Dracotaur
Homebrew
Dracotaur
Breath Weapon. As part of the transformation, the dragon gods altered your biology to allow you to harness the power of a dragon. You can use your action to exhale destructive energy. Your draconic favor determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic favor. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level.
After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges 1 minute after you use it.
Draconic Ancestry
Dragon | Damage Type | Breath Weapon |
---|---|---|
Amethyst | Force | 15 ft. cone (Str. save) |
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Crystal | Radiant | 15 ft. cone (Con. save) |
Emerald | Psychic | 15 ft. cone (Int. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Moonstone | Radiant | 5 by 30 ft. line (Dex. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Sapphire | Thunder | 15 ft. cone (Con. save) |
Silver | Cold | 15 ft. cone (Con. save) |
Steel | Acid | 5 by 30 ft. line (Dex. save) |
Topaz | Necrotic | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Quadrupled Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, any climb that requires hands and feet is especially difficult for you because of your quadrupled legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. In addition, Medium or smaller creatures can ride on your quadrupled back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Finally, you can wield a lance in one hand as though you were mounted, and at your DM's discretion you can count as mounted for certain features.
Stampede. The claws of your legs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your claws.
VARIANT CENTAUR At their DM's discretion, and for thematic reasons, centaur players can exchange their Equine Build trait with the dracotaur's Quadrupled Build trait. If so, then the minimum distance they must move straight forward as part of their Charge trait is reduced to 20 feet.
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