Night Fury

by Bernaue

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Night Fury



  • Ability Score: Choose one of:

    (a) Choose any +2 from Dex, Wis, or Str;
              Choose any other +1 from Dex, Wis, or Str


        (b) +1 Dex, +1 Wis, +1 Str

  • Size: Varies (Small - Large)

  • Speed: 30ft

  • Creature Type: Dragon


Age

Young Night Furies grow quickly, wandering outside the safety of the nest within a few weeks, often atop an adult.
By the age of 3 they develop the intellect and dexterity of a 10-year-old human child, reaching adulthood by age 12.
Night Furies frequently live past 80, and many survive into the low hundreds.


Alignment

Night Furies tend toward no particular alignment.
The best and the worst can be found among them.


Size

Night Furies start out small but can grow to rival large horses.

You can start as small, medium, or large. If you pick small or medium size, you can grow during the campaign with the DM's approval.


Thick Hide (Natural Armour)

Your scaled hide functions as natural armor.
When you aren't wearing armor, your AC is 13 + your Dexterity modifier.
You can use your natural armor to determine your AC,
if the armor you wear would leave you with a lower AC.
A shield's benefits apply as normal while you use your natural armor.


Unusual Being

You are a dragon. All spells and effects that would apply to the dragon creature type apply to you, and spells and effects that cannot affect the dragon creature type do not affect you.

As a dragon you have a non-humanoid body, are required to use custom or modified barding as armor, and you are unable to wield normal weapons and tools.

However, you are still able to perform the somatic components of spells, use a modified shield, and, at your DM's discretion, special weaponry or modifications may be crafted to replace the damage of your unarmed strikes.

Character © Bernaue (PilotBiggles - FurAffinity)
Artwork © Meoxie (FurAffinity)

Fire Resistance

Your scales give you resistance to fire damage.

Languages

You can speak, read, and write Draconic and one other language that you and your DM agree is appropriate for your character.

Telepathic Speech

You can speak telepathically to any creature you can see within 30 feet of you (no action required). Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

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.

Tail

Your tail is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

If the target is a creature, and their strength is less than your strength, they are knocked prone.

Claws

Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Prestige Class: Race (Night Fury)

Level Features
1st Natural Hunter, Fighting Chance, Glide
2nd Plasma Blast
3rd Ability Score Improvement, Flight School
4th Archetype Choice
5th Fight & Flight

Class Features

Prerequisites


  • Race: Night Fury
  • Character Level: 2+

Hit Points


  • Hit Dice: 1d10
  • Hit Points at 1st Level: 1d10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution modifier per Prestige Class: Race (Night Fury) level after 1st.

Natural Hunter

You have learned how to best utilize your form for survival, select two of the following skill proficiencies; Acrobatics, Athletics, Intimidation, Perception, Stealth, and Survival.

If you are already proficient in a chosen skill then your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Fighting Chance

Your tail now counts as a simple melee weapon with the Heavy property, with which you are proficient, and the reach of your tail is increased by 5 feet.

The damage of your natural weapons increases when you reach certain character levels, as shown on the table below.


When you take the Attack action and attack with your natural weapons, you can use a bonus action to attack with your claws or bite.

You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.


Character Level Weapon Damage
1st Tail
Claw/Bite
1d4  
1d6  
5th Tail
Claw/Bite
1d6  
1d8  
11th Tail
Claw/Bite
1d8  
1d10
17th Tail
Claw/Bite
1d10
1d12

Glide

While gliding, you require space equal to a creature two sizes larger than yourself, and must move between 5 and 20 feet in one direction of your choice horizontally. When doing so, you also descend 10 feet as part of that movement. If you do not move before the end of your turn, you fall instead.

If you move at least 10 feet on foot immediately before performing a Long Jump, and are still airborne upon reaching the end of your jump, any remaining movement is consumed and you enter a glide.

If you are falling and aren't incapacitated, you can use your action to enter a glide.

