Homebrew Ghostborn Dragon Species Details
you are a medium sized ghostborn dragon.
About Ghostborn Dragons.
Ghostborn Dragons are Dragons who were of the ghost type of spirits before they were born to a female dragon.
This Species was created by me, MarcoCox, my real name being Enoch Cox. The ghostborn species is based off of Dragons of real myths, spyro the dragon's abilities from the spyro game franchise, one or more traits taken from D&d Dragons in general, and the way they show dwarves in games.
Ghostborn Dragon Traits
Ghostborn Dragon TraitsDragon Resistance
Dragon resistance. you are resistant to bludgeoning damage, slashing damage, and piercing damage.
Biological Armor
Biological Armor. Your total armor class is (10 + your character level) even if you have armor on.
Your Size
Your size. Your size is medium size.
Carrying Capacity
Carrying Capacity. your carrying capacity is gargantuan size.
Common Proficient
Common Proficient. You can proficiently speak, read, write, and understand the language known as Common.
Draconic Proficient.
Draconic Proficient. You can proficiently speak, read, write, and understand the language known as Draconic.
Darkvision
Darkvision. you have at least 60 feet of darkvision.
Tremorsense
Tremorsense. you have at least 120 feet of tremorsense.
Unusual Nature
Unusual Nature. You can breathe both air and water. Also, you don’t require air.
Special Dragon Traits
You Have special dragon traits and they are:
Siege Monster. You deal double damage to objects and structures.
Fire Walk. You can move across and climb hot surfaces without taking damage from the hot surface or needing to make an ability check. Additionally, difficult terrain composed of hot things, magma, or lava doesn’t cost you extra movement.
Ice Walk. You can move across and climb icy surfaces without taking damage from the icy surface or needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement.
Magic Currency. once per day you can roll a 1d100 and you magically create and obtain that amount of a currency that is currently used in the realm you are in. so for example, you roll a 1d100 and you get a 50, you then obtain 50 gold coins if you are in an area where creatures use gold coins as currency. if there are multiple types of currency then you can choose the one you want to have.
Steed Plus
Steed Plus. you can be ridden as if you are a horse. while being ridden and in combat you take your turn right after your rider or your rider's summoned steed. also, while being ridden, your walking speed is used by you and your rider. you can only be ridden by your party members. also you can't be ridden by a party member that is larger than your size. you can be ridden by and party member that is the same size as you or smaller. while you are being ridden, you and your rider move like someone riding a horse but with you and your rider being able to each choose the direction you move.
Your Steed Traits
You Have steed traits and they are:
Rider Mutation. any creature that is riding you, magically gains the ability to breathe water and air. also, any creature that is riding you, gains the ability to not need air.
Natural Anti Parasite Skin and Blood. you can't be infected with a parasite.
Steed Health. after you create your character, manually choose the feat that is called, Tough, which states, "Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points." You can also create this feat as well.
Steed Telepathy. you have telepathy up to a mile when communicating with any of your party members who rode you in the last 12 game hours. your party member must've rode you for at least 1 hour for this trait to take effect between you and that party member. you also don't have telepathy with any party member you wouldn't want to have telepathy with.
Dimensional Dragon's Hoard
Dimensional Dragon's Hoard. any weapon, item, or armor you have is magically stored in a pocket dimension. you access this pocket dimension by opening a portal to it but you can close that portal and reopen that portal at will. this pocket dimension is used as a place to contain your dragon's hoard. Also, only things that you have but you aren't wearing are stored in your pocket dimension. And any object that is put in your pocket dimension is magically placed in your dragon's hoard. your total amount of currency is a part of your hoard. other ally dragons can share currency they have via your pocket dimension. you cannot store creatures in that pocket dimension. that pocket dimension has portals that can be used as a way for you and your party members to quickly go to places in the realm you are in but every destination has to be a place you have already explored with your party members in the current d&d campaign you are playing.
Your Dragon Form's Ranged Attacks
Dragon Spit Attack. Ranged Weapon Attack: (1d20 + your wisdom modifier + your proficiency bonus) to hit. reach: up to 120 ft. without disadvantage to the hit roll or 121 ft. to 300 ft. with disadvantage to the hit roll, one target. Hit: (1d8 + your wisdom modifier) damage that is a type of damage you choose but is either radiant, necrotic, lightning, thunder, fire, cold, poison, or acid.
Dragon Breath Attack: Area of Effect Cone. Ranged Weapon Attack: (1d20 + your wisdom modifier + your proficiency bonus) to hit. reach: up to 30 ft. area of effect cone without disadvantage to each hit roll or 31 ft. to 60 ft. area of effect cone with disadvantage to each hit roll, multiple targets. Hit: (1d8 + your wisdom modifier) damage that is a type of damage you choose but is either radiant, necrotic, lightning, thunder, fire, cold, poison, or acid.
