The Wards of Sayth
See Character Creation for details on how to build a dragonfolk character.
Dragonfolk taking a Specialist Array must assign 11 to Cha or Str, and 6 to Dex or Wis.
: 10, 9, 8, 8, 8, 7
: 11*, 10, 8, 8, 7, 6*
Dragonfolk gain the following traits:
Dragonfolk inherit the elemental affinites of the various dragonflights they descend from. Upon character creation, choose acid, cold, fire, or lightning. You gain your damage reduction equal to your Cha or Str mod against damage of this type.
There are few sights more terrifying than an enraged dragon. Possessing draconic characteristics, dragonfolk have been known to be equally as fearsome when provoked. You gain Intimidate. Once per day, as an action you can frighten a creature. The creature must make a Wis saving throw, DC14, or it cannot attack you on its next turn, and must spend the turn’s movement moving away from you.
Choose one (1) of the following feats:
While it pales in comparison to a true dragon’s breath, some dragonfolk retain the ability to charge their breath with elemental energy. Once per day, you may make the Dragon Breath attack. All creatures within a 15’ cone in front of you must make a Dex saving throw, DC14, or take 1d10 damage. The damage type matches the choice you made for your Elemental Affinity.
Dragonfolk of the ancient Draconic Empire were without equal in the creation of magical artifacts. Today, that skill manifests itself in an affinity towards enchantment practiced by dragonfolk known as artificers. You gain the cantrip Read Magic and have advantage on all Perception checks to detect magical items.
The ancient dragonfolk pioneered the use of hafted weapons in combat, and their heritage survives today in the martial training of the modern-day Draconic kingdoms. You are proficient with the glaive, halberd, or pike and gain the Hafted Weapon feat as a bonus feat.