Wyrmkin Race

While many might confuse a Wyrmkin for just another kind of Beast, a close observer of their differences will realize they are something else entirely. Wyrmkin of all colors and varieties work together in the same clans with no clear hierarchy based on their type. Due to their tough scales, these creatures are good at resisting the attacks of others. This work along side their natural aggressiveness to give them a strong edge in combat. Of all the races of Vesperian, these are the most likely to pick a fight.

  • Toughness
    Cost: 5

    Description: You’ve been born with a higher than average constitution and gain 1 extra hit.

  • Magical Talent
    Cost: 5

    Description: You have a natural connection to the arcane. You gain 1 extra rune.

  • Magic Scales
    Cost: 5

    Description: Your scales are infused with special magic that protects you from harm. You gain 1 extra hit. In addition, all of your hits can block hits from arrows. Use the call “Scales” when this happens so the archer knows their arrow was blocked.

  • Wizened
    Cost: 5

    Description: Your age has given you wisdom. You have -1 hit, but +2 runes.

  • Frail
    Cost: 5

    Description: Either your advancing age, or all consuming focus on the arcane has left your body frail, but given you access to additional runic energy. You have -2 hits, but +4 runes.

  • Studious
    Cost: 5

    Description: You may add an extra 10 seconds to the incant time of any spell to decrease its rune cost by 1. You cannot lower a spell's cost below 1 rune with this ability. You can only use this ability once per cast of a spell.

  • War Caster
    Cost: 5

    Description: Taking damage doesn't interrupt the casting of spells.

  • Scavenger
    Cost: 5

    Description: You can spend 10 seconds roleplaying “eating” a player or NPC that is dying to regain 1 hit. You can only do this once per corpse