Homebrew Dracolich Dragonborn Species Details

The ritual was never meant for a Dragonborn.

Dracolich rites were designed for true dragons—vast souls, colossal bodies, and magic that could be divided and stored. When Dragonborn scholars, cultists, or war-priests attempted to imitate that process, something went wrong. The soul had nowhere to go.

Instead of escaping into a phylactery, the necromantic power collapsed inward.

Your heart stopped. Your lungs burned out. Your scales cracked and hardened like old stone. And yet—you rose.

A Dracolich Dragonborn is not sustained by an external anchor. The magic fused soul and corpse into a single, unstable existence. You do not rot, but you do not heal like the living. Your breath carries death instead of flame. Your presence chills rooms, even when you say nothing.

Clerics disagree on what you are. Some insist you are an abomination held together by stolen magic. Others claim you are proof that the soul can endure even undeath. Liches see you as a failure—useful, but unfinished. Dragons see you as a warning.

You remember dying. You remember waking up afterward.

You adventure because standing still makes the cracks worse. Because the world is loud and alive, and you refuse to fade quietly. Because if undeath is your curse, then purpose is how you keep it from consuming you.

You are not immortal.
You are not bound.
You are what happens when death loses its grip—but never fully lets go.

As a Dracolich Dragonborn, you have these special traits.

Undead Physiology

Your undead form makes it were you no longer need to eat, drink, or breath.

You must remain inert for 4 hours to receive the benefits from a long rest.

You have advantage on saving throws against poison.

You are immune to disease and magical sleep.

Necrotic Resistance

at 5th level, one per long rest when you are reduced to 0 hit points you instead drop to 1 hit point, but you gain one level of exhaustion.

Draconic Ancestry

Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

Draconic Ancestors
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

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 or a 30-foot Line that is 5 feet wide (choose the shape each time). 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 type determined by your Draconic Ancestry trait plus 1d8 Necrotic damage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 and 1d8 when you reach character levels 5 (2d10 + 2d8), 11 (3d10 + 3d8), and 17 (4d10 + 4d8).

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.

Damage Resistance

You have Resistance to the damage type determined by your Draconic Ancestry trait and Necrotic damage.

Darkvision

You have Darkvision with a range of 60 feet.

Draconic Flight

When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

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