Homebrew Half Dragon Species Details

Half Dragon Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ancestral Features

This choice will correspond to your Draconic Ancestry.

Dragon Resistance and Abilities Ancestral Trait
Black Acid, Your Constitution score increases by 2, and your Strength score increases by 1.
  • Unrelenting. You add your Constitution modifier to the damage of your breath weapon. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, but only shades of gray.
Blue Lightning, Your Strength, Dexterity, and Constitution scores each increase by 1.
  • Desert Predator. You have a burrowing speed of 15 feet through non-rocky soil. When you use the Hide action, you may immediately burrow yourself just below the surface into non-rocky soil. Creatures that attempt to detect you while you are burrowed suffer a -5 penalty to their ability checks to find you, provided you are out of combat and you remain there without moving or taking actions. While burrowed near the surface, you have vision, may breathe freely, and may emerge as a bonus action. While burrowed near the surface, you count as having three-quarters cover.
Brass Fire, Your Strength score increases by 2, and your Charisma score increases by 1.
  • Boldly Talkative. You gain proficiency in the Persuasion skill. You can cast the tongues spell once, but only on yourself, and with a duration of 30 minutes. You regain the ability to cast the spell this way after finishing a long rest.
Bronze Lightning,  Your Strength, Constitution, and Charisma scores each increase by 1.
  • Dragon of the Coast. You have a swim speed of 30 feet, and can breathe air and water. When using your breath weapon, you may instead choose to use repulsion gas with the same range and DC. This gas doesn't deal damage but instead imposes a Strength saving throw. Those who fail it are pushed back 15 feet from you. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.
Copper Acid, Your Charisma score increases by 2, and your Strength score increases by 1.
  • Playful Host. You gain proficiency in the Performance skill, and you know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell.
Gold Fire, Your Wisdom score increases by 2, and your Strength score increases by 1.
  • Reserved Companion. You gain proficiency in the Insight skill. Your racial fire damage, including that in your (true) dragon form, becomes radiant damage against fiends and undead creatures instead.
Green Poison, Your Strength, Intelligence, and Charisma scores each increase by 1.
  • Gifted Trickster. You gain proficiency in the Deception skill. You can cast the disguise self spell once with this trait, appearing up to 2 feet shorter than normal with it, and regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this trait.
Red Fire, Your Strength score increases by 2, and your Constitution score increases by 1.
  • Indomitable. You gain proficiency in the Intimidation skill. You have advantage on saving throws against being charmed or frightened.
Silver Cold, Your Intelligence score increases by 2, and your Strength score increases by 1.
  • Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you may instead choose to target a single creature within 15 feet with numbing gas. The creature doesn't suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You may regain this trait after finishing a long rest.
White Cold, Your Constitution score increases by 2, and your Strength score increases by 1.
  • Skilled Hunter. You gain proficiency in the Survival skill. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

 

Age

Half dragons mature at the same rate as their mortal parent's race, but they can live up to 1000 years. A few of those who have transcended into dragonhood, however, have been granted the gift of immortality. Making dragonhood even more sought after, but no less difficult to achieve.

Alignment

Most half dragons are similar to dragonborn and tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most half dragons are good, but those who side with Tiamat can be terrible villains.

Size

Half dragons are often taller and heavier than humans, standing well over 6 feet tall, with males being noticeably bigger than females. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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