Moonstone Dragonborn (5e Race Variant)
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Moonstone Dragonborn[edit]
Moonstone dragons range from legendary pranksters to wise sages of the fey. Their dragonborn descendants are much the same. Exhilarating experiences, adventures, parties, pranks, all are loves of the moonstone dragonborn. Instead of being tied to certain elements, moonstone dragonborn are linked to certain types of dreams. Beyond simply experiencing a great number of them on most nights, it is common for moonstone dragonborn to sometimes link with others through their dreams, though it is rare for them to control it. Also, their connection to the strange world of dreams allows them to influence the physical space around them, making it almost liquify.
Moonstone Dragonborn Traits[edit]
A race of dragonborn that hail from the fey.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. The moonstone dragonborn live for thrilling experiences. This often leads them to be chaotic, but they are rarely malicious.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Dream Ancestry. Moonstone dragons are heavily tied to dreams. They can reach out into the dreams of others, banish foes to a dreamlike demiplane, and interpret the deep meaning behind dreams. But of course, there are different types of dreams. Depending on the connection your ancestor had to certain types of dreams, it will determine the damage of certain other abilities as shown in the table at the end of the race description.
Breath Weapon. As an action, you exhale destructive energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d10 + your character level in damage of the type determined by your Dream Ancestry trait. On a successful save, a creature takes half as much damage. You can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Dream Ancestry.
Child of Dreams. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Shifting Dreams. Starting at 5th level, you can use a bonus action to cause the world around you to become hazy. This shift lasts for 1 minute or until you fall unconscious or die. For the duration, creatures have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated or stunned. Once you use this trait, you can’t do so again until you finish a long rest.
Darkvision. 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. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Dream | Damage Type |
---|---|
Joyous | Radiant |
Nightmare | Necrotic |
Prophetic | Force |
Sporadic | Psychic |
Vengeful | Thunder |
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