Luminar

Races • DnD 5e

Appearance

Luminar shares many appearances with a dragon. However, instead of walking on all fours, they walk on their hind legs and lack dragon wings. Their scales are varying in color depending on their subrace and Core element. It ranges from shiny metallic scale, rough, gem-like hide and matte colored skins.

Culture

Luminars are a society governed by law and order. They believe that rules are what differs the civilized nations and the savages of the wilderness. And so, they crafted laws, and laws to create laws, and laws that govern laws and so on to a point that everything is mired in bureaucracy. However, abiding by them is still paramount and breaking them may result in exile or even death. Citizens of luminar Magocracies often participate in compulsory academic education to teach them the law and the rulers of these cities use magic as a way to teach obedience in their young.

History

Luminars were said to be created to serve dragons along with kobolds. This may be rumors but the resemblance is uncanny and has shaped other races’ perception of the luminar. Some see this with amazement and wonder while others treat it with caution and fear. Luminar have always been at the top of every age of peace, adapting to any changes and quickly establishing themselves as the top societies of the world; Embracing or denying their heritage.

Location

Luminar magocracies can be found in Western Shimon and they have expanded extensively since the old days. Now, they encroach into Barco de Cola and even Cwyfol.

Luminar Traits

Your Luminar character has an assortment of inborn abilities, part and parcel of Luminar nature.

Ability Score Increase. Intelligence score increases by 2.

Age. Luminars grows to adulthood quickly at 12 years old but can live over a century

Alignment. Most follow a strict code of conduct as to not relate themselves to the dragons. This usually means they are usually Lawful Neutral

Size. Luminars vary widely from 5ft all the way to 8ft. Your size is medium.

Speed. Your base walking speed is 30ft.

Additional Starting Hit Points. (For RGtH) You gain 8 additional hit points at 1st level.

Darkvision. Luminar’s draconic heritage grants them a lesser version of a dragon’s keen sight. You can see in dim light within 60ft 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.

Magicore. Luminars are able to store magical energy and unleash it at opportune moments. You can have a number of charges equal to half your character levels (rounded up). You gain 1d4 charges after a long rest.

The DC of your Magicore traits is 8 + proficiency modifier + intelligence modifier
Luminars are attuned to one of the five elemental damage types called Core Element. Choose one damage type from fire, cold, lightning, acid or poison. This will determine the damage types of your Magicore abilities and the appearance of your scales
Damage Type Lapis Feros Chroma
Fire Ruby Gold Red
Cold Marble Silver White
Acid Obsidian Bronze Black
Lightning Sapphire Cobalt Blue
Poison Emerald Copper Green

Resistance. You gain resistance to your Core Element

Magicore: Minor Infusion. . (1 charge) You are able to enhance your attacks with magical energy. When you deal damage using a spell or weapon, you may choose to reroll any number of the damage dice.

Magicore: Breath Weapon. (X charge) As an action, you can discharge the magical energy stored within you. All creatures within a 15ft cone must make a Dexterity saving throw or take Xd6 Core element damage where X equal to the number of Magicore charge expended, or half on a success.

Ferro (Steelscale)

Some luminars want to be disassociated from their draconic heritage. Instead of focusing on their draconic traits, some luminars focused on improving their own individual talent, specifically magic. These luminar, now known as Ferro Luminar, have adapted to producing massive amounts of magic and sustaining themselves in the duration. Ferro luminar are often a sleeker and slimmer variant of the luminars with magical energy spilling out some parts of their body. Their scales possess a metallic sheen to them making them valuable to collectors.

Ability Score Improvement. Your Wisdom score increases by 1.

Magicore: Cantrip. (1 charge) You can cast one of the following cantrips: control flames, shape water water, mold earth, gust and one more cantrip as determined by the table below. Intelligence is the spellcasting ability for this trait.

Magicore: Magic Sense. (3 charge) At 5th level, you can cast one of the following spells: Detect magic, Identify and one other spell as determined by the table below without requiring a material component. Intelligence is the spellcasting ability for this trait.
Damage Type Bonus Cantrip Bonus Magic Sense
Fire Firebolt Scorching Ray
Cold Ray of Frost Snowball Storm
Acid Acid Splash Acid Arrow
Lightning Shocking Grasp Witch Bolt
Poison Poison Spray Ray of Sickness

Lapis (Stonescale)

Dragons are mystical creatures that are looked at in fear and high regard. Some luminar decided to lean into the perception to get ahead in the world. They focused on it so much to a point they are able to use their magic to further enhance their standing. These luminars are known as lapis luminar. Lapis Luminar is often well built and has fin-like protrusion near their elbows or crests. Their scales are smooth and often have a gem-like quality to them.

Ability Score Increase. Strength score increases by 1.

Magicore: Air of Prestige. (1 charge) Before you make a charisma ability check, you may choose to gain advantage on the ability check.

Magicore: Frightening Presence. (3 charge) At 5th level, as an action, you use the Magicore to scare nearby creatures in the form of a powerful burst of energy. All creatures within 15ft of you must make a Wisdom saving throw or be frightened of you for 1 minutes. The creature may repeat the saving throw at the end of their turn. Creatures that failed the saving throw cannot be frightened by the same effect again for the next 24 hours.

Chroma (Flamescale)

Dragon’s are known to raid cities and conquer vast amounts of land, spreading terror wherever they go. Some luminar embrace this aspect of dragons and focus their power on physical might. They conquer lands and overwhelm enemies with their draconic might. These luminars are known as the chroma luminar. Their intense training means they are usually large with spikes protruding in their spines and forearms. Their scales are vibrant and are sought out by craftsmen.

Ability Score Increase. Your Constitution score increases by 1.

Magicore: Dragon’s Might. (1 charge) As an action, you can channel your magicore to empower your body. For the next minute, your climbing speed is equal to your movement speed and you can double your jump distance and height.

Magicore: Dragon’s Rage. (3 charge) At 5th level, you can empower your attacks with powerful magical energy. When you make an attack roll, you may choose to empower the attack. If it lands, the attack deals an additional 3d10 Core element damage.

Luminar

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Luminar

Races • DnD 5e

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