Would it be cool to make more dragonborn types as homebrew? There are a ton of types of dragons in the forgotten realms that could make a good dragonborn (time, steel, ect), and I still wanna play a wyvern dragonborn. And hydras are basically dragons....
So anyone got ideas? Think it's a bad idea? I'd love input!
Update: Ok, as you may have seen, I've started making the dragonborn types! Now this thread is mainly for making them and feedback on them. Anyone is free to add their own dragonborn types here, and I'll link them here with the rest of them.
This seems interesting! With quite a lot of work we could make a dragonborn for every different kind of dragon (the creature type).
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Dragon Turtleborn are the dragonborn equivalent to the dragon turtle. Larger than other dragonborn, they also have a shell and underwater adaptations.
Underwater Adaptations
Replaces draconic resistance
You gain a swimming speed equal to your walking speed. Additionally, you can hold you breath for up to 4 hours without drowning. While underwater, your steam breath deals double damage to objects and structures.
Steam Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of super heated steam in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warding Shell
Replaces chromatic warding
Starting at 3rd level, as an action you can strengthen your shell to protect yourself. For 10 minutes, Your armor class increases by half your proficiency bonus (round down). Once you use this trait, you can’t do so again until you finish a long rest.
Dragonborn turtle are the dragonborn equivalent to the dragon turtle. Larger than other dragonborn, they also have a shell and underwater adaptations.
Underwater Adaptations
Replaces draconic resistance
You gain a swimming speed equal to your walking speed. Additionally, you can hold you breath for up to 4 hours without drowning. While underwater, your steam breath deals double damage to objects and structures.
Steam Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of a super heated steam in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warding Shell
Replaces chromatic warding
Starting at 3rd level, as an action you can strengthen your shell to protect yourself. For 10 minutes, Your armor class increases by half your proficiency bonus (round down). Once you use this trait, you can’t do so again until you finish a long rest.
*Based on the UA dragonborn variant.
Call it Dragon Turtleborn. It seems fairly balanced, and your SPaG is decent.
Dragonborn turtle are the dragonborn equivalent to the dragon turtle. Larger than other dragonborn, they also have a shell and underwater adaptations.
Underwater Adaptations
Replaces draconic resistance
You gain a swimming speed equal to your walking speed. Additionally, you can hold you breath for up to 4 hours without drowning. While underwater, your steam breath deals double damage to objects and structures.
Steam Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of a super heated steam in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warding Shell
Replaces chromatic warding
Starting at 3rd level, as an action you can strengthen your shell to protect yourself. For 10 minutes, Your armor class increases by half your proficiency bonus (round down). Once you use this trait, you can’t do so again until you finish a long rest.
*Based on the UA dragonborn variant.
Call it Dragon Turtleborn. It seems fairly balanced, and your SPaG is decent.
Aye! Nice! I've really been working on my SPaG, so it's nice to see that it's "decant" now.
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Stone Scales
Replaces damage resistance
You gain resistances to your choice non-magical bludgeoning, piercing, or slashing damage.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Stone Scales
Replaces damage resistance
You gain resistances to your choice non-magical bludgeoning, piercing, or slashing damage.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
*Based on the UA dragonborn variant
this is pretty nice though personally I would give them a social ability inplace of stone scales to make clear up the diplomacy over combat thing.
Wyverns, although not true dragons, are the draconic ancestry for the wyvernborn. They have wyvern like features, like a poisonous tail barb and wings.
Grappling Claws
Replaces draconic resistance
Your unarmed strikes deal 1d4 + your strength modifier slashing damage on a hit, instead of the normal bludgeoning damage. Additionally, after you hit a creature with your claws, you can attempt to grapple that creature as part of the same action. Once you do this, you cannot do it again until you finish a short rest.
Tail Stinger
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with a tail attack. When you do this, make a melee weapon attack with 10 feet of reach and constitution as your attack modifier. On a hit, you deal 1d4 + your constitution modifier piercing damage, and the target must make a constitution saving throw with DC equal to 8 + your proficiancy bonus + your constitution modifier. The target takes 1d10 poison damage on a failed save, or half as much on a successful one. The poison damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wyvern's Wings
Replaces chromatic warding
When you reach 3rd level, you gain a flying speed equal to your walking speed.
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Stone Scales
Replaces damage resistance
You gain resistances to your choice non-magical bludgeoning, piercing, or slashing damage.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
*Based on the UA dragonborn variant
this is pretty nice though personally I would give them a social ability inplace of stone scales to make clear up the diplomacy over combat thing.
