Wyvernborn (5e Race)

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Wyvernborn[edit]

Winged descendants of draconic lineage, the Wyvernborn are an imposing yet graceful race, blending wyvern resilience with humanoid adaptability.

Physical Description[edit]

Wyvaran resemble humanoid wyverns, with scaled bodies, long sinuous tails, and large, bat-like wings. They have piercing reptilian eyes, curved horns, and clawed hands. Their wings allow for short bursts of flight, though they lack the full endurance of true dragons.

History[edit]

In the age of dragons, before mortal kingdoms rose and fell, there existed a great schism among dragonkind. While the mighty dragons soared as sovereign rulers of the skies, their lesser kin, the wyverns, were seen as wild, untamed beasts—useful tools, but never equals. Among these lesser kin, a select few sought to defy their fate, yearning for more than mere survival as winged predators.

Legends tell of an ancient wyvern queen, Vaerthys the Defiant, who dared to challenge dragon supremacy. She was cunning, more intelligent than her kin, and she hungered for something greater than an existence of servitude and instinct. Seeking power beyond her natural form, she struck a forbidden bargain with a hidden force—some say a forgotten dragon god, others claim an exiled fey lord. In exchange for her loyalty, she and her most devoted followers were granted the gift of humanoid form, blending draconic intellect with the physical prowess of wyverns.

Thus, the Wyvernborn were born—creatures of two worlds, neither true dragons nor mere beasts, but something new entirely.

Society[edit]

Each clan is led by a Winglord, a respected individual who has proven their worth in battle, diplomacy, or magic. The Winglords serve as the council for their clan and are responsible for maintaining order and overseeing the education and training of younger Wyvernborn. Clan leadership is earned, not inherited, and the strongest or most capable individual in a clan will rise to the top. However, respect for elders is highly valued, and younger Wyvernborn are expected to defer to the wisdom of older generations.


Wyvernborn Traits[edit]

Abilities -- Your +2 depends on Subrace, Your Constitution score increases by 1.

Age --Wyvernborn mature slightly faster than humans, reaching adulthood at 15. They live up to 150 years.

Alignment--Most Wyvaran value strength and independence, tending toward Neutral alignments. However, their draconic influences may pull them toward good or evil.

Size--Wyvernborn stand between 6 and 7 feet tall, with lean, muscular frames. Your size is Medium.

Speed-- Your base walking speed is 30 feet.

Draconic Glide -- At 1st level, you have wings that allow you to make controlled aerial movements.

Glide. When you fall at least 10 feet, you can extend your wings to glide, reducing falling damage to zero and moving 10 feet horizontally for every 10 feet fallen.

Aerial Surge. As a bonus action, you can flap your wings to gain a flying speed of 20 feet until the end of your turn. You must land at the end of this movement, or you will fall. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest. At 5th level,hovering flight speed of 30 feet, but you must land at the end of your turn unless you are lightly or unarmored.

Venomous Bite You can make an unarmed bite attack as an action. This attack deals 1d6 piercing damage. Once per long rest, when you hit a creature with this bite, you can force them to make a Constitution saving throw (DC = 8 + your Constitution modifier + proficiency bonus). On a failed save, the target is poisoned for 1 minute.

Wyvern Resilience You have resistance to poison damage and advantage on saving throws against the poisoned condition.

Languages= You can speak, read, and write Common and Draconic

Subraces[edit]

The subraces reflect off of the clan that you are from:

Stormwing, Skyheart, Emberclaw and,Nightfury

Stormwing[edit]

Your Dexterity score increases by 2

Superior Wings You have a flying speed of 30 feet, you can bypass the hovering speed from Draconic Glides 5th level trait.

Thunderous Flap Once per short or long rest, you can use a bonus action to unleash a burst of wind and energy, creating a 15-foot cone in front of you. Each creature in the cone must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 2d6 thunder damage and be pushed back 10 feet. On a successful save, the creature takes half damage and isn't pushed.

Stornborn You gain proficiency in the Acrobatics skill., and you can use your Dexterity modifier to determine your Acrobatics checks, even for tasks involving balance and aerial maneuvers.

Skyheart[edit]

Your Charisma score increases by 2

Aura of influence You can use your natural presence to inspire or demoralize those around you. As an action, you can use Aura of Influence to either:

Inspire: Choose up to 3 creatures within 30 feet of you. They gain temporary hit points equal to your Charisma modifier (minimum of 1) for 1 hour.

Demoralize: Choose 1 creature within 30 feet of you that can hear you. It must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute.

Silver Tounge You gain proficiency in the Persuasion skill. Additionally, you can cast Charm Person at will without expending a spell slot. Charisma is your spellcasting ability for it. is your spellcasting modifier for this spell.

Leader of the Skies Your voice and presence carry weight. You can add your Charisma modifier (minimum of +1) to any Charisma (Persuasion) or Charisma (Intimidation) check when interacting with other Wyvernborn, or when trying to lead or command a group of people. This bonus increases to +2 if you're in a position of authority, like addressing a crowd or leading a group into battle.

Emberclaw[edit]

Your Intelligence score increases by 2.

Wyrm's Knowledge You gain proficiency in the Arcana skill.. Additionally, you can read and understand Draconic, and you can cast the Detect Magic spell at will, without expending a spell slot. Intelligence is your spellcasting modifier for any spells you cast in this way.

Superior Resilience You gain resistance to fire damage due to your connection to ancient draconic forces.

Draconic Fury Once per long rest, you can channel the ancient magic within you, empowering your body with draconic energy. For 1 minute, you gain the following benefit

Flame of the Wyrm: Your weapon attacks (melee or ranged) and unarmed strikes deal an additional 1d6 fire damage. If you already deal extra damage (such as from a sneak attack or another feature), the fire damage is added on top.

This ability ends after 1 minute or if you make an attack that is not a weapon attack or unarmed strike.

Nightfury[edit]

Your Dexterity score increases by 2.

Shadow's Embrace You have proficiency in the Stealth skill, and you can hide even when only lightly obscured. Additionally, you can use the Hide action as a bonus action.

Silent Predator You have advantage on Dexterity (Stealth) checks to move silently.

Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. At 5th Level Sneak Attack die goes up to 2d6 At 10th Level Sneak Attack die goes up to 3d6 At 15th Level Sneak Attack die goes up to 4d6


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