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The following are variants of the Dragonborn race (and the Dragonborn Race itself) , which may be used if you so wish. If you wish to add more subraces or variants to this list, feel free to.

Dragonborn.

"We fly against our god's enemies!"

Physical description[]

Born of dragons, as their name proclaims, the Dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, Dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some Dragonborns are faithful servants to true dragons.

History edit | edit source[]

Dragonborn looks very much like dragons standing erect in humanoid form. The first Dragonborn had scales of vibrant hues matching the colors of their dragonkin, Touched from the Platinium Dragon himself. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some Dragonborn clans. These Dragonborns often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. Though the god watches over them.

Self-Sufficient Clans edit | edit source[]

To any Dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each Dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each Dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A Dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a Dragonborn.

Though all Dragonborn strive to be self-sufficient,  they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another Dragonborn clan before seeking aid from other races—or even from the gods.

Variant: Faerie Dragonborn[]

Faerie Dragonborns are dragonborns who were born from a polymorphed Faerie Dragon parent, and a humanoid. They can be red, orange, yellow, green, blue, indigo, or violet, however unlike their non-faerie counterparts, their color does not affect their natural abilities.

Ability Score Increase. Replaces Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Replaces Age. Faerie Dragonborns do not live as long as Dragonborns do, and mature slightly slower. They are considered mature by age 20, and can typically live to be about 50 years old.

Alignment. Replaces Alignment. Faerie Dragonborns are natural tricksters, coming from their draconic parent. They are typically Chaotic, either neutral or good, and are very rarely any evil alignment.

Size. Replaces Size. Faerie Dragonborn are shorter and lighter than humans, standing under 4 feet tall and weighing around 100 lbs. Your size is Small.

Speed. Replaces Speed. Your base walking speed is 25 feet.

Faerie Ancestry. Replaces Draconic Ancestry. You may cast either your choice of mage hand, dancing lights, or minor illusion at will. The two you don't choose you may only cast once per long rest.

Euphoria Breath. Replaces Breath Weapon. You can use your action to exhale a 15 ft. cone of euphoria gas, and the target must succeed on a DC (8 + your con mod + your prof bonus) Wisdom saving throw, or for 1 minute, the target can't take reactions and they must roll a d6 at the start of each of their turns. You can use this once per long rest.

1-4: On a 1-4, The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6: On a 5-6, The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.

Languages. This replaces Languages. You can speak, read, and write, Common, and your choice between Draconic, or Sylvan.

Variant: Turtle Dragonborn[]

Turtle Dragonborns are dragonborns who were born from a dragon turtle and a humanoid parent. As Dragon Turtles do not have polymorphing abilities, it can be difficult for these kinds of dragonborn to be born, causing most of them to be from a polymorphing human magic user, instead. Their scales are either as dark green as the deep water of the ocean, or a silver color.

Ability Score Increase. Replaces Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Replaces Age. Turtle Dragonborn mature slowly. They take until they're 15 years old for the development of a 10-year-old human child, and reach adulthood by 36. They live to be around 160.

Alignment. Replaces Alignment. Turtle Dragonborn have a tendency towards neutral alignments, due to their draconic parent doing the same.

Size. Replaces Size. Turtle Dragonborn are slightly shorter and heavier than dragonborn, standing around 5'8"-6'2" feet tall and averaging almost 350 pounds. Your size is Medium.

Speed. Replaces Speed. Your base walking speed is 25 feet. You have a swim speed of 40 feet.

Steam Breath. Replaces Breath Weapon. You can use your action to exhale a 20 ft. cone of scalding steam. and every target in the area must make a Dexterity saving throw, with a DC of (8 + your Con mod + your prof bonus), taking half damage on a success. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The fire damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your steam breath, you can’t use it again until you complete a short or long rest. Being underwater doesn't grant resistance to this damage.

Shell Scales. Replaces Damage Resistance. You have an unarmored AC of 12 + your dexterity modifier, due to your shell-like back scales.

Hold Breath. You can hold your breath underwater for 8 hours.

Languages. Replaces Languages. You can speak, read, and write in Common, and your choice between Draconic and Aquan.

Variant: Wyvernborn[]

Wyvernborns are closer to cousins of the Dragons, compared to actual Dragonborn themselves. They are born from a Wyvern and a humanoid breeding, and they form a long stinger tail, instead of a breath weapon. Wyvernborns' scales are either a brown, grey, or yellow color.

Ability Score Increase. Replaces Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Replaces Age. Wyvernborns mature faster than Dragonborn do, at an astonishing pace. They are considered mature at 8 years old, and can live to be about 200 years old.

Size. Replaces Size. Wyvernborns weigh less than dragonborn, and are roughly around the same size. They are over 7 feet tall, and weigh about 150 pounds. Your size is Medium.

Speed. Replaces Speed. You have a walking speed of 25 ft.

Wyvern Ancestry. Replaces Draconic Ancestry. Instead of being granted a breath weapon, you possess large wings, and a long stinger tail. You have 30 ft. of flying speed, which you can use as long as you are not wearing heavy armor, and not wielding a shield.

Stinger. Replaces Breath Weapon. You possess a long tail, which has a sharp point at the tip. You can strike a target within 10 ft. of you dealing 1d6 piercing damage to them, and 1d6 poison damage. The poison damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You can use your stinger poison 5 times, after you use your all your stinger charges, you can’t use the poison damage until you complete a short or long rest. When you hit with your stinger you can choose to not take your singer out, if you do you don't have to roll to hit, but don't deal the piercing damage you normally would. Each time your target tries to move you both make a strength check, if you fail, your stinger comes out of the target's body.

Darkvision. You have 60 ft. of Darkvision.


Dragonborn


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