Dragonkin (5e Race Variant)

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Dragonborn Variant: Dragonkin[edit]

The Dragonkin are somewhat close relatives of the dragonborn. They have hair-like feathers similar to hair, a tail, and sometimes even a pair of wings sprouting from their forearms.

Dragonkin Traits[edit]

Whether tracking through harsh deserts or battling undead hordes, the Dragonkin are a resilient race of powerful fighters and scholarly mages.
Ability Score Increase. Your Constitution increases by 2.
Age. Dragonkin age at about the same rate as humans, and have a lifespan of about 120 years.
Alignment. Dragonkin tend towards good alignments, however some fall and become terrible villains. Many are wanderers if they leave their city or hometown. Most are chaotic good.
Size. Depending on the subrace, dragonkin can range in height from 5'8 to 7'2. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. You have a Draconic Ancestry. Choose one type of dragon from the Draconic Ancestry table.
Innate Spellcasting. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write in Common and Draconic.
Subrace. Many different varieties of dragonkin have adapted to different environments. Choose one of these subraces.

Mountainborn[edit]

The Mountainborn are the most similar to Dragonborn out of their race's many varieties.

Ability Score Increase. Your Strength score increases by 1.
Armor Training. You are proficient with light and medium armor.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. 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 to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Defensive Scales. While unarmored your Armor Class is equal to 12 + your Constitution modifier.

Seaborn[edit]

Seaborn are the shorter, more movement-based subrace of the Dragonkin.

Ability Score Increase. Your Intelligence score increases by 1.
Elemental Shroud. Whenever a creature within 5 feet of you hits you with a weapon attack, as a reaction you may force that creature to make a Dexterity saving throw or take damage equal to your Breath Weapon's. Once you use this feature you may not use it again until you finish a long rest.
Gliding Flight. You have a Glide Speed of 30 feet.
Expert Swimmer. You have a swimming speed of 30 feet.

Desertborn[edit]

The Desertborn have adapted to be able to survive in even the harshest environments, and are a formidable force in combat as well.

Ability Score Increase. Your Wisdom score increases by 1.
Elemental Resistance. You are resistant to the damage type corresponding to your Draconic Ancestry.
Desert Dweller. You are proficient in the Survival skill. You can also move across difficult terrain composed of sand and loose dirt without expending extra movement.
Weapon Training. You are proficient in two martial weapons of your choice.

Draconic Ancestry
Dragon Damage Type Breath Weapon
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)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
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