Homebrew Ancient Dragonborn Species Details
An ancient race of Dragons that have harnessed the elemental chaos of the multiverse.v
Ancient Dragonborn Traits
Ancient DragonbornDarkvision
Thanks to your draconic heritage, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Ability Score Increase
Your Constitution score increases by 2.
Territorial Nature
At an instinctual level, all Dragons are territorial over their domains. This causes issues regarding cooperation between most Draconic Entities. Due to your Ancient Dragon heritage, you are often treated with distrust when dealing with unfamiliar draconic entities.
Any Persuasion(Charisma) or Deception(Charisma) checks you make when interacting with a being with Draconic Heritage that is unfamiliar with you will be made at Disadvantage, and you will be treated with suspicion until you have proven yourself towards them.
Feral Form
Your Feral Form shares features similar to most other dragons, though what sets them apart is their size. Most Ancients don't grow to be much taller than 7'8", though some have rarely been known to reach sizes up to 12'10". They weigh around 330 lbs and up on average.
You can use your Action to transform into your Feral Form. You can use this Trait a number of times equal to your Con modifier. You regain all expended uses when you finish a Short or Long Rest. You can stay in this Feral Form for a number of hours equal to 3 times your Player Level. You then revert to your humanoid form unless you expend another use of this Trait. You can revert to your humanoid form earlier by using a Bonus Action on your turn. You automatically revert if you fall Unconscious, or drop to 0 Hit Points for more than one round, or Die.
While you are in your Feral Form, the following rules apply:
- Your Hit Point maximum increases by ( 5 * [Player Level] ) for the duration.
- Depending on Subrace: You either increase your Flight Speed by 40 ft, A swim speed by 40, A burrow speed by 40, A climb speed by 40.
- In your Feral Form, your Unarmed Strikes deal ( 2d6 + Strength Modifier ) damage of your chosen Elemental Affinity. (this increases to 3d6 at 5th level, 4d6 at 10th level, and 5d6 at 15th level, and 6d6 at 20th level)
- Your size is increaded to a Large-sized creature, and are treated as a Dragon in addition to any other creature types. In this form, you are able to carry four times your normal carrying capacity.
- You can not cast Spells in this Form, and lose Concentration on any previous effects or Spells when entering this Form. You are only able to verbally communicate in Draconic for the duration. Your ability to use Objects are very limited in this form. Using an Object designed for a Medium or Smaller creature requires both your Action and Bonus Action (determine with your DM the ease of use for the intended object; this is just a general use scenario).
- Any Items equiped or attuned to you at the time increase in size with you, and decreases to normal when to return to normal.
- You retain the benefits and use of any Class Features, Racial Traits, or any other source of abilities you may have, if your Feral Form is physically capable of doing so (determined by DM).
- Equipment you can't use in the new form (i.e. Ring of spell storing, or a spell casting staff) merges into your new form. Equipment that merges with the form has no Effect until you leave the form.
Elemental Affinity
Your draconic biology grants a unique ability to manipulate the elemental magics found throughout the multiverse.
Your Elemental Affinity determines the specifics of several of your Racial Traits. Each Affinity has a Counterpart which determines what type of weakness you will suffer from.
Of the Elemental Energies, choose from:
- Radiant
- Weakness: Necrotic
- Fire
- Weakness: Cold
- Acid
- Weakness: Poison
- Lightning
- Weakness: Thunder
- Poison
- Weakness: Acid
- Cold
- Weakness: Fire
- Necrotic
- Weakness: Radiant
The weakness does not take affect until 10th level when your resistance turns into immunity, to your chosen damage type.
Primeval
subrace of the Ancient Dragonborn more in-tune with their raw strength and power.
Hunter's Form - you have grown and learned much. You have learned the importance of strength and ferocity.
After reaching Level 3, you have grown and learned much. You have learned the importance of strength and ferocity. You gain the following bonuses:
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You are proficient in Athletics.
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When entering your Feral Form, you may use your Bonus Action to expend a number of Hit Dice equal to your Constitution Modifier (minimum of 1).
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While in your Feral Form, your AC is equal to (13 + your Dexterity Modifier + your Strength Modifier + your Proficiency Bonus) .
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While in your Feral Form, your Unarmed Strikes deal (2d6 + Strength Modifier) of your chosen Elemental Affinity, and are magical for the purpose of overcoming resistance.
Apex Predator - You have become the thing people and monsters alike fear.
Upon reaching level 7, you have the following abilities:
- You may use your Action to expend two uses of your Feral Form to become an Infused Primeval.
While in your Infused Primeval Form, you gain the following effects.
- You may use your Bonus Action to make an Attack Action.
- Your Hit Point Maximum instead increases by ( 7 * [Player Level] ) for the duration.
- You are immune to the damage type determined by your Elemental Affinity.
- You are vulnerable to the damage type determined by your Elemental Weakness.
When exiting your Infused Primeval Form, you must make a Constitution Saving throw (DC = 8 + profeciency bonus + hours in infused form), if you fail the save, you suffer one level of Exhaustion.
Languages
Your people were born & taught to speak Common, Draconic, & Primordial.
Sensitive to the Arts
Being born of and derived from Draconic Magic makes you sensitive to the arcane. As a result you are profiecient in Arcana.
Age
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. Due to their exposure to pure raw draconic magic they are cursed. They can live to be around 800 - 1000 years old.
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