User:Babosa/Extra Dragonborn types

From D&D Wiki
Jump to navigation Jump to search

This variant is to give the Dragonborn a lot more variation and not to represent already made homebrew dragons. Main differences are that there are is a chromatic Draconic Ancestry for nearly every damage type and the metallic Draconic Ancestries breath attack has an effect rather than dealing damage, instead of resistance to a damage type they have a feature related to their breath effect and there are a lot more metallic Draconic Ancestries.

Draconic Ancestry[edit]

The mechanics of this feature have not changed, But there are more options to take and if you take a metallic Draconic Ancestry it will change the breath weapon and damage resistance features. The list of options is at the end of the description.

Breath weapon[edit]

At character creation, you choose whether your breath attack affects creatures in a 5 x 30-foot line or a 15-foot cone. Then if you picked a chromatic Draconic Ancestry, breath weapon works the same as it does in the Players Handbook. For metallic Draconic Ancestry instead of damage, they cause an effect which creatures must make a save to avoid, normally succeeding the save means nothing happens, but some will specify an effect on failure. The effects are detailed in the list.

Damage Resistance[edit]

For Chromatic Draconic Ancestries, damage resistance is exactly the same as in the Players Handbook. For metallic Draconic Ancestries instead of resistance to a damage type they normally have advantage or immunity to their effect and sometimes they have features to complement the effect. The features are detailed in the list.

List of Draconic Ancestries[edit]

Chromatic Draconic Ancestries[edit]

Chromatic Draconic Ancestries
Dragon Damage Type Breath Weapon
Black Acid Dex. save
Blue Lightning Dex. save
Brown Bludgening Str. save
Green Poison Con. save
Grey Necrotic Con. save
Indigo Force Dex. save
Opaque Thunder Con. save
Purple Physic Cha. save
Red Fire Dex. save
White Cold Con. save
Yellow Radiant Dex. save

Metallic Draconic Ancestries[edit]

I use this effect often enough that I am going to give it a name; Nausea: you have disadvantage on attack rolls, skill checks and saves for one round.

Material

(Save type) breath effect

Feature. (Damage type, has no effect)

Finished types;[edit]
Brass

(Con) Sleep, creatures that fail the save fall unconscious for 1 minute or until another creature takes an action to wake them or they take damage.

Immune to sleep, trance, normal perception during long rests. (poison)

Bronze

(Con) Creatures that fail the save are stunned, at the end/beginning of their turn they can reroll the save to end the stun.

Immune to stun. (lightning)

Silver

(Con) Creatures that fail the save are Paralyzed until the end of your next turn.

Immune to paralyzing. (cold)

Gold

(Str) Creatures that fail the save gain disadvantage on all Strength-based rolls for one minute.

After completing a short rest you are under the effect of lesser restoration and long rest gives lesser and greater restoration. (fire)

Iron

(Str) Creatures that fail the save are knocked prone and optionally push up to 10ft +5ft per 5 levels, all creatures have disadvantage on this save. You can also use this to push objects with a con check

Advantage against being knocked prone or forcibly moved. (bludgeoning)

Chrome

(Dex) Creatures that fail the save gain the Faerie Fire spell effect.

Permanently under the effects of nondetection ### (radiant)

Obsidian

(Dex) Creatures that fail the save have a 5ft sphere of darkness centered on them for 1 minute.

60ft darkvision that can see through magical darkness. (necrotic)

Lavender Jade

(Cha) Creatures that fail the save are charmed for 1 minute, they get to reroll when you or your allies cause it harm.

Immune to charm (psychic)

Red Jade

(Cha) Creatures that fail the save are frightened for 1 minute, they get to reroll at the end of their turn if you are out of their sight.

Immune to frighten (psychic)

White Jade

(Cha) You dominate (as in the spells) 1 creature who fails the save until the end of your next turn

Advantage against mental effects e.g. charm, frighten, domination, command (psychic)

Blue Jade

(Cha) Creatures that fail the save are affected as if you just cast command (the spell) on them

When affected by mental effects they are suppressed until after your next turn. (psychic)

Plutonium

(Con) Creatures that fail the save gain 1 level of exhaustion.

Advantage against exhaustion and critical hits cause 1 level of exhaustion (neurotic)

Uranium

(Con) Creatures that fail the save gain a magical disease that causes the poison condition, the disease ends on its own after 1 minute

Immune to the poison condition and disease (Poison)

Stone

(Con) Creatures that fail the save must reroll the save at the end of their turns, if they fail twice they are petrified and if they succeed twice then they no longer need to make saves.

When you are petrified you can take an action but only to remove petrification. You can petrify yourself as an action (poison)

Platinum

(Cha) Turn and destroy undead like the cleric in the area, undead are nauseated if they succeed the save, other creatures are nauseated if they fail and take no effect if they succeed

Undead favored enemy, as in the ranger feature, (radiant)

Lead

(Cha) You make a check for each magic item and active spell, Your bonus is your con modifier + proficiency bonus and the DC is 10 + spell level for spells, If you succeed the check the spell is dispelled and for magic items the DC depends on its rarity; 12 for common, 14 for uncommon, 16 for rare, 19 for very rare, 22 for legendary and 26 for artifacts and when you succeed if the magic item is a consumable it is dispelled, if it has charges they are all lost and permanent enchantments are suppressed for 1 minute

You have advantage on saves against magic. (force)

Sodium

(Con) Creatures with CR 5 less then your level or ½ of your level, die instantly if they fail the save, other creatures are nauseated if they fail

You are immune to effects that depend upon how many hit points you have e.g. power word kill, divine word, sleep spell (radiant)

Unfinished types;[edit]

These are the Ancestries that are not complete, so feel free to add your own ideas even if it is just an effect that would be cool to be able to do.

Nickel. Deals chromatic damage to objects (and creatures made of glass, stone etc), can always do low power breath that deals 1 damage per round per round the object has been attacked, by using sonic waves you can borrow with a speed of 15 you can borrow through stone at 1/10 speed (Thunder). Note this can destroy weapons, armor and turn dirt/stone to dust

Green Jade. Cha. Confusion, immune to maddnes+, make own confusion (psychic)

Copper. Con. Slow for a minute. You cannot be slowed (ineffective if you cannot have bonuses to speed) (acid)

Quartz. Cha. Save or banished to their home plane. (force)

Resin (Dex) restrained for a minute