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# NightWings ## Brilliant Logicians NightWing society is based around logic, intelligence, and knowledge. They view rational thinking as the noblest pursuit any sentient being can pursue. They love science, arcane magic, alchemy, engineering, history, psychology, medicine, memes, mathematics, and countless other topics. They write their scrolls in the most technical jargon available, and it's considered a point of great pride among NightWings to have written a scroll so technical that even other NightWings require explanation in simpler terms. ## Paranoid Isolationists Years of war with the IceWings left the NightWings fearful. They grew more secluded and secretive. They shrouded their powers in mystique and lies. No one was allowed onto their secret island, nor even to know its locations. They worked hard to maintain this status as the most secret tribe, and they were mostly successful. They prevented their young from leaving their island until they were age 10, so as to keep their lies secure. ## Loyalty Before Life To most NightWings, loyalty to the tribe is the first concern, coming before everything, including one's own survival. Atrocities to aid the tribe (such as the capture and experimentation of RainWings) are viewed as unfortunate but necessary acts to benefit the tribe as a whole. In the same style, all NightWings are trained from hatching to obey orders regardless of one's own feelings. Exceptions do exist--some young NightWings who tend towards Chaos (Deathbringer, for example) refuse to follow orders and instead do as they wish regardless of what others think. Asking questions is encouraged, but once questions are answered, still refusing is seen as little more than treason. ## NightWing Names NightWing names are almost always either abstract concepts (such as Vengeance, Greatness, or Wisdom) or a mixture of two words (such as Battlewinner, Morrowseer, Starflight, or Deathbringer.) A select few exceptions exist (such as Mastermind), but these are rare. ## NightWing Traits **Ability Score Increase:** Your Intelligence score increases by 4. As a NightWing, you have a genetic affiliation for virtually every field of academic knowledge, to a point exceeding any other tribe. Your Charisma and Wisdom also increase by 3. Your skill in psychology allows you to understand how to manipulate others and how to avoid being manipulated yourself. However, your Constitution and your Strength decrease by 3. Living on a volcano wasn't good for your health, and you were taught academics, not athletics. **Age:** Like all other dragons, NightWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. See Age, Weight, and Height **Alignment:** NightWings tend very strongly towards Law. They are virtually never either benevolent or malevolent (or are both in different circumstances), so consequently the most common alignment for them is Lawful Neutral. Most NightWings are moral relativists, logically recognizing that what one dragon sees as good, another may see as evil. **Size:** Like all other dragons, NightWings grow in size throughout their lives. They grow from Medium to Gargantuan, depending on what point in their life they are at. **Speed:** NightWings have a walking speed of 30 feet and a flying speed of 60 feet. **Claws:** Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. **Diseased Bite:** Your bite does 2d8 + your Strength modifer piercing damage. You are proficient with your bite. You can only use it once per turn, no matter how many attacks you can make. Your bite carries a disease known as sewer plague. See there for the rules on transmission, except your version can infect any creature, not just humanoids. You (and other NightWings) are immune to this disease, however. **Senses:** NightWings have darkvision out to a range of 30 feet, as well as blindsight out to 15 feet. Their time spent on a volcano has selected for those who can see exceptionally well in the dark, and the ability to detect from sound and scent alone is invaluable to any predator. **Fire Resistance:** From living on a volcano, NightWings have resistance to fire damage. **Breath Weapon** (Recharge 6): NightWings can breathe fire. You breath fire in a 40-by-10-foot line, which does 2d4 fire damage, or half damage on a successful Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Intelligence or Constitution modifier (your choice), because your brainpower allows you to aim your fire to make it more difficult to dodge, and your health makes it stronger. This damage increases to 4d4 when you reach 5th level, 6d4 when you reach 11th level, and 8d4 when you reach 20th level. **NightWing Scholarly Research:** You are proficient in Arcana and History, and your proficiency bonus is doubled for both of these skills. Years training in the NightWing schools and reading the libraries of the scrolls of the great sages has given you knowledge that almost no other dragons have access to. **Languages:** You can speak, read, and write Draconic and Scholar. Scholar is not a secret language, but it's hardly known outside the Night Kingdom. It's written using the same script and words as Draconic, but it has so many technical terms that most non-NightWings would find it unintelligible. Conveying magical secrets, chemical formulae, or similar ideas in Scholar takes half as long as Draconic, but non-academic speech takes four times as long. (As an analogy of how Scholar might be written, see here.) Some particularly difficult texts may require an Intelligence check to decipher (they will list the DC), and Scholar cannot be learned by anyone with an intelligence below 12. \pagebreak **Psionics:** A rare few NightWings have access to extremely potent psionic powers. When you create your character, calculate 100 - your Intelligence modifier, and roll a d100. If the roll is the number you calculated or higher, you have psionic powers. None of your psionic powers require any components to cast (rituals still take 10 more minutes, but you only need to be concentrating in that time). If you are psionic, at 1st level, you can cast detect thoughts at will, and you can communicate telepathically with any creature within 30 feet. You don't need to share a language, but the creature does need to understand at least one language. When you reach 7th level, you can cast Rary's telepathic bond once a day, but only as a ritual, and you must be one of the eight targets. When you reach 13th level, you can cast contact other plane once a day, but only as a ritual, and only asking questions about the future. When you reach 20th level, you can cast both of these at will, but still only as rituals. Adventurers: NightWings might become adventurers for a variety of reasons. Those who are of a chaotic alignment might have left to escape the confining life of a Lawful Neutral society. Those who embrace law and order might have left on express orders from their superiors to go out and build prestige and fame for their tribe, amass wealth, gain allies, or destabilize enemy civilizations. Classes: Their lawful alignment, extreme intelligence, and love for arcane study all incline NightWings towards becoming Wizards, especially Diviners. They love divination foremost because it is in line with their pursuit of knowledge. Evocation is looked down upon as "uncouth," as