Ninjadeadbeard
2016-11-27, 04:48 AM
I hate the Dragonborn race from the PHB. I don't hate them because of flavor or anything. I just find them so boring. So blah. So...blegh. The following is a quickly slapped together redo of the race that I hope gets a few eyeballs on it before I try using it in my campaign. I am certain this is not balanced yet, so critique is all-important! Please let me know how this holds up and what needs changing*.
Dragonborn
Ability Score Increase. Your Charisma increases by 2.
Age. Dragonborn live long lives. They reach maturity in their mid-20’s and can live near three centuries.
Alignment. Depending on their elemental affinity, Dragonborn can be either Lawful or Chaotic.
Size. Typically, Dragonborn stand between 6 and one half, and seven feet tall. Dragonborn are Medium sized.
Speed. Dragonborn move at 30ft.
Subraces. Dragonborn are categorized according to their element, as opposed to a specific type of True Dragon they might descend from. This includes Fire (formerly Brass, Red, and Gold), Water (Silver, White), Storm (Blue, Bronze), Earth (Black, Copper), and Venom (Green).
Fire Dragonborn
Ability Score Increase. Your Constitution increases by 2.
Fire Breath. As a bonus action, you may breathe fire in a 15ft cone. Creatures caught in the cone take 2d10 fire damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). Unattended or highly flammable items catch fire if within the cone. The damage increases by 1d10 at levels 6, 11, and 16. You must complete a short or long rest before using this feature again.
Fire Resistance. You have Resistance against Fire damage.
Heat Vision. You are able to discern heat sources, including living warm-blooded creatures, at a range of 60ft. You can only determine the relative heat and size of such things. This heat vision can see through thin wood and other materials, but 2 inches of metal or 2 feet of stone block it.
Water Dragonborn
Ability Score Increase. Your Strength increases by 1.
Ice Breath. As a bonus action, you may breathe ice in a 15ft cone. Creatures caught in the cone take 1d10 ice damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). The damage increases by 1d10 at levels 6, 11, and 16. Any creature caught within the cone of this ability loses 5ft of movement until they finish a short rest. You must complete a short or long rest before using this feature again.
Cold Resistance. You have Resistance to Cold damage.
Amphibious. You are able to breathe in air or in water. You also have a swim speed of 30ft.
Storm Dragonborn
Ability Score Increase. Your Dexterity increases by 1.
Lightning Breath. As a bonus action, you may breathe lightning in a 30ft line. Creatures whose space the line passes through take 1d12 lightning damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). The damage increases by 1d12 at levels 6, 11, and 16. Any creature hit with this ability loses their Reaction until the end of your next turn. You must complete a short or long rest before using this feature again.
Storm Resistance. You have Resistance to Thunder or Lightning damage (your choice).
Vestigial Wings. You possess a set of vestigial wings. These do not provide enough lift for flight. You are always considered under the effects of the Feather Fall spell, and you may imitate the effects of the Gust cantrip as though you knew it. Neither of these abilities are magical.
Earth Dragonborn
Ability Score Increase. Your Wisdom increases by 1.
Acid Breath. As a bonus action, you may breathe Acid in a 15ft cone. Creatures caught in the cone take 1d10 acid damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). The damage increases by 1d10 at levels 6, 11, and 16. Any creature hit by this ability that is wearing armor has their AC reduced by 1 until they have their armor repaired. You must complete a short or long rest before using this feature again.
Burrow. You have a burrow speed of 15ft.
Darkvision. You can see in areas of dim or no lighting up to 60ft, but cannot discern colors.
Acid Resistance. You have Resistance against Acid damage.
Venom Dragonborn
Ability Score Increase. Your Intelligence increases by 1.
Poison Bite. You have a Natural Weapon, your bite, which is a 1d6 piercing weapon that uses your Strength bonus. Any creature hit by this attack must make a successful Constitution save (8 + Your Proficiency + Your Charisma). On a failed save, the creature is poisoned. You must complete a short or long rest before using this feature again.
