ability Score Increase. Your Intelligence score increases by 1.
Dragon Magic. You know the fire bolt cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the fear spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Innate Magic. Dray make natural arcane spell casters and receive one additional spell slot of each level when earned. This applies to arcane spell casting classes only.
Depending on their personal history, dray may exhibit many different types of personalities.
First generation dray tend to be cautious by nature and suspecting of all they encounter. They are also a fair bit more savage, even primitive, by the standards of New Giustenal. Their primary goal is survival, and they train hard to become the best at what they do. To friends, first generation dray are honorable, and help given is never forgotten.
Second generation dray have the prejudices of Dregoth ingrained into their personalities. They are all intolerant of outsiders as well as mistakes, well-educated by Athasian norms, and obnoxious and arrogant, believing themselves to be the pinnacle of all creation. However, a few dray have seen Dregoth for what he really is and have attempted to set this hatred aside.
Prerequisite: Dray
You develop a draconic affinity for destructive energies. You gain the following benefits:
You can use your action to exude destructive energy in a 15 ft. cone. Any creature in the cone must make a Dexterity saving throw. The DC for this saving throw equals 8+ your Intelligence modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this you cannot use it again until you complete a long or short rest.
Whenever you defile you gain an amount of temporary hit points equal to your level times the number of defiling points used. After you use this you cannot use it again until you complete a long or short rest.
Prerequisite: Dray
Your metamorphosis has granted you draconic resilience. You gain the following benefits:
Increase your Strength score by 1.
You develop natural armor. When you aren't wearing armor, your AC is 14 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
Prerequisite: Dray
You sprout draconic wings. With your wings, you have a flying speed of 30 feet if you are not exceeding your carrying capacity. Your flight speed is reduced by 10 feet if you are wearing heavy armor.