it's seen as a use of an amazing ability for the "common" goal of destruction. Those who lack arcane talent often train as Monks instead, with the goal of making their bodies and minds approach perfection. Some become Fighters to gain martial prowess so as to crush the foes of their tribe. Many Monks and Fighters learn how to cast arcane spells through certain subclasses. NightWing society adores Wizards, loves Fighters and Monks, favors Rogues, Warlocks and Bards, is ambivalent towards Sorcerers and Rangers, disdains Clerics, Druids, and Paladins, and utterly despises Barbarians. IceWings Honor and Nobility IceWing culture recognizes a fact that no other tribe truly does: that no matter what one accomplishes in life, death is inevitable. Because of this, many others see them as grim and even nihilistic, but in truth, it does care about something very deeply. As individual life is temporary, the only method of achieving immortality is through becoming legendary. IceWings consequently value honor, heroism, and valor more than anything else, as this is seen as the best path to immortality through legend. Warrior-Lords IceWings are usually not interested in politics or manipulation. They favor dramatic shows of force to crush an adversary's will to fight. They rule by martial might and arms, brutally destroying any resistance. Their queens rule over their tribe in the same way. Their tribe is quite meritocratic--anyone, even a peasant, can become nobility through great victories and shows of valor in war. War is necessary for IceWing society to function. It fuels everything from upward progression in society to the very economy. IceWings seldom produce frivolous objects; everything must be worth the time spent crafting. They may craft for trade with other tribes, for weapons for their own, or for cloaks made of the scales from their fallen foes (the most prized being NightWing scales) to terrify those they fight. The Freedom to Die IceWings do not see death as a horrible outcome. For example, an ancient IceWing proverb translates roughly as, "Life is for those so weak they have not the courage to die." Almost all IceWings, given the choice, would rather die honorably than live dishonorably. Their greatest mythological heroes all died violent deaths. Only the most contemptible, despicable weaklings were so craven as to survive a battle by fleeing, and their names have only survived as depictions of what no IceWing should ever do. IceWing Names IceWings love names evoking the spirit of the frozen north they inhabit. Names such as Fjord, Glacier, and Winter are a prime example of this. They pull some names from the dead language Old Ice, such as Hvitur. The more savage and deadly a name is, the more likely other IceWings are to respect its bearer, but they also may come to expect the IceWing to live up to his or her name. For better or worse, IceWings also judge other tribes by how ferocious their names are. IceWing Traits Ability Score Increase: Your Constitution increases by 2. Living in the frozen wastelands of the far north requires enormous physical vigor. Your Strength also increases by 2. IceWing combat training built up your muscles. Your Wisdom also increases by 2. Hunting arctic foxes, polar bears, and many other camouflaged creatures taught you perceptiveness. However, your Charisma decreases by 2. IceWings are often seen as unpleasant or rude, but in truth you simply aren't taught to care about social skills as much as the southern races. Age: Like all other dragons, IceWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: IceWings tend towards Chaos, believing in freedom and a life as open as the polar ice caps you love. You don't tend either towards good or evil, as you value freedom over helping or harming others. Consequently, the most common alignment for an IceWing is Chaotic Neutral. Size: Like all other dragons, IceWings grow in size throughout their lives. They grow from Medium to Gargantuan, depending on what point in their life they are at. Speed: IceWings have a walking speed of 30 feet and a flying speed of 60 feet. Serrated Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. When you strike a creature, roll a d10 if you hit. On a roll of 10, your opponent is deeply cut by your serrated claws. They must make a DC 8 + proficiency bonus + your Strength modifier Constitution saving throw. On a failure, they lose 1d4 hit points per round, and their hit point maximum is reduced by the same amount. This hit point reduction lasts until they finish a long rest. At the beginning of each of their turns, they can repeat the saving throw, ending the effect on a success (but not restoring their hit point maximum). Bite: Your bite does 2d8 + your Strength modifer piercing damage. You are proficient with your bite. You can only use it once per turn, no matter how many attacks you can make. Senses: IceWings have darkvision out to a range of 30 feet, as well as blindsight out to 15 feet. Living on the ice might not seem to require darkvision, but the polar night that lasts months in fact does. And being able to detect foes even behind you is invaluable. Superior Cold Immunity: From living on glaciers, IceWings have immunity to cold damage, cannot be slowed by cold-based effects, and cannot suffer exhaustion as a result of extreme cold. Heat Susceptibility: Although you are immune to cold, heat hurts you more than any other race. You have vulnerability to fire damage. Additionally, if you finish a long rest in an area over 90 degrees Fahrenheit, you must make a DC 10 Constitution save or suffer one level of exhaustion. This exhaustion decreases by 1 as normal after you finish a long rest. In areas over 130 degrees, you suffer two levels of exhaustion after each long rest. Arctic Experience: You have the Ranger feature Natural Explorer for arctic terrain. Breath Weapon (Recharge 6): IceWings can breathe super-cold air deadlier than fire. You breath frigid air in a 30-foot long cone, which does 2d6 cold damage, or half damage on a successful Constitution saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier. This damage increases to 4d6 when you reach 5th level, 6d6 when you reach 11th level, and 8d6 when you reach 20th level. Languages: You can speak, read, and write Draconic. Adventurers: The IceWing love of freedom, eagerness to gain treasure, and martial skill lead many IceWings towards adventuring. Being chaotic, they are often unpredictable, but their friendships are one of the few things they can be counted on to keep true to. Classes: Their chaotic alignment, vigor, and strength have created many IceWing Barbarians and Fighters. Their awareness of and love for nature also create many Rangers and Druids, who are almost always most at home in their native ice plains. Some IceWings with a special adoration for divine powers train as Clerics, putting their awareness to use in the pursuit of whatever being they worship. IceWing society adores Barbarians, loves Rangers and Fighters, favors Druids, Paladins, and Clerics, is ambivalent towards Sorcerers, Rogues, and Warlocks, disdains Monks and Wizards, and despises Bards. SeaWings Scholarly Soldiers The SeaWings love knowledge, research, and science, so consequently they've been the NightWings' greatest allies through the wars of the past. They have more talent with martial combat than