Homebrew Half Dragon / Half Human hybrid Species Details
Author Note: This description took me 5 days to come up with because I wanted it to sound just right while still being fancy. So you better enjoy it.
The unintentional consequence of a bard forgetting to wear protection... Otherwise known as you. Your genetics have been one hell of a merge, perfectly skirting the fine line between genetic instability and complete gene meltdown. Though your body somehow manages a balance between these two raging sides, granting you the versatility of both lineages with no drawbacks.
Born of fire and folly, you are the child of a mortal and a dragon, though your origin is less prophecy and more poor life choices. Somehow, your mixed blood did not boil itself into nothingness. Instead, you walk the world as a paradox: too magical to be human, too grounded to be draconic. Your mere existence is a miracle of biological compromise, and the result is something unique, terrifying, and oddly charming.
Half Dragon / Half Human hybrid Traits
The traits for your hybrid lineage are as follows.Age and Size
Your size is medium, additionally you mature at the same rate as a normal human. However due to your draconic nature, you can live for thousands of years. The maximum of your lifespan has yet to be determined as you are incredibly rare and unknown in how your anatomy works.
Movement
Your base movement speed is 35 ft and you have a climbing speed equal to your movement speed.
Draconic Legacy
You have resistance to the damage type associated with your draconic heritage. Choose one type of dragon from the table below. This choice determines the Draconic Power and Draconic Resistance that you get. You cannot change this choice later. This represents your draconic parent's lineage.
| Dragon Type | Draconic Resistance | Draconic Power |
| Red | Fire | Flaming Touch: Your unarmed strikes deal an extra 1d8 fire damage (2d8 at level 5). This counts as magical damage. |
| Blue | Lightning | Reflective Stun: When you are stunned, the effect rebounds onto the source (if within 60 ft) unless they succeed a Constitution saving throw (DC = 8 + your Con mod + proficiency bonus). They become stunned instead, and you are unaffected. |
| Green | Poison | Poisonous Affliction: All weapon attacks made with blades or axes inflict a CON save equal to your constitution score, on a fail the target is poisoned until the start of your next turn. And on a successful save, nothing happens. |
| White | Cold | Touch of the Blizzard: You know the spell ice knife as a cantrip and can cast it without material components. Constitution is your spellcasting modifier for this spell. |
| Black | Acid | Terrifying Presence: As an action, you can force all hostile creatures within 45 ft who can see you to make a Wisdom saving throw (DC 15). On a fail, they drop held weapons and become frightened for 1 minute. Affected creatures may repeat the save at the end of each of their turns. This ability can be used once per long rest. |
Languages
You can speak, read and write in both draconic and common.
Dual Heritage
You increase your charisma score by 2 and your strength score by 1, you increase those scores by an additional +1 at level 10. Additionally you have Proficiency in arcana and nature.
Hybrid Instability
Once per long rest, when you drop to 0 HP but are not killed outright, you surge with unstable power. Roll 1d8:
- 1–3: You teleport 30 ft in a random direction.
- 4–5: You erupt with energy; each creature within 10 ft takes 2d10 damage of your resistance type.
- 6–7: You stabilize instantly with 1 HP, your body temporarily reforging itself.
- 8: All 3 effects occur in order of the energy surge (3-4), the teleport (1-2), and the stabilization (5-7).
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