Dragon Breath Attack: Area of Effect Line. Ranged Weapon Attack: (1d20 + your wisdom modifier + your proficiency bonus) to hit. reach: up to 30 ft. long but 5 feet wide area of effect line without disadvantage to each hit roll or 5 feet wide but 31 ft. to 60 ft. long area of effect line with disadvantage to each hit roll, multiple targets. Hit: (1d8 + your wisdom modifier) damage that is a type of damage you choose but is either radiant, necrotic, lightning, thunder, fire, cold, poison, or acid.
Your Dragon Form's Melee Attacks
Bite Attack. Melee Weapon Attack: (1d20 + your wisdom modifier + your Proficiency bonus) to hit. Reach: 5 ft., one target. Hit: (2d6 + your wisdom modifier) piercing damage.
Scratch Attack. Melee Weapon Attack: (1d20 + your wisdom modifier + your Proficiency bonus) to hit. Reach: 5 ft., one target. Hit: (2d6 + your wisdom modifier) slashing damage.
Tail Whip. Melee Weapon Attack: (1d20 + your wisdom modifier + your Proficiency bonus) to hit. Reach: 10 ft. to 15 ft., one target. Hit: (2d6 + your wisdom modifier) bludgeoning damage.
Caudal Spade/Spade Attack. Melee Weapon Attack: (1d20 + your wisdom modifier + your Proficiency bonus) to hit. Reach: 10 ft. to 15 ft., one target. Hit: (2d6 + your wisdom modifier) piercing damage.
Your Dragon Form's Special Attack
Wing Attack. as a bonus action, you beat your wings. Each creature within 10 feet of you takes (1d8 + your wisdom modifier) bludgeoning damage. Also, each of those creatures, have to roll a 1d20 and get a 15 or higher on that 1d20 roll or be knocked prone. after this attack, you can fly up to half your flying speed.
Your Movement Speeds
All of your movement speeds are (40 + your character level) feet.
Your Dwarven Form Traits
Poison Resistance. you have poison resistance while you are underground or in a structure.
Quick Dwarven Shelter Crafting. you can craft a underground shelter using your hammer, your shovel, your pickaxe, iron nails, and planks. you use this ability to make a shelter like the ww1 battlefield shelters that ww1 soldiers dug out and made into the ground. the time it takes to create the ww1 like battlefield shelter is at maximum 3 hours and at minimum 1 hour. these ww1 like shelters can fit your whole party in them.
Your Special Dwarven Tools. you have a pickaxe, a hammer, and a shovel that are used for your Dwarven abilities. you also have a Crossbody bag that contains an unlimited number of wood and nails that are used for your dwarven abilities.
Dwarven Dragon Shapeshifting. you can shapeshift between your four legged dragon form and your two legged humanoid dwarf form.
Your Dwarf form's Weapons
Dwarven Musket: Melee Attack. Melee Weapon Attack: (1d20 + your wisdom modifier + your Proficiency bonus) to hit, reach 5 ft., one target. Hit: (2d6 + your wisdom modifier) damage that is a type of damage you choose which is either radiant, slashing, bludgeoning, or piercing.
Dwarven Musket: Ranged Attack. Ranged Weapon Attack: (1d20 + your wisdom modifier + your proficiency bonus) to hit. reach: up to 120 ft. without disadvantage to the hit roll or 121 ft. to 300 ft. with disadvantage to the hit roll, one target. Hit: (1d8 + your wisdom modifier) damage that is a type of damage you choose which is either piercing or radiant.
Firework RPG. Ranged Weapon Attack: (1d20 + your wisdom modifier + your proficiency bonus) to hit. reach: a 10 foot by 10 foot area of affect cube at a point within 60 feet of range without disadvantage to the hit roll or a 10 foot by 10 foot area of affect cube at a point within 61 feet to 120 feet of range with disadvantage to the hit roll, one target. Hit: (1d8 + your wisdom modifier) damage that is a type of damage you choose which is either force, fire, acid, poison, or radiant.
Your Traits as a Cleric
Fighter Weapons. any weapon you equip has a hit roll of (1d20 + the ability modifier you use to attack creatures and objects + your proficiency modifier). if that weapon is a melee weapon then the damage roll per hit is either (1d10 + the ability modifier you use to attack creatures and objects) or (2d6 + the ability modifier you use to attack creatures and objects). if that weapon is a ranged weapon the damage roll per hit is (1d8 + the ability modifier you use to attack creatures and objects).
Magic Attacks. each attack spell you do has a hit roll of (1d20 + the ability modifier you use to attack creatures and objects + your proficiency modifier). if that spell is a melee attack then the damage roll per hit is either (1d10 + the ability modifier you use to attack creatures and objects) or (2d6 + the ability modifier you use to attack creatures and objects). if that spell is a ranged attack the damage roll per hit is (1d8 + the ability modifier you use to attack creatures and objects).
Magical Components. you do not need to have components to do any spell.
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