their brilliant but physically weak allies. The SeaWings will choose peace over war if they can, but if an imminent danger arises, or if their honor is called into question, SeaWings will take up arms. Dishonor in the Kingdom of the Sea is twofold; one can by dishonored by cowardice, as well as by foolish tactics. Authors and Artists The SeaWings are second only to the NightWings when it comes to writing scrolls. Authors are among the most valued citizens in the Kingdom of the Sea, because their scrolls pass on the knowledge of future generations. Slow, clear speakers are widely sought after for teachers and tutors. SeaWings also value artists more than any other tribe, and many of the greatest paintings are of SeaWing design. It was SeaWings who developed the never-fading ink, as well as the waterproof scroll. These secrets were recently sold to the NightWings for an exorbitant price, paid not in gold, but in NightWing scientific secrets. Dwellers in Darkness The SeaWings live a double life. Some of their time is spent in the Summer Palace, where all foreign guests are received. But they also live deep below the surface, in their legendary Deep Palace. No other tribe has ever attacked it, simply because of its inaccessibility. The NightWings are believed to have ways of reaching it, but as they are allies, the SeaWings rightly believe they have nothing to worry about. But even deeper than the Deep Palace, in a nearby trench, there is a rumor--neither confirmed nor denied by Queen Coral--that another, even more secret base is constructed. If this is true, than the SeaWings who live down there must be incapable of surviving at the surface, because there just wouldn't be enough pressure. SeaWing Names SeaWing names are often related to aqueous phenomena, such as Tsunami, Whirlpool, or Lagoon. Some are related to aquatic or coastal lifeforms, such as Kelp, Anemone, or Shark. They tend to favor pretty, elegant-sounding names, disdaining fierce ones. SeaWing Traits Ability Score Increase: SeaWings have to be powerful to be such strong swimmers, and therefore gain a strength bonus of 2. However, there webbed claws make it hard to maneuver objects, decreasing dexterity by 3. SeaWings value literature of all kinds, increasing their average intelligence by 3. Their photophores, which are used to attract mates, give them a charisma increase of 2. Age: Like all other dragons, SeaWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: SeaWings, like most tribes, lean strongly towards Law. However, some can be rather selfish and scheming, putting them more towards the neutral side of the scale. The most common alignments are Lawful Neutral or True Neutral. Size: Like all tribes, SeaWings grow throughout their life. They can range in size from medium to gargantuan, depending on their ages. Speed: SeaWings have a walking speed of 30, a flying speed of 60, and a swimming speed of 70. Senses: SeaWings have darkvision up to 240 feet, to aid them seeing in the dark ocean depths. They also have blindsense of 30 feet. Languages: As a SeaWing you can read, write, and speak Draconic. You also know Aquatic. Aquatic cannot be spoken by any other tribe, because it requires the rapid flashing of photophores. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + your Strength modifer piercing damage. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Tail: Your tail does 3d6 + your Strength modifier bludgeoning damage. You are proficient with your tail. You can only use it once per turn, no matter how many attacks you can make. Amphibious: SeaWings can breath underwater and on land. Breath Weapon: SeaWings are the only tribe that lack a breath weapon. Underwater Combatant: While underwater, SeaWings have immunity to fire damage, instead of resistance. They also have advantage on all melee attacks using only their natural weapons, and a +5 bonus to AC and Dexterity saving throws. When they hit a creature no more than one size category larger with a melee attack, instead of dealing damage, they can strangle the target. They knock all air out of the target's lungs, grappling (DC 8 + proficiency bonus + Strength modifier) and negating all Hold Breath traits until the target gets air. Photophores: SeaWings can turn any of their glowing photophores on or off as a bonus action each turn. These scales are how they speak Aquatic. They shine bright light in a 30-foot sphere, and dim light for an additional 30 feet. Classes: SeaWings' lawful tendencies and great strength attract a great deal of Fighters, Monks, and Paladins. Their racial love of learning also attracts wizards, while some use their charisma to be effective bards. Adventurers: There are not many SeaWing adventurers as most prefer to stay in the security of their ocean home. Most who do leave are motivated by a thirst for knowledge or love of treasure. SeaWing society adores Bards, loves Wizards and Monks, favors Fighters and Druids, is ambivalent towards Sorcerers, Rogues, Paladins, and Warlocks, disdains Rangers and Clerics, and despises Barbarians. MudWings Sibs and Unsibs MudWing bands of soldiers are usually composed of siblings (called sibs for short), but if too many of a dragon's sibs are dead, they might join with unsibs. Such a thing is usually cause for much sadness in the Mud Kingdom, and few dragons are more pitied than those who have lost all their sibs. Losing all of one's sibs is a reason many MudWings take up adventuring, in a hope of finding a new bond with their companions. Unloving yet Loving MudWings do not feel the emotion of romantic love. They breed only to keep their population up, not out of romance. They usually don't even know the identities of their partners. However, they feel familial love more than any other tribe. The bond between a group of siblings is extremely strong. If a MudWing grows up away from the rest of his or her tribe, he or she might treat the other dragons that he or she was raised with like siblings, such as Clay did. Unintelligent Supersoldiers No other tribe is as strong or as hardy as MudWings. Their every trait is calibrated to provide maximum survivability. However, they're also the least intelligent of all dragons. Consequently, the rare MudWing who defies their racial unintelligence can often secure a powerful position as a strategist or general high in the MudWing army's chain of command. MudWings have often allied with SkyWings, who, while no geniuses, are at least of average intelligence. MudWing Names MudWings are usually named after things one would find in a marsh, such as Clay, Reed, Cattail, and Umber. Unlike most tribes, there's no major difference between the names of the royalty (such as Moorhen) and the peasantry (such as Clay). MudWing Traits Ability Score Increase: MudWings are legendary for their supreme strength and endurance. Your Strength and Constitution both increase by 4. However, you're also naturally clumsy, and you probably aren't very smart. Your Dexterity and Intelligence both decrease by 2. Age: Like all other dragons, MudWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: MudWings tend to be True Neutral. They value both Law, as exemplified by the groups of sibs, and Chaos, as exemplified by how the army as a whole is flexible. They don't tend towards Good or Evil, valuing their sibs most of all. Size: Like all other dragons, MudWings grow in size throughout their lives. They grow from Medium to Gargantuan, depending on what point in their life they are at. Speed: MudWings have a walking speed of 30 feet and a flying speed of 60 feet, as well as a burrow speed of 5 feet. Senses: MudWings have no special senses. They haven't needed them living on the mud flats. Languages: As a MudWing you can read, write, and speak Draconic if not that well. Iron Scales: MudWings take 5 less damage from slashing, piercing, and bludgeoning damage from nonmagical weapons. