SamuKata
ArcAngelStories98
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Revised Dragonborn. (A bit of homebrew)

I make too much homebrew, but rather than doing nothing with it, I decided to post it here. 

Revised Dragonborn

Though it’s true that dragonborn who choose a career in adventuring are commonly those born with the strength, charisma, and breath weapons of their ancestors, not all dragonborn are gifted with those particular abilities. Some dragonborn use their social skills to gain honor and benefit from ruling councils. Some hold their ancestors more primal fighting instincts. Others are adapted to the arctic, mountains, or oceans.

Below you will find a variety of alternate racial traits and ability score bonuses that help to differentiate between the species of dragonborn. Some campaigns may even choose to have the various subraces live in their own countries with different religions and political goals instead of them all living in one land.

The range of powers, skills, and ability score increases presented below would also allow for an entirely dragonborn campaign with no, or few, other humanoid races.

Dragonborn Sub-race Traits

When playing a dragonborn, you may choose either the standard ability score adjustments and racial powers found in the Player’s Handbook, or the alternate ability score adjustments and one of the racial traits listed below. 

Black Dragonborn
+2 Strength, +1 Dexterity

Blue Dragonborn
+2 Constitution, +1 Charisma

Brass Dragonborn
+2 Charisma, +1 Wisdom

Bronze Dragonborn
+2 Dexterity, +1 Charisma

Copper Dragonborn
+2 Charisma, +1 Strength

Gold Dragonborn
+2 Wisdom, +1 Charisma

Green Dragonborn
+2 Charisma, +1 Intelligence

Red Dragonborn
+2 Strength, +1 Constitution

Silver Dragonborn
+2 Intelligence, +1 Charisma

White Dragonborn
+2 Constitution, +1 Strength

Racial Traits

The racial trait you choose replaces your Breath Weapon trait. 

Savage Heritage (Chromatic)

Your hatred is vast, and your sadism runs unchecked. You enjoy torturing your prey as much as killing it. You can either gain proficiency on all Intimidation and Strength checks, or choose to take advantage in one. You also gain a +1 to your attacks.

Aquatic Heritage

The coasts, islands, and deepest ocean trenches are as home to you as the metropolitan cities of the dragonborn lands. You can breathe both air and water and you gain a swim speed of 30 feet. You also gain Darkvision to a range of 60 feet and proficiency with Athletics checks.

Desert Heritage

Your anatomy and instincts are those of an ambush predator. You gain a burrow speed of 10 feet and you can hold your breath for a number of minutes equal to your Constitution score (not your Constitution modifier). You also gain proficiency with either Stealth checks or Survival checks.

Mountainous Heritage

You are built for traversing rugged terrain and treacherous mountains. You gain a climb speed of 30 feet and proficiency with Athletics checks.

Polar Heritage

You are built for crossing icy ledges, slippery mountainsides, and frozen lakes. You gain proficiency in either Athletics or Acrobatics. You also gain advantage on all survival checks and immunity to being blinded.

Primal (Chromatic)

You prefer your meat fresh and your combat personal. You gain a bite attack that deals 1d4 points of piercing damage, plus your Strength modifier. When you take an Attack action, you may use a bonus action to make an attack with your bite. At 6th level, you may charge your bite attack with the same elemental energy you are resistant to. When you do, you deal an extra 1d6 elemental damage and your bite is considered magical. You may charge your bite a number of times equal to your Constitution modifier per long rest.

Regal

The dragon’s impressive bearing and royal demeanor runs through your veins. You gain proficiency with History and Intimidation checks, and advantage on Insight checks.

Shifter (Metallic)

You have inherited the fluidity of form possessed by metallic dragons. At 1st level, you may cast “Disguise self” once per long rest. At 7th level, you may also cast “Alter self” once per long rest.

Socialite

You were born bearing the metallic dragons’ kindness, compassion, and love of conversation. You gain proficiency with Insight checks and advantage on Persuasion checks.

Trickster

Whether your humor is good-natured or malevolent, you lean toward deception and trickery. Before rolling, you can choose to either add your proficiency bonus or gain advantage with Deception or Sleight of Hand checks.

Wildling

You have a deep connection to the natural world. Whether you ally with it or bend it to your will is up to you. You may cast speak with animals at will. At 3rd level, you may cast pass without trace once per long rest. At 5th level, you may cast animal friendship once per long rest as a 1st level spell.

Draconic Senses (All)

You have inherited the dragon’s natural senses. Once per long rest, for 1 minute you can either gain Darkvision to a range of 60 feet or Blindsight to a range of 20 feet. If this ability is activated in normal lighting conditions, then you gain advantage on Perception and Investigation checks.

Winged

Far rarer than breathing fire or lightning, the gift of draconic wings is one that raises you to a higher status. You gain a flight speed of 30 feet. At 10th level, this flight speed increases to 50 feet.


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