Homebrew Dragonborn - Lokag Species Details

 

Dragonborn Traits

Creature Type: Humanoid
Size: Medium (6+ feet)
Speed: 30 feet
Age: Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. Dragonborn live to be about 80.

Lokag Traits

Darkvision

A life spent in shadow has made you grow accustomed to the gloom. You can see in Dim Light within 60 feet of you as if it were Bright Light, and in Darkness within 60 feet of you as if it were Dim Light. You can’t discern color in Darkness, only shades of gray.

Powerful Build

Whether carrying well-earned loot or the body of a fallen companion, you shoulder that load with ease. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Powerful Shove

If you take this trait twice, you can move or knock foes prone with ease. When you use Unarmed Attack to shove a creature 5 feet or give it the Prone condition, the target has Disadvantage on the saving throw. (This is a Combat trait.)

Maximum Critical

If you take this trait twice, when you use Awesome Critical, you can add the maximum of the weapon’s original damage dice and the extra Awesome Critical die to the extra damage of the Critical Hit, rather than rolling them. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Meditative Rest

Sleep is a luxury you’ve never needed to afford. When you rest, you meditate deeply for 4 hours, dreaming but remaining conscious. After resting in this way, you gain the same benefit that other humanoids do from 8 hours of sleep.

Restorative Rest

Meditative Rest,

If you take this trait twice, you need to spend only 2 hours in your meditation to gain the benefit of 8 hours of sleep, and you gain a d6 at the end of each Long Rest. Before the end of your next Long Rest, you can roll the d6 and add it to any d20 Test you make. You can decide to roll the d6 after the d20 Test is made, but you must do so before the outcome of the roll is known.

Tenacious

Your enemies might put you down, but you are never down for long. You have Advantage on Death Saving Throws

Hard to Kill

If you take this trait twice, when you drop to 0 Hit Points but don’t die outright, you remain conscious. You must make Death Saving Throws as normal while at 0 Hit Points, and you suffer a Death Saving Throw failure each time you take any damage, but you can otherwise act freely. You can’t become Stable while you remain at 0 Hit Points in this way.

Unnatural Healer

Your innate healing abilities let you recover from some of the grimmest wounds. During a Long Rest, you can automatically reverse Grievous Wounds. Additionally, you can reattach any severed body parts (fingers, legs, tails, and so on), which are automatically restored at the end of the Long Rest. If your severed body parts aren’t available, you can replace them with the same body parts of another creature of the same general anatomy as you. If you wish to intentionally swap out body parts with replacements, you can sever your own body parts with no pain or discomfort.

The ability to make use of unusual body parts (for example, giving yourself the taloned paw of a lion if you lose a hand) are left to the GM’s discretion. In any event, swapping a severed body part for an unusual body part grants you no mechanical Advantages not covered by other traits (see “Features and Traits”).

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