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + your Strength modifer piercing damage. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Greater Hold Breath: You can hold your breath underwater for an hour. Tough: MudWings have an extra 2 hit points for every level. Blood Eggs: A rare few MudWings are immune to fire. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you hatched from a blood-red egg. You have immunity to fire damage, and you cannot suffer exhaustion from extreme heat. Breath Weapon (Recharge 6): MudWings can breathe fire when they're warm enough (over 50 degrees). You breath fire in a 20-foot cone, which does 1d8 fire damage, or half damage on a successful Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier, because this breath relies on physical endurance to be able to exhale in the middle of combat. This damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 20th level. Classes: MudWings' enormous Strength and Constitution makes them natural Barbarians and Fighters. They're often Paladins or Rangers as well. Adventurers: Given how much MudWings like to stay with their sibs, MudWing adventures are surprisingly rare, except in all-MudWing parties. MudWings who go out on adventures usually miss their sibs, but some may come to find that their adventuring companions grow to replace their loss. Like IceWing society, MudWing society adores Barbarians, loves Rangers and Fighters, favors Druids, Paladins, and Clerics, is ambivalent towards Sorcerers, Rogues, and Warlocks, disdains Monks and Wizards, and despises Bards. SandWings The War That Rocked Pyrrhia When the Sandwing queen Oasis died, dragon tradition dictated that whichever of her sisters or daughters killed her would next be queen. However, there was a problem: she was killed by a rogue band of scavengers which fled quickly after killing her. The queen’s three daughters allied with other tribes, plunging all of Pyrrhia into war. Now that the war is over and a new sandwing queen has the throne, the sandwing population is bloodied, fractured, and not completely over it. Untrustworthy Thieves Most sandwings aren’t afraid to scam anyone, even other sandwings, to survive. Sandwings are usually loyal to their family only (and sometimes not even that)- after all, blood is thicker than water. Sandwings are rarely fearful of crowds, their society is clustered around the few densely packed river valleys where agriculture is possible. However, they are often claustrophobic- tight spaces are the polar opposite of a wide, desert sky, it makes them feel persecuted and gives them few spots from which to flee. A sandwing does what they need to live in their harsh, desert environment, and if you don’t like it, maybe consider buying a wallet chain? A Love Of Fun Sandwings love good music, fine food and drink, and partying until the sun comes up. They hold festivals often. All this is usually to distract from the harsh heat and unfriendly environment the desert provides them. Gambling is also often a feature at these parties, with common sports being betting on beetle fights, card games, or placing any small animal in a pen with a cat and betting on how long the animal will last. These festivals are also a place for sandwing merchants to peddle their wares, and haggling is another well loved sandwing tradition. Sandwing Names Sandwings are named after desert flora, fauna, or phenomena, as well as heat/fire related words. Examples include Jerboa, Char, Arid, Vulture, and Thorn. SandWing Traits Ability Score Increase: SandWings are amazingly well-rounded. Your Dexterity increases by two, from your days darting around on the dunes and being dared to run across quicksand. Your Constitution and Charisma both increase by one. SandWings are quite healthy, and you're naturally charming. None of your scores decrease. Age: Like all other dragons, SandWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: SandWings love freedom as wide as the desert. Consequently, they tend towards Chaotic Neutral. Size: Like all other dragons, SandWings grow in size throughout their lives. They grow from Medium to Gargantuan, depending on what point in their life they are at. Speed: SandWings have a walking speed of 30 feet and a flying speed of 60 feet, as well as a burrow speed of 15 feet. Senses: SandWings have tremorsense to 30 feet, so they can detect prey while buried. Languages: As a SandWing you can read, write, and speak Draconic. Desert Native: You can't get exhausted as a result of heat, and you only need water twice a month. Heat Aura: You give off pleasant heat in a 30-foot radius. This heat is harmless (except possibly to an IceWing; see above), and it feels wonderful to most dragons. You can function like a campfire when your party is resting. Breath Weapon (Recharge 6): SandWings can breathe fire. You breathe fire in a 40-by-10-foot line, which does 2d4 fire damage, or half damage on a successful Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier because this breath relies on physical endurance to be able to exhale in the middle of combat. This damage increases to 4d4 when you reach 5th level, 6d4 when you reach 11th level, and 8d4 when you reach 20th level. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + your Strength modifier piercing damage. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Tail Spine (Recharge 6): You have a deadly tail spine. Make a melee weapon attack against a creature within 10 feet (using Dexterity). On a hit, it does 1d10 + your Dexterity modifier piercing damage, and the creature must make a Constitution saving throw. It does 1d10 poison damage on a failure, or half as much on a success. This damage increases to 1d12 when you reach 5th level, 1d20 when you reach 11th level, and 2d10 when you reach 20th level. On a critical hit, the target must succeed on a Constitution saving throw with the same DC as your breath weapon. On a failure, they drop to 0 hit points. Creatures immune to being poisoned or to poison damage are immune to this effect. Classes: Of all the tribes, SandWings are the best at being in every class. However, Rogues and Bards are particularly prominent among their ranks. Adventurers: SandWings' natural love of adventure and freedom drives them to explore. They're among the most common adventurers in Pyrrhia, and they love the chance to go after treasure. SkyWings Gruff and Grim Skywings have a reputation for being harsh and unfriendly. They are fiercely loyal to their queens and often believe themselves superior to other tribes. Skywings live in close-knit communities, and they believe that a group of Skywings is much stronger than a lone Skywing. Having witnessed so much war and violence, they are often pessimistic. When a Skywing decides to do something, they focus singlemindedly on it, and don’t quit until