Wyverns, although not true dragons, are the draconic ancestry for the wyvernborn. They have wyvern like features, like a poisonous tail barb and wings.
Wyvern's Wings
Replaces draconic resistance
You gain a flying speed equal to your walking speed.
Tail Stinger
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with a tail attack. When you do this, make a melee weapon attack with 10 feet of reach and constitution as your attack modifier. On a hit, you deal 1d4 + your constitution modifier piercing damage, and the target must make a constitution saving throw with DC equal to 8 + your proficiancy bonus + your constitution modifier. The target takes 1d10 poison damage on a failed save, or half as much on a successful one. The poison damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grappling Claws
Replaces chromatic warding
Starting at level 3, your unarmed strikes deal 1d4 + your strength modifier slashing damage on a hit, instead of the normal bludgeoning damage. Additionally, after you hit a creature with your claws, you can attempt to grapple that creature as part of the same action. Once you do this, you cannot do it again until you finish a short rest.
*Based on the UA dragonborn variant
flight is pretty strong but this is otherwise great
Wyverns, although not true dragons, are the draconic ancestry for the wyvernborn. They have wyvern like features, like a poisonous tail barb and wings.
Wyvern's Wings
Replaces draconic resistance
You gain a flying speed equal to your walking speed.
Tail Stinger
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with a tail attack. When you do this, make a melee weapon attack with 10 feet of reach and constitution as your attack modifier. On a hit, you deal 1d4 + your constitution modifier piercing damage, and the target must make a constitution saving throw with DC equal to 8 + your proficiancy bonus + your constitution modifier. The target takes 1d10 poison damage on a failed save, or half as much on a successful one. The poison damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grappling Claws
Replaces chromatic warding
Starting at level 3, your unarmed strikes deal 1d4 + your strength modifier slashing damage on a hit, instead of the normal bludgeoning damage. Additionally, after you hit a creature with your claws, you can attempt to grapple that creature as part of the same action. Once you do this, you cannot do it again until you finish a short rest.
*Based on the UA dragonborn variant
Did you mean "Wyvernborn?" Because you wrote "Wyvernbron." I'll give some actual feedback later, hopefully.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Wyverns, although not true dragons, are the draconic ancestry for the wyvernborn. They have wyvern like features, like a poisonous tail barb and wings.
Wyvern's Wings
Replaces draconic resistance
You gain a flying speed equal to your walking speed.
Tail Stinger
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with a tail attack. When you do this, make a melee weapon attack with 10 feet of reach and constitution as your attack modifier. On a hit, you deal 1d4 + your constitution modifier piercing damage, and the target must make a constitution saving throw with DC equal to 8 + your proficiancy bonus + your constitution modifier. The target takes 1d10 poison damage on a failed save, or half as much on a successful one. The poison damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grappling Claws
Replaces chromatic warding
Starting at level 3, your unarmed strikes deal 1d4 + your strength modifier slashing damage on a hit, instead of the normal bludgeoning damage. Additionally, after you hit a creature with your claws, you can attempt to grapple that creature as part of the same action. Once you do this, you cannot do it again until you finish a short rest.
*Based on the UA dragonborn variant
Did you mean "Wyvernborn?" Because you wrote "Wyvernbron." I'll give some actual feedback later, hopefully.
Either way Im working on two dragonborn subraces for the world of Dernisen (aka the create a world setting link in sig).One of which for the coautl (which are dragons in this setting,the very first ones too) and the other for tumor dragons (burly wingless dragons with massive tumors and tentacles,they eat brains mind flayer style and have their mind blast.)
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Diplomatic master
Replaces damage resistance
You gain Proficiency in persuasion.When making charisma checks to avoid entering combat,You have advantage on said charisma checks.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Diplomatic master
Replaces damage resistance
You gain Proficiency in persuasion.When making charisma checks to avoid entering combat,You have advantage on said charisma checks.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
I prefer this one.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
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Would it be cool to make more dragonborn types as homebrew? There are a ton of types of dragons in the forgotten realms that could make a good dragonborn (time, steel, ect), and I still wanna play a wyvern dragonborn. And hydras are basically dragons....
So anyone got ideas? Think it's a bad idea? I'd love input!
Update: Ok, as you may have seen, I've started making the dragonborn types! Now this thread is mainly for making them and feedback on them. Anyone is free to add their own dragonborn types here, and I'll link them here with the rest of them.
I am an average mathematics enjoyer.
>Extended Signature<
This seems interesting! With quite a lot of work we could make a dragonborn for every different kind of dragon (the creature type).
