Homebrew Dracotaur Species Details

Dracotaur are half dragons that have been born from a union between a dragon or half dragon and a different quadruped race, or are descendants from such unions. 

To play a dracotaur, which is a variant half dragon, you must forgo the unique racial trait that is associated with your half dragon subrace. In exchange, your base walking speed is increased to 40 feet, and you gain the Quadruped Build and Stampede racial traits below. You count as a half dragon for all customization options, including variant options for your half dragon subrace.

Creating Your Character

HALF DRAGON TRAITS 

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

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 ascended to dragonhood, however, have been granted the gift of immortality. Making dragon- hood 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. 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 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 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. 

After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges 1 minute after you used it. 

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. 

Draconic Ancestry. While many half dragons are mixed, they are always divided into a number of different colors that reflect their draconic ancestry, which provides them with unique abilities. Just like true dragons, these colors are not all equally powerful, and some colors have more niche abilities than others. However, no color among these subraces is exceptionally different in power from others. 

The following colors are the most common, and fall into two categories; the chromatics-black, blue, green, red, and white and the metallics-brass, bronze, copper, gold and silver. Choose one of these subraces. Your breath weapon deals elemental damage of the type associated with your chosen subrace, and you gain resistance against this damage type as well. Your ability scores increase as described, and you gain an additional unique draconic trait. 

DRACONIC ANCESTRY 

BLACK 

Ability Score Increase. Your Constitution score increases 

by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. 

Unrelenting. You can add your Constitution modifier to the 

damage of your breath weapon, and your breath weapon deals double damage to objects and structures that aren't worn or carried. 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 in shades of gray. 

BLUE 

Ability Score Increase. Your Strength, Dexterity, and 

Constitution scores each increase by 1. 

Draconic Ancestry. Your breath weapon deals lightning 

damage in a line 30 feet long and 5 feet wide. Your breath 

weapon imposes a Dexterity saving throw. You have resistance to lightning damage. 

Desert Predator. You gain proficiency in the Stealth skill. As part of the Hide action, you can burrow yourself into non-rock earth, just below the surface. While below the surface, you have a burrow speed of 15 feet (but you can not burrow deeper), you have vision, can breathe freely, and count as having three-quarters cover. You cannot interact with the surface while borrowed, and you must spend a bonus action to emerge. While you are burrowed, creatures suffer a -5 penalty to their ability checks to find you, provided you are out of combat and not moving. 

BRASS 

Ability Score Increase. Your Strength score increases by 

2, and your Charisma score increases by 1. Draconic Ancestry. Your breath weapon deals fire damage 

in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. 

Boldly Talkative. You gain proficiency in the Persuasion 

skill. You can cast the speak with animals spell at will with this trait. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). You can speak, read, and write one extra language of your choice, and an extra language of your choice every 4 levels. 

BRONZE 

Ability Score Increase. Your Strength, Constitution, and 

Charisma scores each increase by 1. Draconic Ancestry. Your breath weapon deals lightning 

damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. 

Dragon of the Coast. You have a swim speed of 30 feet, and you can breathe air and water. When using your breath weapon, you can 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 on those in the area. Those who fail it are pushed back 15 feet away from you, and are knocked prone if they fail it by 5 or more. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. 

COPPER 

Ability Score Increase. Your Charisma score increases by 

2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon deals acid 

damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. 

Playful Host. You gain proficiency in the Performance skill. 

You know the vicious mockery cantrip, and when you take the Dash action on your turn you can cast it as a bonus action. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). 

GOLD 

Ability Score Increase. Your Wisdom score increases by 2, 

and your Strength score increases by 1. Draconic Ancestry. Your breath weapon deals fire damage 

in a 15-foot cone. Your breath weapon imposes a Dex- terity saving throw. You have resistance to fire damage. Reserved Companion. You gain proficiency in the Insight 

skill. You know the prestidigitation cantrip, and your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). Whenever you would deal fire damage to fiends and undead creatures, you deal radiant 

damage instead.

GREEN 

Ability Score Increase. Your Strength, Intelligence, and 

Charisma scores each increase by 1. 

Draconic Ancestry. Your breath weapon deals poison 

damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage, and advantage on saving throws against being poisoned. 

Gifted Trickster. You gain proficiency in the Deception 

skill. You can cast the disguise self spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast this spell you can appear up to 2 feet shorter or taller than normal with it, and you can also change your body type with it (you must remain a human- oid). You can also cast this spell using spell slots you have of 1st level or higher. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). 

RED 

Ability Score Increase. Your Strength score increases by 

2, and your Constitution score increases by 1. Draconic Ancestry. Your breath weapon deals fire damage 

in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. 

Indomitable. You gain proficiency in the Intimidation skill. 

You have advantage on saving throws against being charmed or frightened. 

SILVER 

Ability Score Increase. Your Intelligence score increases 

by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon deals cold 

damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. 

Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you can instead 

choose to target a single creature within 15 feet of you with numbing gas. The target 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 can use your breath weapon this way once and you regain the ability to do so after finishing a short or long rest. 

WHITE 

Ability Score Increase. Your Constitution score increases 

by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon deals cold 

damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. 

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. You can move across difficult terrain composed of ice or snow, or climb on icy surfaces, without expending extra 

movement. 

 

Dracotaur Traits

As a dracotaur, you will have the various options

Creature Type

You are Fey and Draconic.

Size

Your size is Medium.

Speed

Your walking speed is 40 feet.

Stampede

The claws of your legs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your claws.

Quadruped Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, any climb that requires hands and feet is especially difficult for you because of your quadruped legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. In addition, a Medium or smaller creature can ride on your quadruped back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Once per turn, if you move at least 20 feet straight toward a target and then hit it with a lance on the same turn, that attack will deal an extra 1d6 piercing damage. Finally, you can wield a lance in one hand as though you were mounted, and at your DM's discretion you can count as mounted for certain features. However, you cannot mount Large or smaller creatures.

Claws

You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity

Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

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