it’s over. The Spectacle of Violence During the reign of queen Scarlet, daily fights were held in which war prisoners were forced to fight to the death for the entertainment of both the queen and the commoners. This, along with participation in the Sandwing War of Succession, has conditioned the Skywing public to crave violence. Many skywings delight in watching others in battle, or in the primal savagery of war and fighting. Even from childhood, Skywing dragonets play fight and wrestle with each other to hone their fighting skills. None Better Than The Next Skywings value uniformity in their ranks. It is Skywing tradition to kill sorcerers, firescales, or any dragonets who seem “different” from the moment they hatch. If your character is one of these, they should explain how they survived childhood. This is because skywings believe that such individuals are too powerful to live, threatening other skywings with their very existence, or too weak to live, killing such a dragonet would be a mercy to it. As a consequence, there is little diversity among skywings. Skywing Names Skywings are named after birds, red gemstones, shades of red, mountain phenomena, or mountain related words. Examples include Cliff, Peril, Osprey, Hawk, Scarlet, Tourmaline, and Ruby. SkyWing Traits Ability Score Increase: SkyWings are very strong--they'd have to be to fly so fast. Your Strength increases by 3. They're also agile in the air. Your Dexterity increases by 2. From living up so high, their lungs are very big. Your Constitution increases by 3. However, all that fighting, training, and warring have made you asocial, and some might even claim a jerk. Your Charisma decreases by 4. Age: Like all other dragons, SkyWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: SkyWings both love freedom and love following the rules their queens lay down. They're usually True Neutral, although there's quite a bit of variation. Size: Like all other dragons, SkyWings grow in size throughout their lives. They grow from Medium to Gargantuan, depending on what point in their life they are at. Speed: SkyWings are faster than any other dragons, in the air and on the ground. They have a walking speed of 45 feet and a flying speed of 90 feet. Senses: SkyWings have no special senses. Languages: As a SkyWing you can read, write, and speak Draconic. SkyWing weapon training: You gain proficiency with martial weapons and heavy armor. Breath Weapon (Recharge 6): SkyWings can breathe fire. You breathe fire in a 40-by-10-foot line, which does 1d10 fire damage, or half damage on a successful Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier. This damage increases to 2d10 when you reach 5th level, 3d10 when you reach 11th level, and 4d10 when you reach 20th level. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + your Strength modifier piercing damage. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Too Much Fire: A rare few SkyWings have too much fire. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you have too much fire. If you have too much fire, your breath does double damage. Your claws also do an extra 4d6 fire damage. If anyone touches you, they take 4d6 fire damage. You are also resistant to fire and cold damage, because you're used to the fire, and the cold is warmed by your body heat. Classes: SkyWings are usually Fighters, in line with their love of martial combat. They usually love civilization too much to be Barbarians, and they don't have much talent in either arcane or divine magic. A fair amount become Monks or Rogues, with more Rogues than Monks. Adventurers: SkyWings love treasure, possibly more than any other tribe. As a result of this, they're quite inclined to become adventurers, if only to get more of it. RainWings Commitment To Peace Rainwings aversion to violence is legendary. That’s why they were the only pyrrhian tribe to be completely uninvolved in the Sandwing War of Succession. It is a serious Rainwing taboo to use their deadly breath weapon on any living thing, especially other dragons. Rainwings are so peaceful that most consider eating meat abhorrent! Slothlike Personality Rainwings have a reputation for being ridiculously stupid and lazy, due to their need for sun time. Of course, this isn’t always true. This is another reason they stayed out of the Sandwing War of Succession: what general would want rainwings serving under them? Rainwings value non-practical knowledge very little, making them a polar opposite in contrast to their scroll obsessed Nightwing guests. Compassionate Hosts Even though the Nightwings were performing horrid and inhuman experiments on rainwings, and were planning to violently overthrow the Rainwing queen and invade the rainforest, when the volcano on the nightwings’ original volcanic home exploded, the rainwings happily accepted the fleeing nightwing refugees into their home, on the condition that the Nightwings serve the Rainwing queen. Currently, the Nightwings and the rainwings reside in separate villages, although the two are starting to mingle… Rainwing Names Rainwings are either named after rainforest flora or fauna, such as Coconut, Orchid, or Tapir, or after desirable concepts, such as Glory, Grandeur, or Magnificent. RainWing Traits Ability Score Increase: RainWings are the most nimble and dextrous of all dragons. As they don't have dangerous claws or teeth, their talons are far more precise than any other tribe. Your Dexterity increases by 4. Living in a tropical paradise also worked wonders on your health. Your Constitution increases by 3. You're also adorably persuasive. Your Charisma increases by 2. However, you're not that strong. Your Strength decreases by 1. You're also legendarily easy to trick or fool. Your Wisdom decreases by 4. Age: Like all other dragons, RainWings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: RainWings tend toward Chaos, believing that freedom is an essential part of every dragon's life. They also care deeply about other dragons, so they're usually Good. This makes them the only tribe that has a tendency along the morality axis. Size: Like all other dragons, RainWings grow in size throughout their lives. They grow from Medium to Gargantuan, depending on what point in their life they are at. Speed: RainWings have a walking speed of 30 feet and a flying speed of 60 feet. Senses: The twilit nights of the rainforest have trained your eyes to greater sensitivity than normal dragons. RainWings have darkvision out to a range of 30 feet, as well as blindsight out to 15 feet. Breath Weapon (Recharge 6): Unlike all other dragons, your breath is not a cone, but a single-target attack, although it's the deadliest of any breath weapon. Make a ranged weapon attack against an opponent within 20 feet, or 60 feet with disadvantage. It does 4d4 + your Dexterity modifier poison damage on a hit. This damage increases to 8d4 when you reach 5th level, 12d4 when you reach 11th level, and 16d4 when you reach 20th level. Skilled Camouflagers: You have advantage on Stealth checks when you have a minute or more to blend in. At level 5 you gain invisibility at will (self only, no components) if you stay still for a minute or more before casting. Susceptibility to Pity: If you hurt another dragon, you must make a DC 15 Wisdom saving throws to avoid being wracked with guilt. What happens if you fail is