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View Full Version : 5e Dragonborn homebrew changes



BerzerkerUnit
2019-12-26, 10:30 PM
Please note: I don’t care about flight. I’ve never had a problem managing flying PCs so comparatively undervalue a flying speed. For critiquing purposes pls ignore the Flight of the pureblood which was included for completeness’ sake.

Dragonborn Subtypes:
These subtype options replace Draconic Heritage and +2 Strength.

As a pureblood your Draconic ancestry is clear, the product of selective breeding and arranged marriages. As a result many Draconic features are always prominent.

Ability Bonuses: +1 Strength, +1 Con

Scales: you may calculate your AC when not wearing armor as 13+Dex bonus. You can use a shield and retain this benefit.

Darkvision: You have Darkvision out to 60 feet.
Wings: you have wings that grant you a Fly speed equal to your walking speed.

Poor Flier: as a poor flier you must move 10 feet in the same direction to begin flying. You can fly for a number of rounds equal to your Con bonus (minimum 1), if you do not end your final turn on solid ground or clinging to a surface you could climb on, you fall. If your movement is reduced to 0 or you become incapacitated, you fall. You can begin flying again on any turn after you have gone 1 round without moving. This feature is removed at level 5.

Draconic Resistance: you gain resistance to a Damage Type based on your ancestry. This becomes Immunity at 17th level.

Draconic Breath: you gain a breath weapon based on your ancestry. As an action you can exhale destructive matter or energy. The damage is 2d6 and the DC is Con Based. This increases to 3d6 at 5th, 4d6 at 11th, and 5d6 at 17th. You recover your ability to use this breath weapon after a short rest.

Natural Weapons: your claws and bite are natural weapons allowing you to deal slashing or piercing damage with your unarmed attacks.


As one of mixed ancestry the blood of all common dragons flows through your veins. While your form normally bears less prominent marks of your heritage, you can stir your blood to manifest more potent manifestations of Draconic power invoking dramatic changes in morphology.
Ability Bonus: +1 to any two ability scores
Stirring the Blood: you can spend a bonus action to draw out any one of the potent manifestations of Draconic Heritage detailed below. You may do so once and the benefits are retained for 1 minute. You regain the use of this feature after a short or long rest.

Draconic Resilience: your maximum Hit points are increased by your level. You gain resistance to one of the damage types detailed on the Draconic Ancestry list. At level 17 this becomes Immunity. If not wearing armor you can calculate your AC as 12+Dexterity bonus+Proficiency Bonus.

Draconic Essence: you gain a Breath Weapon from the Draconic Ancestry Chart. You can breathe this destructive matter or energy as a bonus action. Your breath has a recharge rating of 4-6. The damage of the breath is 2d6. This increases to 3d8 at 5th, 4d10 at 11th, and 5d12 at 17th. The save is Con based.

Draconic Senses: you gain Darkvision 60 and BlindSense 15. The distance of Darkvision increases by 20 feet and the distance of BlindSense increases by 5 feet at levels 5, 11, and 17. While this trait is active you automatically succeed on checks to notice sleight of hand being used against you.

Draconic Might: you gain the Powerful Build Trait. Your claws become vicious talons and your teeth become terrifying fangs. Your tail extends like a sinuous muscular club that can be used to make an unarmed attack as a bonus action when you take the attack action. Your melee attacks deal an additional 1d4 damage. Once while this feature is active, you can use your action to exude a terrifying aura. Creatures within 30 feet must succeed on a Wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of their turn. The save DC is Charisma based.