The Vyrm

Hailing primarily from the lands of Welkoth, the Vyrm are a race of draconic humanoids. In their past, the Vyrm were once a dedicated & loyal group in the service of the dragons of their homeland, Welkoth. The dragons would maintain peace across the land, and in exchange, they would only ask for the Vyrm’s care as payment. However in recent history, the Vyrm seem to have been deserted by their draconic lords without given a reason. After this sudden disappearance, the lands of Welkoth have been plunged into tumultuous times, with the Vyrm losing alot of the saftey & purpose the dragons brought to them.

Their have been many interpretations by the Vyrm for the reason of their abandonment. Some see it as a sort of punishment, while other see it in a more positive light, believing that the dragons are testing them in some way. Whatever the reason for this new found liberation, many of the Vyrm have now decided to wonder the world, searching for many things; answers, purpose, or simply something new to see.

Welkothian Culture

Life to many Welkothian Vyrm is a path of seeking purpose and/or perfection. As they seek to impress upon themselves or others that they have meaning in their exsistance. Usually through the pursuit in a certain craft, skill, job, or other such field.

Draconic Visage

The average Vyrm can stand anywhere from 5 to 7 feet tall, with various body types in between. Most Vyrm have tendril-like growths that emerge from their head; similar to hair. Strange traits for other races aren’t unusual amongst the Vyrm, as each Vyrm can be born with a plethora of horns, claws, tails, fins, spines, & even multiple eyes.

Fashion for the Vyrm consist of colorful & breathable clothings (such as tunics) that accentuates their unique features, with a fondness for accessories (especially brooches and rings). Hygiene & appearances are taken very seriously in most of their cultures, its considered a grave insult to purposely dirty another Vyrm’s apparel.

Vyrm Names

Vyrms have a given a name, however as they reach maturity they often take on a new name as a sign of individuality.

Masculine Names: Arkon, Arlo, Bartholomew, Cawl, Graddak, Kario, Rafank, Sythorn, Tomaris, Zowl

Feminine Names: Anada, Devla, Dragea, Gwent, Hellak, Katranok, Fayna, Hayen, Unax, Wylo, Zotyr

Androgynous Names. Aled, Alys, Calon, Direxn, Fova, Kyr, Isolde, Oxwain, Milwr, Rhodri, Rhys, Siôn, Zahir

Dragonborn art by Jay Walczyk

Extra Vyrm Content

Like the Vyrm? Here are some links for more Vyrm related content.

Note: The Vyrm content above is in an ‘unstable state’. Meaning that it is subject to large changes at any given time.

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Vyrm Traits

Vyrm can share a number of draconic traits but most share these characteristics.

Ability Score Increases. Your Strength, Constitution, and Charisma score all increase by 1.

Age. Vyrm due to their draconic blood are able to live longer than most, reaching maturity around the age of 15 years and are said to be able to live up to 700 years.

Size. Your size is Medium.

Speed. You have a base walking speed of 30 feet.

Dragon Folk. Due to you being a Draconic creature, you are granted the following traits.

  • Your creature type is both Humanoid & Dragon.
  • Your natural armor class is equal to 11 + your Dexterity or Constitution modifier.
  • You have draconic natural weapons. Your unarmed strikes can deal 1d6 + your Strength modifier in Bludgeoning, Piercing, or Slashing damage as appropriate for your natural weapon.

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

Draconic Ancestry. Choose a damage type from the Draconic Ancestry table. Depending on your choice, your draconic traits are shaped by the damage type.

Draconic Resilience. You have resistance to the damage type associated with your Draconic Ancestry. If the chosen damage type was Poison, you also have advantage on saving throws on avoiding & ending the Poisoned condition.

Vast Heritage

Due to the draconic blood of the Vyrm, their traits can vary wildly thanks to the vast variety of draconic creatures. It all depends on the kind of dragon they are influneced by.

Draconic Ancestry Table
d10 Dragon Damage Type Breath Weapon
1 Volcanic Fire 15 ft. cone (Dex. save)
2 Glacial Cold 15 ft. cone (Con. save)
3 Storm Lightning 5 by 30 ft. line (Dex. save)
4 Bloom Poison 15 ft. cone (Con. save)
5 Ooze Acid 5 by 30 ft. line (Dex. save)
6 Song Thunder 15 ft. cone (Con. save)
7 Crystal Psychic 15 ft. cone (Int. save)
8 Shade Necrotic 15 ft. cone (Con. save)
9 Nova Radiant 5 by 30 ft. line (Dex. save)
10 Aether Force 5 by 30 ft. line (Dex. save)

Dragon Breath. You can forgo 1 of your attacks from taking the Attack action to release your breath. Each creature within range must make a saving throw. On a failure, they take a number of d6s equal to your proficiency bonus in the damage type of your Draconic Ancestry. After using this trait, you can’t do so again until you roll for initiative or have spent at least 10 minutes doing nothing more strenuous than light activity (such as talking, reading, or watching).