up to your DM, but apologizing profusely, begging for forgiveness, or even fleeing outright are all likely possibilities. Sun Time: RainWings need exposure to the sun to thrive, and lack of it weakens them. If you don't get your daily sun time every day until you do, you must make a Constitution saving throw (DC 10). On a failure, your Constitution score decreases by one. The lowest this effect can reduce it is 6. The next time you get sun time, your Constitution score returns to normal. Languages: You can speak, read, and write Draconic. Additionally, you can "read" and "write" Chromatic, a language of emotions conveyed by your color-shifting scales. Nature Savant: From spending so long in the rainforest, you are proficient in Nature. Your proficiency bonus is doubled for this skill. Sloths: RainWings love to keep pet sloths. You have a sloth familiar (use cat stats, but with a size of Small, hit points of 3 (1d6), a speed of 10 and a climb speed of 15). If your familiar dies, you can get a new one by spending a short rest bonding yourself to a new sloth. Assume that you can always find one in the rainforest. Adventurers: RainWings are most likely to become adventurers to meet new friends and go exploring. Fighting and killing are, instead of reasons to go adventuring, reasons not to. Classes: Out of all the tribes, RainWings are the most likely to become Bards. Their Clerics usually follow the third moon, associated with Light and Life. They're frequently Druids or Paladins. Because of their aversion to fighting, they're unlikely to become Fighters or Rogues. They're less likely to become Rangers or Monks. Although not unintelligent, the complete lack of scrolls in the Rainforest makes RainWing Wizards almost unheard of. Silkwings Under Her Thumb Silkwings are treated as second class citizens within hivewing society. They have almost no rights compared to hivewings, and are assigned partners and jobs rather than choosing their own. Silkwings are branded and cuffed at a young age so that they may be identified by hivewings anywhere. Such a system may make some Silkwings feel angry, rebellious, frustrated, and ready to lash out at any moment. It may make others into quiet, obedient dragons who feel utterly powerless to affect anything at all. Obedient and Beautiful Silkwings are conditioned to be obedient at all costs, doing anything a hivewing tells them to. Even when ordered to do something atrocious or thoroughly against their moral code, a silkwing is told they must obey a hivewing. A silkwing cannot help but associate disobeying orders, especially a hivewing’s, with a strong punishment. Secret Resistance Many Silkwings are forced to perform their revolutionary activities in secret. They have formed a small group called the chrysalis, planning to overthrow queen Wasp. These Silkwings identify each other using the phrase, “the seeds will grow again.” Other Silkwings are told to snitch on anyone partaking in revolutionary activities, even if the revolutionary is close to them. Silkwing Names Silkwings are almost always named after moths or butterflies. Examples include Blue, Luna, Monarch, etc. Silkwing Traits Ability Score Increase: Your charisma increases by 4. Silkwings naturally possess colorful, iridescent scales that shine and shimmer beautifully, as well as long, graceful horns that make them look almost otherworldly. Your dexterity also increases by 2, you grew up having to navigate the complex, towering hives without wings, and you practiced spinning silk tapestries or webs for hours. However, your education wasn’t valued as highly as a Hivewing’s, and you were constantly told that you were less than a hivewing as a child, decreasing your desire to learn. This means silkwings have a -2 intelligence modifier. Age: Like all other dragons, Silkwings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: Obedience is drilled into Silkwings from a young age. This means they usually have a deeply ingrained respect for the law and are lawful. They don’t tend towards good or evil, because caring too much about your fellow silkwing could get you arrested or killed. Size: Like all tribes, Silkwings grow throughout their life. They can range in size from medium to gargantuan, depending on their ages. Speed: Silkwings have a walking speed of 30, a climbing speed of 30, and a flying speed of 60. Senses: Silkwings have a blindsense of 30 feet, because they can use their antennae to sense vibrations in the air. They also have a special sense called web sense, meaning that while in contact with a web, they know the exact location of any other creature in the web. Languages: As a silkwing, you can speak, read, and write draconic. You also know Pantalan, The language pantalans spoke before Clearsight arrived. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + your Strength modifier piercing damage. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Web (Recharge 6): Unlike other dragons, your attack is not a cone, but a single-target attack which comes from your wrists. Make a ranged weapon attack against an opponent within 20 feet, or 60 feet with disadvantage. On a hit, the target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed. The webbing has an AC of 10; hp 5; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage. If a silkwing attacks the ground with their web, the webs fill a 10-by-10 square until destroyed, and count as difficult terrain. Web Walker: The Silkwing ignores Movement restrictions caused by webbing. Weather Prediction: You are able to predict what the weather will be like within the surrounding nine miles from the present moment to a day from now. Flamesilk: A rare few Silkwings have the option to produce silk that burns at the touch, as well as normal silk, or silk that emits light and heat but does not burn. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you are a flamesilk. If a silkwing with flamesilk chooses to produce flamesilk instead of normal silk for their web attack, that silk does 2d4 fire damage every round a dragon is restrained by it or in contact with it. A five foot square of flamesilk emits ten feet of bright light and ten more feet of dim light. Flamesilk dragons cannot be burned by flamesilk, but are as easy to burn with normal fire as any other dragon. Metamorphosis: Silkwings only gain the powers of flight and silk once they go into metamorphosis. Any dragon younger than six lacks wings and the ability to fly, as well as the ability to use their web attack. At six years old, Silkwings spin a cocoon around themselves with the first silk they produce. This is not an optional process and cannot be held off until later. If they are a flamesilk, this is the time they find out they are one. D6 days before a young silkwing goes into metamorphosis, they experience nervousness, itching, and pain, giving them a -2 modifier to constitution until they emerge from their cocoon. They will be in the cocoon for another d6 days, being unable to move, sense, or affect anything while inside. When they emerge, they will have their wings and all the abilities of an adult silkwing. Internal Clock: A silkwing has a precise internal clock which keeps them on schedule and tells them when the rainy season is approaching. A silkwing always knows exactly the time of day, the year, and the date. Classes: A silkwing’s high