The dromite race is originally presented in the Expanded Psionics Handbook from Wizards of the Coast. This is an adaptation for Fourth Edition.

Racial Statistics

Average Height: 2’10” – 3’4”
Average Weight: 32-38 lb

  • Ability Scores: +2 Charisma, +2 Wisdom
  • Size: Small (see “Being Small”, page 11 of PHB2 or page 44 of PHB)
  • Speed: 5 squares
  • Vision: Normal
  • Automatic Languages: Common, Deep Speech
  • Skill Bonuses: Dungeoneering +2, Perception +2
  • Antennae: You have thin antennae that allow you to smell your surroundings even when sight fails you. You gain a +2 bonus to attacks against adjacent creatures with concealment or partial concealment.
  • Chitin: You gain a +2 racial bonus to defenses against attacks with the same keyword as your elemental mark.
  • Elemental Mark: Pick cold, fire, lightning, or thunder. This determines what element you were marked with at birth.
  • Energy Ray: You can use energy ray as an encounter power.

Dromites are a mysterious race which lives in underground hives. They are gifted with psionic magic and wary of outsiders whom they usually trick away from their tunnels. Though they prefer to be isolated, some dromites take the chance to travel out into the world when they can, becoming adventurers.
Play a dromite if you want…

  • to be from a mysterious and isolated race.
  • to have a strong psionic heritage and otherworldly appearance.
  • to be a member of a race that favors the psion, ardent, battlemind, paladin, or cleric classes.

Dromite Feats

The following feats can benefit a dromite character and help him to harness his heritage.

Elemental Heritage

Born in the caverns of Sarlona, dromites are surrounded by the planar energies that seep through the cracks off that continent, particularly those from the Elemental Chaos of Kyber. All dromites are able to harness the elements to create an energy ray but some are able to do much more with their heritage.

Energy Barrier
Prerequisites: Dromite, energy ray power
Benefit: You gain energy barrier as an encounter power.

Recovering Ray
Prerequisite: Dromite, energy ray power
Benefit: When you use your second wind, you regain the use of your energy ray if you have already used it this encounter.

Twin Elements
Prerequisite: Dromite
Benefit: Select a new keyword for your dromite elemental mark. When you take a short rest or an extended rest, you can adopt this new elemental mark instead of the one you had been exhibiting.
Special: You can take this feat multiple times, choosing a new elemental mark each time. When you take a short rest or an extended rest, you can choose to switch between any of the elemental marks you possess.

Psionic Aptitude

Dromites area very psionically active race with a long tradition of psionic study. The following feats give you some ability from studying in such a rich environment for your powers.

Empowered Consciousness
Prerequisite: Dromite, psion, shaped consciousness power
Benefit: When you use shaped consciousness, you are able to use dromite racial powers as if you were in your fragment of consciousness’s space. Additionally, any creatures summoned by your psion powers gain a +1 bonus to AC against attacks with the same keyword as your elemental mark.

Flaring Mark
Prerequisites: Dromite, battlemind, blurred step power
Benefit: When you use your blurred step power to shift, you gain a +2 bonus to damage against the triggering enemy until the end of your next turn. The damage type for this bonus is the same as your elemental mark.

Pull of the Lodestone
Prerequistes: Dromite, monk, Flurry of Blows class feature
Benefit: When you strike a target with your Flurry of Blows power, attacks with the cold, fire, lightning, or thunder keywords made against that target gain a +2 bonus. This effect lasts until the start of your next turn.

Share Resistance
Prerequisites: Dromite, ardent, ardent surge power
Benefit: The target of your ardent surge gains resist 5 against damage of the same type as your elemental mark.

Scent Thoughts
Prerequisite: Dromite, Psionic Augmentation class feature
Benefit: Once per encounter, as a minor action, you can spend 1 power point to gain darkvision and you benefit from the attack bonus granted by your antennae against all creatures within a close burst 3. This effect lasts until the end of your next turn.

Dromites as Monsters

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