When you land in Difficult Terrain after a Long Jump or Glide, add a +3 to your Dexterity (Acrobatics) check.

Plasma Blast

Breath Weapon. Beginning at 2nd level, when you take the Attack action, you can replace one of your attacks with a bright streak that flashes from your maw to a point you can see within range and then blossoms with a low roar into an concussive explosion of flame. Each creature in the weapon's area of effect centered on that point must make a DC 10 + your proficiency bonus Dexterity saving throw. On a failed save, a creature takes full damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Flammable objects in the area of effect that aren't being worn or carried are instantly destroyed. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Your character level determines the properties of the breath weapon, as shown in the table below.


Character Level Range Damage
(Fire / Thunder)
Radius
3rd 30 ft 1d8 / 1d8 5 ft
5th 60 ft 1d8 / 2d8 10 ft
11th 90 ft 2d8 / 2d8 15 ft
17th 120 ft 2d8 / 3d8 20 ft

Flight School

At 3rd level, you have learned how to fly. You now have a flight speed of 30 ft.

While flying you cannot use your tail or bite attacks, and you must finish your turn in a space equal to a creature two sizes larger than yourself. If you fail to finish your turn in a large enough space, you fall.

Ability Score Improvement

At 3rd level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archetype Choice

At 4th level, you learn to utilize your natural abilities.


Choose one of:

Dragon Fear

When angered, you radiate menace and gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.

  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier).

  • A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Echolocation

As an action, if you are not deafened, you can let out an audible screech, equal in volume to a shout, that grants you Blindsight (60 ft) for two turns. You are then unable to use this action for three turns.


Choose one of:

Slippery

You can squeeze through tight spaces as if you were one size smaller.
You can use the Disengage action as a bonus action on your turn.

Climber

You gain an additional 30 ft to your climbing speed.

Fight & Flight

At 5th level, you gain the following benefits:

  • The reach of your tail is increased by 5 feet.
  • Your claws now count as a simple melee weapon with the Heavy property, with which you are proficient.
  • When attacking with your tail, you can choose between dealing all the damage to a single target, or dealing half damage to up to three targets that are within a cone of your reach (15 ft).
  • A flight speed of 60 ft.
  • Aerial Strafe

When in flight, you can consume your movement action to deal damage equal to your claw attack to one creature below you that is within half your flight speed.

The target must make a DC 12 Dexterity saving throw or be knocked prone.

  • Evasive Aerial Maneuvers (Reaction)

When in flight, you can use your reaction to dodge an attack that would hit by using a Dexterity (Acrobatics) check as your AC. If you have not taken damage since the end of your turn, roll with advantage. Your reaction is consumed when you successfully dodge an attack.

  • Parry (Reaction)

When on the ground and not incapacitated, as a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you gain a +2 to your AC against attackers that you can see and have advantage on Dexterity saving throws.

Credits

  • Artwork as credited.
  • The DM of my first campaign, Jimbus.
  • My friends that are experienced with 5e and helped me balance my creation.
  • Discord of Many Things

Thanks for being there to help newbies like me learn to balance and design brews.

Special thanks to users Gray, Ovian, and Rachayz.

Notes

These tables were created to help judge the balance of the natural weapons and breath weapon.
Maybe other brewers will find them useful.

Balanced Target Damage (2d6)


Level DMG (Breath Weapon) Total DMG (STR)
1st 2d8 (16) 12 (17)
2nd - -
5th 3d8 (24) 18 (28)
11th 4d8 (32) 30 (45)
17th 5d8 (40) -
20th - 48 (68)

Balanced Damage


Level DMG (Breath Weapon) DMG Total DMG (STR)
1st - 1d6 (6) 6 (6)
2nd 2d8 (16) - 6 (11)
5th 3d8 (24) 2d4 (8) 22 (32)
11th 4d8 (32) 1d10 (10) 38 (53)
17th 5d8 (40) 2d6 (12) 46 (61)
20th - - -
 

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