Charisma and Dexterity makes them a great bard. They are also decent Warlocks and Clerics. They would be adept sorcerers if sorcerers were not so rare in the Wings Of Fire universe. Adventurers: Any silkwing who dares to go adventuring under the oppressive regime of queen Wasp is likely braver than their brethren. Silkwings are assigned jobs by queen Wasp, and adventuring is not a job that is given, so any adventuring silkwing is automatically a criminal. A silkwing might adventure out of pure spite against the Hivewings, or perhaps they simply seek adventure because they are bored. Either way, there are precious few silkwing adventurers. Leafwings Internally Divided After the tree wars, two groups of leafwings formed. One, the sapwings, wanted to stay low until the death of queen wasp and exist peacefully. The other, the poisonwings, swore revenge on the hivewings. These two splinter factions both claim to be “the real leafwings,” calling the others a separate tribe. The two rarely get along, with the poisonwings thinking the sapwings are spineless and brainless, while the sapwings think the poisonwings are suicidal and bloodthirsty. Brink of Extinction During the tree wars, the leafwings were almost wiped out by the hivewings, and are now believed to be extinct by most hivewings and Silkwings. The deforestation of their beloved forest by the hivewings forced the remaining leafwings into the barely livable poison jungle. This puts an extra weight on the shoulders of many Leafwings. When in a life and death situation, it’s not just their life they’re fighting for, it’s the survival of their whole tribe! Care for Each Other Leafwings need to look out for one another to continue to exist as a tribe. A leafwing is tough to make friends with- years of being hunted by hivewings and told stories of near extinction, as well as infighting, have made them paranoid and defensive. However, once you gain the trust of one, they are fiercely loyal, fighting for their friends almost as surely as they would fight for their own lives. Leafwing Names Sapwings and Poisonwings have different naming traditions. The sapwings name their Dragonets after trees, while the Poisonwings name their Dragonets after predatory, poisonous, or generally dangerous plants. Leafwing Traits Ability Score Increase: Your Wisdom, Dexterity, and Constitution all increase by 2. Leafwings have to know their way around the dangerous poison jungle to survive, but not only knowledge is important- they also have to be able to duck and squeeze through the thick jungle. Their constitution also increases because of the many physical challenges the jungle presents them with, such as poisonous plants, ever present biting insects, and rough terrain. However, they also take a -2 penalty to charisma, as many leafwings go their whole lives never seeing a non-leafwing, or even a Leafwing outside their own faction. Age: Like all other dragons, Leafwings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: Leafwings are incredibly likely to be chaotic. The jungle presents new challenges for them every day, and they have to be flexible to survive in it. Leafwings don’t tend towards either good or evil, they’re too busy just surviving to think about petty moral issues. Size: Like all tribes, Leafwings grow throughout their life. They can range in size from medium to gargantuan, depending on their ages. Speed: Leafwings have a walking speed of 30, a flying speed of 60, and a swimming speed of 30. Senses: Leafwings have no special senses. Languages: Leafwings speak, read, and write both Draconic and Pantalan, the language Pantalans spoke before Clearsight arrived. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + your Strength modifier piercing damage. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Photosynthesis: Leafwings have no need for food. Their photosynthetic abilities make up for food completely. However, they still need normal amounts of water. Poison Jungle Resident: You have the ranger feature Natural Explorer for Forest terrain. You also get a +2 modifier for survival and perception checks. Component Pouch: You start off with a series of small pouches on your person that hold poison jungle bugs. This allows you to use your Bug Weaponry ability without regard to your supply of poison jungle insects. The pouches cannot hold anything else except for seeds. If you are separated from your pouch, assume you can always find a new one in the poison jungle. You cannot sell this item. Bug Weaponry (Recharge 6): You know how to handle poison jungle insects as weapons, a skill unique to leafwings. To do this, Make a single person, ranged weapon attack against an opponent within 30 feet. If it hits, it functions as the 1st level spell blinding pain, except the damage is poison, not psychic. To perform your attack you must have a somatic and material component, the material component being a single poison jungle insect. The damage of the attack each turn increases from 1d4 to 3d4 at level five, 5d4 at level eleven, and 7d4 at level twenty. Leafspeak: A rare few Leafwings have the ability to speak to plants and control their growth. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you are a Leafspeak. Although a leafspeak cannot create plants from nothing, they can use their component pouch to supply seeds. To use this power offensively, the leafwing must make a ranged weapon attack against a creature within 30 feet. If it hits, the leafwing does 2d4 slashing damage with tangled thorns or vines. This ability has a recharge of 6. This damage increases to 4d4 when you reach 5th level, 6d4 when you reach 11th level, and 8d4 when you reach 20th level. The leafwing can also speak to plants, giving them a +2 modifier to knowledge local checks. Classes: Leafwings were built to be rangers. They are also likely to be rogues, monks, or druids. They are extremely unlikely to be bards or sorcerers. Adventurers: Leaning towards chaos, leafwings are quite likely to seek adventure if merely for the thrill of it. However, their distrust of other tribes is an obstacle in any adventuring party they may join. Perhaps a leafwing adventurer has been sent outside the jungle by their faction for an important mission for the good of the tribe. Perhaps the leafwing has been outcast from their faction, and are no longer welcome in the jungle or anywhere else. Adventuring presents a unique challenge for any leafwing, given that on pantala leafwings are hunted and killed. Hivewings Genetically Superior Hivewings have been taught from a young age to believe that all other tribes should bow down before them. Many believe that Silkwings are an inferior breed designed to be servants, and that all leafwings should be exterminated for daring to disobey queen wasp. Like their nightwing ancestors, they are fiercely loyal to their queen and tribe, and believe that sometimes unpleasant atrocities must be committed for the good of the tribe. Nightwing Ancestry Most hivewings worship their common ancestor, Clearsight of the Nightwings, who crossed the Pyrrhian to Pantalan sea using her nightwing powers of prophecy. Upon clearsight’s arrival, there were two tribes on pantala, the Leafwings and the Beetlewings. Clearsight eventually married and had children with one of the local beetlewings. The descendants of the beetlewings who had