Homebrew Zephyr Thunderborn Species Details

Description: Zephyr Thunderborn, a dragonborn hailing from the mystical King Isle, is revered for its dual mastery of lightning and radiant powers. With scales shimmering in hues of electric blue and sunlit gold, it stands as a symbol of power and mystery. As it moves, arcs of electricity crackle around its form, and a soft glow follows in its wake. Sprouting wings from its back, this is one of the few dragonborns born with wings.

Lore: Zephyr Thunderborns are a revered breed from the secluded King Isle, known for their ability to harness both lightning and radiant powers. They are often called upon as envoys to broker peace among rivaling factions.

Zephyr Dragonborn Traits

Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
Speed: 30 feet

Zephyr Thunderborn Traits

As a Zephyr Dragonborn, you have these special traits.

Divine Dragon Tongue

You have proficiency in persuasion checks and gain advantage when making persuasion checks against celestials and dragons.

Thunderborn Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone of radiant energy or a 30-foot Line that is 5 feet wide of lightning energy. Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the breath you choose. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Zephyr Resistance

You have Resistance to radiant and lightning damage.

Darkvision

You have Darkvision with a range of 60 feet.

Storm Fury

When you reach character level 5, Once per Long Rest as a Bonus Action, you can activate Storm Fury for 10 minutes. For the next 10 minutes, once per turn, you deal an extra 2d6 lightning or radiant damage (your choice) on a hit with a melee attack.

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