Hoard Seeker. You have advantage on Investigation & Perception checks to find coinage, gems, and art items of significant value. You can also tell if an item is magical (but none of its effects or features) or its relative value by inspecting it for 1 minute.

Languages. You can speak, read, and write in both Common and Draconic.

Dragon Valley art by Deiv Calviz (David Villegas)

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Vyrm Feats

There is an honest saying about that Vyrm, stating that no two Vyrm are alike, and that all Vyrm are unique. This is coined from the many different physical traits that differentiate each Vyrm, even of the same lineage.

Due to this, attempting to account for every unique difference between each Vyrm would be an absurd task. So the following subraces presented are for the most part large generalizations of certain features & traits that exist commonly throughout the Vyrm race. Though these traits are by no means universal among the Vyrm.

Dragonborn Mage art by Devtexture on Deviant Art or MattHodoArt.com

Dragonheart

Dragonhearts are Vyrm who can release true power of their draconic breath, able to release devasting power.

You gain the following listed features.

True Breath.
You now can fully unleash the devastating power of your breath weapon.
  • The total area of effect of your Dragon Breath feature is doubled in distance.
  • You can add your Constitution modifier to the damage of your breath weapon traits.
  • Your breath weapon ignores resistances, and treats immunity as resistance when calculating its damage.
Dragon Fury.
Once per combat, when you are damaged to half your hit point maximum (rounded down) or lower, you instantly recharge your breath weapon.

Titanscale

Titanscale are Vyrm with greater might & endurance, that are usually taller and larger than most other Vyrm.

You gain the following listed features.

Powerful Build.
You count as 1 size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Juggernaut.
Your draconic might is greater than most, granting you enhanced physical capabilities.
  • You can hold your breath for up to 1 hour.
  • Your natural armor class increases to 13 + your Dexterity or Constitution modifier.
  • Your unarmed strikes damage increases to 1d8 + your Strength modifier in Bludgeoning, Piercing, or Slashing damage.

Wyrdwing

Wyrdwings are Vyrm born with a pair of leathery wings attached to their arms, similar to wyverns and bats.

You gain the following listed features.

Winged.
You have wings attached to your arms granting you a flying speed equal to your walking speed. While flying using these wings, you can’t wield anything within your hands or use Somatic componets.
Latching Claws.
You have a climbing speed equal to your walking speed & you can grapple targets using your clawed feet inplace of a hand while in flight.

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Vyrm Feats

A list of new draconic feats for the Vyrm.

Draconic Evolution

Prerequisite: Vyrm

Your draconic nature has adapted & grown.

  • Choose a Vyrm subrace, you gain all the traits of the chosen subrace.
  • You can’t choose the subrace you started with, nor can you choose the same subrace more than once.

This feat can be taken multiple times.

Expanded Ancestry

Prerequesite: Vyrm

You have tapped into the potency of your blood.

  • Increase an ability score by 1, to a maximum of 20.
  • Choose one additional Draconic Ancestry.
  • Each time you use your breath weapon, you can choose which Draconic Ancestry you use.
  • You gain resistance to the damage type of your chosen Draconic Ancestry.

This feat can be taken multiple times.

Credits

This brew was made by Rexhex2000 using the Homebrewery, an awesome reasource I always use for homebrewing. You can support them by clicking the ‘Help Out’ icon or by clicking here: Scott Tolksdorf’s Patreon

Try out The Homebrewery for yourself!

Legacy of Power

Prerequesite: Vyrm, Charisma score of 13 or higher

Due to your innate magical nature, you gain access to certain spells depending on your Draconic Ancestry. You learn the listed cantrip & can cast the listed 1st & 2nd leveled spells each once per Long rest. Charisma is your spellcasting ability for these spells.

Damage Type Cantrip 1st-Level 2nd-Level
Fire Produce Flame Burning Hands Scorching Ray
Cold Ray of Frost Ice Knife Snowball Swarm
Lightning Lightning Lure Witch Bolt Levitate
Poison Poison Spray Ray of Sickness Ray of Enfeeblement
Acid Acid Splash Caustic Brew Acid Arrow
Necrotic Toll the Dead Inflict Wounds Blindness/Deafness
Radiant Sacred Flame Guiding Bolt Branding Smite
Thunder Thunderclap Thunderwave Shatter
Psychic Mind Sliver Dissonant Whispers Mind Spike
Force Prestidigitation Magic Missle Magic Weapon

If you have the Expanded Ancestry feat, when taking this feat choose 1 of your Draconic Ancestrys to use for this feat. This feat can be taken multiple times.

Tressure Tongue

Prerequesite: Vyrm, Constitution score of 13 or higher

You have gained a taste for tressure; literally!

  • You can now eat and digest inedible material (such as stone & metal) & you are immune to damage caused by consuming inedible or toxic materials.
  • As a Bonus Action, you can consume a gemstone worth at least 100 gp or more to regain 2d6 + your Constitution modifier in hit points.
  • When you consume over 10,000 gp worth of tressure, you can increase a random ability score you have by 1, to a maximum score of 30.
- Dragon art by Jasinai at DeviantArt
- Page Decals by Jared Ondricek

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