children with clearsight’s offspring evolved into hivewings, while the descendants of the beetlewings who didn’t evolved into Silkwings. The beetlewings are now extinct. Book Of Clearsight The hivewing holy book, the book of clearsight, contains clearsight’s prophecies, and is only accessible by queen wasp. Queen wasp claims these prophecies guide her actions, and dictate that hivewings are a superior race. However, The Book Of Clearsight claims no such thing, and in reality, the prophecies ended hundreds of years ago: even clearsight couldn’t see hundreds of years past her death! Hivewing Names Hivewings are named after insects, worms, arachnids, and anything else commonly considered a “bug.” Hivewing Traits Ability Score Increase: Your Strength, Constitution, and Intelligence all increase by two. You were trained from a young age to excel and outclass your peers. Any Hivewing who didn’t meet this standard of excellence was harshly punished. None of your scores decrease. Age: Like all other dragons, Hivewings are biologically adults at age seven, and socially adults at age ten. You can live to over a hundred, but that's unlikely given how many dangers are in a dragon's life. Alignment: Hivewings tend towards Lawful alignments, because like Silkwings, hivewing youth are also taught to be extremely obedient. Hivewings value the law highly, because the law comes from queen Wasp, and queen wasp is following the orders of clearsight, right? Hivewings also tend towards evil, because of their willingness to wipe out any who don’t bow down to them. Size: Like all tribes, Hivewings grow throughout their life. They can range in size from medium to gargantuan, depending on their ages. Speed: Hivewings have a walking speed of 30, and a flying speed of 60. Senses: Hivewings have no special senses. Languages: As a Hivewing, you can speak, read, and write draconic. You also know Pantalan, The language pantalans spoke before Clearsight arrived. Claws: Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws. Bite: Your bite does 2d8 + 2 + your Strength modifier piercing damage, because hivewing jaws and teeth are specifically evolved to eat meat and crush bone. You can only use it once per turn, no matter how many attacks you can make. You are proficient with your bite. Internal Clock: A Hivewing has a precise internal clock which keeps them on schedule and tells them when the rainy season is approaching. A Hivewing always knows exactly the time of day, the year, and the date. Wasp Possession: Queen Wasp has the power to take over the mind of any hivewing at any moment. When this happens, the hivewing’s eyes roll backwards into their head, making it apparent that queen wasp is controlling them. Queen wasp can see through them, hear through them, and use any of the possessed hivewing’s senses. The possessed hivewing cannot move or do anything on their own, with their actions being entirely wasp’s. When possessing a hivewing wasp cannot hear the possessed Hivewing’s thoughts or dig through their mind for information. When the possessed hivewing takes damage, only they take damage, with wasp taking none. However, since wasp feels through the hivewing, wasp can feel the pain of being damaged. Only the extreme pain of the leafwing’s bug throw ability, or the spell Blinding Pain, can automatically force wasp out of any body she possesses. It will be d20 minutes before Wasp can possess that specific body again. A notable exception to this rule is wasp’s immediate family, whom are immune to wasp’s control. Stinking Excretion (Recharge 6): A rare few Hivewings have the ability to produce a horrible stench. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you can produce this stench. The stench functions as the 3rd level spell stinking cloud, with a recharge of 6. You do not require any verbal, somatic, or material components to use this ability as it is a natural power of yours. If you can create stinking excretion you cannot have any more hivewing special powers. If you roll a success on more than one Hivewing special power you may choose which one you prefer. Painful Sting (Recharge 6): A rare few Hivewings have the ability to speak to produce painful venom, which can be delivered via stingers in their tail or wrists. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you have a painful stinger. To sting, make a melee weapon attack against a creature within 10 feet (using Dexterity). On a hit, it does 1d4 + your Dexterity modifier piercing damage, and the creature must make a Constitution saving throw. It does 2d4 poison damage on a failure, or half as much on a success. If you can use painful sting you cannot have any more hivewing special powers. If you roll a success on more than one Hivewing special power you may choose which one you prefer. Paralyzing Claws (recharge 6): A rare few Hivewings have the ability to paralyze others with their talons. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you can paralyze others using your attacks. When you hit with your claw attack, your opponent must make on a constitution saving throw. The dc is 8 + your proficiency bonus + your constitution modifier, because producing and injecting venom takes a lot out of a Hivewing. The opponent is paralyzed for 1d6 rounds if they fail the save. If you can use paralyzing claws you cannot have any more hivewing special powers. If you roll a success on more than one Hivewing special power you may choose which one you prefer. Boiling Acid (recharge 6): A rare few Hivewings can shoot boiling acid as an attack. When you create your character, calculate 100 - your Constitution modifier, and roll two d100s. Take the lower of the two rolls. If both rolls are the number you calculated or higher, you can shoot boiling acid. This attack is not a cone, but a single target attack. Make a ranged weapon attack against an opponent within 20 feet, or 60 feet with disadvantage. On a hit, it does 2d4 + your dexterity modifier acid damage. If you can shoot boiling acid you cannot have any more hivewing special powers. If you roll a success on more than one Hivewing special power you may choose which one you prefer. Classes: Hivewings are most likely to be Barbarians and Fighters given that they are suited for combat, stat-wise. Clerics, Paladins, warlocks, and wizards are respected but not something to aspire to, and bards and monks are looked apon as frivolous and uneeded. Rogues are despised by hivewing society. Hivewings are incredibly unlikely to be Rangers or druids, because they see nature as an obstacle to be tamed. Adventurers: Hivewings aren’t well suited to be adventurers, because they tend towards evil. However, Evil PC groups can be fun (occasionally.) Note that you should check with your dm before making an evil character. “Evil” especially lawful evil, does not mean “do whatever you want!” However, some hivewings do break the mold and choose good or neutral alignments instead. In this case, even the most well intentioned hivewing can be taken over by queen wasp at any moment, forcing their fellow adventurers to have to restrain, attack, or even kill their party member! If you do choose a hivewing, remember that the leafwing’s bug throw ability is particularly useful, as it can force queen wasp out of the body of the Hivewing. Tread carefully when choosing this tribe for your character.