Homebrew Brachydi'ine Species Details
Brachydi'ine are easily identifiable by their glowing, green slime-covered horns and "fists," as well as their shiny, armored hide covered in many plates and ridges that are made of obsidian. Unlike other Dragonborn, Brachydi'ine sports a pair of long, highly developed forelimbs that it uses as its primary means of defense. Brachydi'ine forelimbs and horn seem to secrete a mysterious slime, but in actuality it is a symbiotic mold. They lack wings, but have a large, club-like tail to balance out how forward set they are, constantly looking like they're about to break into a sprint.
In the feral version, Brachydios are extremely aggressive creatures and will not hesitate to attack if they feel threatened or challenged. Due to their aggression, they are commonly known to invade the territories of other large predators, usurp them, and claim the territory as their own. They will also show no mercy to small monsters. Young Brachydios will live near their parents and their territory, yet the adults will not show any parental care at all. The young will pick up slime mold left behind by adults. However, this can be dangerous as their hides are underdeveloped and can possibly be seriously injured or even killed by the explosions of the slime mold. Some of these traits bleed over into the Dragonborn species.
Brachydi'ine Traits
..Ability Score Improvement
You gain a plus 2 to Strength and a plus 1 to Constitution
Explosive Slime
Whenever you made an Unarmed Strike with your fists or with your head as a headbutt, You leave a small patch of slime within the 5-foot space the creature occupies. Once the slime is dropped, you roll a d4. Take the result, minus one, and that is how many rounds you have until the slime explodes. When it explodes, it deals 1d4 fire damage to anything within the radius, and you are immune to the damage. Every 4 levels, the size of the extra damage increases. At the second increase, the radius of the slime that is left increases to 3x3 square, with the middle square being where the hit took place. After another two levels, you can also knock them prone, but this can only happen a number of times equal to your proficiency bonus per long rest.
Resistance
You gain Resistance to Fire damage, and to damage dealt by explosives
Raging Ring Room
Once per day, you can use your Action and Bonus Action to slam into the ground over and over, literally terraforming the area around you. You create a 30 foot enclosed sphere of solid rock, choosing 4 creatures, friendly or not to be trapped in there with you. No creature can leave the sphere, except for the Teleport spell. The sphere lasts until you use an Action and Bonus Action to break it, or until you die, whichever comes first. While the ring is up, you gains a +3 bonus to your AC, have resistance to bludgeoning damage, gain vulnerability to cold damage, can't be paralyzed or poisoned or deafened. All your slime charges reset, and deal double damage, but you now take half damage from the explosion.
Previous Versions
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