Poison Resistance. You have Resistance against Poison damage, and you have Advantage on saves against Poison.
Ambush. You have proficiency in (Dexterity) Stealth.
*Please blame any mistakes on my sleep deprivation.
Dragonborn
Ability Score Increase. Your Charisma increases by 2.
Age. Dragonborn live long lives. They reach maturity in their mid-20’s and can live near three centuries.
Alignment. Depending on their elemental affinity, Dragonborn can be either Lawful or Chaotic.
Size. Typically, Dragonborn stand between 6 and one half, and seven feet tall. Dragonborn are Medium sized.
Speed. Dragonborn move at 30ft.
Subraces. Dragonborn are categorized according to their element, as opposed to a specific type of True Dragon they might descend from. This includes Fire (formerly Brass, Red, and Gold), Water (Silver, White), Storm (Blue, Bronze), Earth (Black, Copper), and Venom (Green).
Fire Dragonborn
Ability Score Increase. Your Constitution increases by 2.
Fire Breath. As a bonus action, you may breathe fire in a 15ft cone. Creatures caught in the cone take 2d10 fire damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). Unattended or highly flammable items catch fire if within the cone. The damage increases by 1d10 at levels 6, 11, and 16. You must complete a short or long rest before using this feature again.
Fire Resistance. You have Resistance against Fire damage.
Heat Vision. You are able to discern heat sources, including living warm-blooded creatures, at a range of 60ft. You can only determine the relative heat and size of such things. This heat vision can see through thin wood and other materials, but 2 inches of metal or 2 feet of stone block it.
Water Dragonborn
Ability Score Increase. Your Strength increases by 1.
Ice Breath. As a bonus action, you may breathe ice in a 15ft cone. Creatures caught in the cone take 1d10 ice damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). The damage increases by 1d10 at levels 6, 11, and 16. Any creature caught within the cone of this ability loses 5ft of movement until they finish a short rest. You must complete a short or long rest before using this feature again.
Cold Resistance. You have Resistance to Cold damage.
Amphibious. You are able to breathe in air or in water. You also have a swim speed of 30ft.
Storm Dragonborn
Ability Score Increase. Your Dexterity increases by 1.
Lightning Breath. As a bonus action, you may breathe lightning in a 30ft line. Creatures whose space the line passes through take 1d12 lightning damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). The damage increases by 1d12 at levels 6, 11, and 16. Any creature hit with this ability loses their Reaction until the end of your next turn. You must complete a short or long rest before using this feature again.
Storm Resistance. You have Resistance to Thunder or Lightning damage (your choice).
Vestigial Wings. You possess a set of vestigial wings. These do not provide enough lift for flight. You are always considered under the effects of the Feather Fall spell, and you may imitate the effects of the Gust cantrip as though you knew it. Neither of these abilities are magical.
Earth Dragonborn
Ability Score Increase. Your Wisdom increases by 1.
Acid Breath. As a bonus action, you may breathe Acid in a 15ft cone. Creatures caught in the cone take 1d10 acid damage, or half on a successful Dexterity save (8 + Your Proficiency + Your Charisma). The damage increases by 1d10 at levels 6, 11, and 16. Any creature hit by this ability that is wearing armor has their AC reduced by 1 until they have their armor repaired. You must complete a short or long rest before using this feature again.
Burrow. You have a burrow speed of 15ft.
Darkvision. You can see in areas of dim or no lighting up to 60ft, but cannot discern colors.
Acid Resistance. You have Resistance against Acid damage.
Venom Dragonborn
Ability Score Increase. Your Intelligence increases by 1.
Poison Bite. You have a Natural Weapon, your bite, which is a 1d6 piercing weapon that uses your Strength bonus. Any creature hit by this attack must make a successful Constitution save (8 + Your Proficiency + Your Charisma). On a failed save, the creature is poisoned. You must complete a short or long rest before using this feature again.
Poison Resistance. You have Resistance against Poison damage, and you have Advantage on saves against Poison.
Ambush. You have proficiency in (Dexterity) Stealth.
*Please blame any mistakes on my sleep deprivation.