Mojh

Also known as Dragon-kin

History: Created via rituals by adding dragon essence to humans. They were created to act as ambassadors of the dragons.

Personality: Ambitious, Crafty, Driven, Prideful or even Egotistical

Physical Description: They appear as gaunt humanoids with obvious scales and various horns and spikes. They do no not have snouts (as Dragonborn do) but have nostril holes rather than a nose. Some undergo rituals to become even more dragon like.

Examples of Mojh/ Dragon-kin appearances

Relations: Their draconic nature tends to give their words added weight, but also makes people wary and the associated pride makes it difficult for people to connect with them.

Alignment : Tend towards Non-Good

Societal : So far the Mojh are accepted, but not entirely trusted.

Religion: Varied, May worship dragons.

Adventurers: Tend towards mental/ spellcasting classes.

Notable Members : Matthias Leafcutter, Rybka Linecaster

5E Racial Traits


 * Ability Adjustment:+2 Charisma/ +1 Intelligence
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Language: Draconic and Common
 * Magically Inclined: Proficient in Knowledge Arcana and Detect Magic at will
 * Breath Weapon: as Dragonborn.
 * Scales: They have a Natural Armor of 11, which instead grants a +1 to AC with light or medium armor

Mojh Racial Feats:

Draconic Resistance

Dragon Fear (XGE)

Dragon Hide (XGE)

Dragon Wings (UA)

Special: Transformation Ritual

The first Mohj were created from humans via a ritual by the dragons of the time. Provided it is known and the right criteria are met including having  either 1 dragon or a more complicated ritual involving at least 1 Mohj and a draconic creature such as a drake which is absorbed as part of the ritual. This can be done to fully replace the original human traits including racial bonuses or as a feat which grants the following:

Mohj Transformation Feat:


 * Ability Adjustment: +1 Charisma
 * Darkvision: 60 feet
 * Breath Weapon: as Dragonborn, but usually fire.
 * Scales: They have a Natural Armor of 11, which instead grants a +1 to AC with light or medium armor