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Dragonkin

Homebrew

Dragonkin

A single crimson-scaled runt of a dragonkin stands defiant amidst an orcish warband, waving their axes in anticipation of an easy kill. With a roar, fire lights up the forest clearing as she charges fearlessly, driving the startled orcs back with a ferocity that belies her modest size.   The azure dragonkin studies the wizard's arcane runes, his companions waiting close by. Jotting a note down in his beloved journal, he inhales deeply, leeching the magical energy right out of the protective ward. With a satisfied smirk, he leads his companions deeper into the wizard's sanctum.   Within a stone temple upon an icy mountain top, a dragonkin sage sits in meditation. He was content to weather the blizzard that would soon leave him stranded and isolated, warmed only by the soft glow of the smoldering sphere of fire which he held aloft in supplication. He relished the chance to reflect upon the events of his journey.   Though each of these dragonkin tell a different story, they share a similar background—they were once humanoids who underwent a metamorphic transformation that changed their body. Those that are altered are rare, generally through a distinguished deed done in the preservation of dragonkind (such as returning a dragon’s egg, or saving a dying dragon from its hunter) but each must learn to live with the consequences in their own way.  

GIFT OR CURSE

  Dragonkin walk through a world that either accepts them despite their dragon blood, shuns them thinking they are just as monstrous as the beast they received their blood from or confuses them as dragonborn.   Many dragonkin are ostracized by those around them. Some relish their new form, while others loathe what has been done to them, but all are linked by the transformation they have undergone.  

DRAGONKIN NAMES

  As dragonkin start their lives as another race, they usually keep the name they were born with. However some see their transformation as a chance to start anew and as such take names with draconic sounds or from dragonborn families.   Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn   Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit   Draconic Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: Dragonkin mature at the same rate as their former race, but due to the influence of their draconic blood they can live up to 1000 years.
Size: Medium
speed: 30 ft
Languages: You can speak, read, and write Common and Draconic.
race features:

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


DragonDamage TypeBreath Weapon
AmethystForce15 ft. cone (Str. save)
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
CrystalRadiant15 ft. cone (Con. save)
EmeraldPsychic15 ft. cone (Int. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
MoonstoneRadiant5 by 30 ft. line (Dex. save)
RedFire15 ft. cone (Dex. save)
SapphireThunder15 ft. cone (Con. save)
SilverCold15 ft. cone (Con. save)
SteelAcid5 by 30 ft. line (Dex. save)
TopazNecrotic15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Draconic Favor. Along with the breath weapon, your draconic favor determines the type of damage you are resistant to, as well as a unique feature, described below.

 
BLACK

Unrelenting. You can add your Constitution modifier to the damage of your breath weapon, and your breath weapon deals double damage to objects and structures that aren't worn or carried You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light but only in shades of gray.

 
BLUE

Desert Predator. You gain proficiency in the Stealth skill. As part of the Hide action, you can burrow yourself into non-rock earth, just below the surface. While below the surface, you have a burrow speed of 15 feet (but you can not burrow deeper) you have vision, can breathe freely, and count as having three-quarters cover. You cannot interact with the surface while borrowed, and you must spend a bonus action to emerge. While you are burrowed, creatures suffer a -5 penalty to their ability checks to find you, provided you are out of combat and not moving.

 
BRASS
Boldly Talkative. You gain proficiency in the Persuasion skill. You can cast the Speak with Animals spell at will with this trait. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). You can speak, read, and write one extra language of your choice, and an extra language of your choice every 4 levels.  
BRONZE
Dragon of the Coast. You have a swim speed of 30 feet, and you can breathe air and water. When using your breath weapon, you can instead choose to use repulsion gas with the same range and DC. This gas doesn't deal damage but instead imposes a Strength saving throw on those in the area. Those who fail it are pushed back 15 feet away from you, and are knocked prone if they fail it by 5 or more. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.  
COPPER
Playful Host. You gain proficiency in the Performance skill. You know the Vicious Mockery cantrip, and when you take the Dash action on your turn you can cast it as a bonus action. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).  
GOLD
Reserved Companion. You gain proficiency in the Insight skill. You know the Prestidigitation cantrip, and your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). Whenever you would deal fire damage to fiends and undead creatures, you deal radiant damage instead of fire damage.  
GREEN
Gifted Trickster. You gain proficiency in the Deception skill. You can cast the Disguise Self spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast this spell you can appear up to 2 feet shorter or taller than normal with it, and you can also change your body type with it (you must remain a humanoid). You can also cast this spell using spell slots you have of 1st level or higher. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).  
RED
Indomitable. You gain proficiency in the Intimidation skill. You have advantage on saving throws against being charmed or frightened.  
MOONSTONE
Fey Trickster. You have advantage on saving throws against being charmed. You can cast the Sleep spell once with this trait, and you regain the ability to do so when you finish a long rest. At 3rd level, when you cast it with this trait, you cast it at a spell level that is equal to your proficiency bonus. You can also cast this spell using spell slots you have. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice).  
SAPPHIRE

Psionic Dragon. You know the Mage Hand cantrip, and the hand is invisible when you cast the spell with this trait. At 3rd level you can cast the Detect Thoughts spell once with this trait, and at 5th level you can cast the Misty Step spell once with this trait, and you regain the ability to cast these spells this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level You don't require any components to cast any of these spells. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (your choice).

Mind Blast. If you are a sapphire dragon-kin with the Improved Breath Weapon feat, then you can spend 2 empower points to turn your breath weapon into a Mind Blast instead. Those affected must instead make an Intelligence saving throw, suffer psychic damage instead of the normal damage, and if they fail their saving throw they are also incapacitated until the end of their next turn. If you also have the Telepathic feat, then the cost is reduced to 1 empower point instead.

 
SILVER
Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you can instead choose to target a single creature within 15 feet of you with numbing gas. The target doesn't suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You can use your breath weapon this way once and you regain the ability to do so after finishing a short or long rest.  
STEEL
Metal Affinity. You gain a +1 bonus to your AC while not wearing heavy armor. Instead of this bonus, you can calculate your AC as 13+ your Dexterity modifier. A shield's benefits apply on top of either option.  
WHITE
Skilled Hunter. You gain proficiency in the Survival skill. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. You can move across difficult terrain composed of ice or snow, or climb on icy surfaces, without expending extra movement.

BORN OF BLOOD AND MAGIC

Whether through the workings of Bahamut, Tiamat, or Sardior, the dragonkin were infused with draconic magic that changed their physical and magical characteristics. The draconic touch manifested in different ways depending on what the dragon intended to do with that person or what the person desired. Some dragonkin had one arm grow to the size and shape of a dragon’s, giving them draconic strength in combat. Some had the skin on their torso or forearms turn to scales, gaining the defensive capabilities of dragon hide. Some had their legs resemble those of a dragon along with a draconic tail, becoming much more nimble and quick. And some saw their heads sprout horns and their pupils turn slitted, gaining some draconic magic.

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