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Dragon Turtleborn:
Dragon Turtleborn*
Dragon Turtleborn are the dragonborn equivalent to the dragon turtle. Larger than other dragonborn, they also have a shell and underwater adaptations.
Underwater Adaptations
Replaces draconic resistance
You gain a swimming speed equal to your walking speed. Additionally, you can hold you breath for up to 4 hours without drowning. While underwater, your steam breath deals double damage to objects and structures.
Steam Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of super heated steam in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warding Shell
Replaces chromatic warding
Starting at 3rd level, as an action you can strengthen your shell to protect yourself. For 10 minutes, Your armor class increases by half your proficiency bonus (round down). Once you use this trait, you can’t do so again until you finish a long rest.
*Based on the UA dragonborn variant.
I am an average mathematics enjoyer.
>Extended Signature<
Call it Dragon Turtleborn. It seems fairly balanced, and your SPaG is decent.
I have a weird sense of humor.
I also make maps.(That's a link)
I had the same idea.
Heres A few Dragonborn variants I Hbrewed up: https://drive.google.com/file/d/1XToeMx89VFcgsQP01TAya_AmpM8Ih8EM/view
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
Aye! Nice! I've really been working on my SPaG, so it's nice to see that it's "decant" now.
I am an average mathematics enjoyer.
>Extended Signature<
Iron Dragonborn:
Iron Dragonborn*
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Stone Scales
Replaces damage resistance
You gain resistances to your choice non-magical bludgeoning, piercing, or slashing damage.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
*Based on the UA dragonborn variant
I am an average mathematics enjoyer.
>Extended Signature<
this is pretty nice though personally I would give them a social ability inplace of stone scales to make clear up the diplomacy over combat thing.
Wyvernborn
Wyvernbornn*
Wyverns, although not true dragons, are the draconic ancestry for the wyvernborn. They have wyvern like features, like a poisonous tail barb and wings.
Grappling Claws
Replaces draconic resistance
Your unarmed strikes deal 1d4 + your strength modifier slashing damage on a hit, instead of the normal bludgeoning damage. Additionally, after you hit a creature with your claws, you can attempt to grapple that creature as part of the same action. Once you do this, you cannot do it again until you finish a short rest.
Tail Stinger
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with a tail attack. When you do this, make a melee weapon attack with 10 feet of reach and constitution as your attack modifier. On a hit, you deal 1d4 + your constitution modifier piercing damage, and the target must make a constitution saving throw with DC equal to 8 + your proficiancy bonus + your constitution modifier. The target takes 1d10 poison damage on a failed save, or half as much on a successful one. The poison damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wyvern's Wings
Replaces chromatic warding
When you reach 3rd level, you gain a flying speed equal to your walking speed.
*Based on the UA dragonborn variant
I am an average mathematics enjoyer.
>Extended Signature<
ok, good idea.
I am an average mathematics enjoyer.
>Extended Signature<
flight is pretty strong but this is otherwise great
I think making fey dragons into dragonborns would pretty cool
looking forwards to what your gonna do with hydras
Did you mean "Wyvernborn?" Because you wrote "Wyvernbron." I'll give some actual feedback later, hopefully.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Oops, yeah.
I am an average mathematics enjoyer.
>Extended Signature<
When will the next update to this project occur
Probably later today, maybe tomorrow. Whenever I have time really.
I am an average mathematics enjoyer.
>Extended Signature<
cool
Your gonna continue this project?
Either way Im working on two dragonborn subraces for the world of Dernisen (aka the create a world setting link in sig).One of which for the coautl (which are dragons in this setting,the very first ones too) and the other for tumor dragons (burly wingless dragons with massive tumors and tentacles,they eat brains mind flayer style and have their mind blast.)
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
my take on the iron dragon born
Iron Dragonborn*
Iron dragonborn are dragonborn with iron colored scales, the their draconic ancestry being that of an iron dragon. Although they generally prefer diplomacy to combat, iron dragonborn have abilities, such as heating up metallic object, that can aid them in combat.
Diplomatic master
Replaces damage resistance
You gain Proficiency in persuasion.When making charisma checks to avoid entering combat,You have advantage on said charisma checks.
Electricity Breath
Replaces breath weapon
When you take the Attack action, you can replace one of your attacks with an exhalation of electric sparks in a 25-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heat metal
Replaces metallic breath weapon
Starting at 3rd level, as an action you can cast the heat metal spell, without expending material components or a spell slot. Constitution is your spellcasting ability for this spell. Once you use this trait, you can’t do so again until you finish a long rest.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I prefer this one.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.