Homebrew Fenrirborn Gem Dragonkin Species Details

Fenrirborn Gem Dragonkin

 

The World Wolf's Psionic Dragon Bloodline

 

The Fenrirborn Gem Dragonkin are descendants of Fenrir whose blood mixed with the ancient Gem Dragons of the world. Unlike ordinary Dragonborn, their draconic power is not only elemental — it is infused with the strange psychic energy of the Inner Planes. Their scales shimmer like gemstones, their eyes glow with ancient power, and their howls can shake both body and mind.

 

 

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Fenrirborn Gem Dragonkin Traits

 

Creature Type

 

Humanoid

 

Size

 

Medium

 

Speed

 

30 feet

 

 

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Gemstone Ancestry

 

Choose one Gem Dragon ancestry. Your scales, breath weapon, and psychic abilities are influenced by your choice.

 

Gem Dragon Damage Type Psionic Theme

 

Amethyst Force Cosmic power

Crystal Radiant Purity and life

Emerald Psychic Mind and secrets

Sapphire Thunder War and courage

Topaz Necrotic Death and decay

 

 

 

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Darkvision

 

Your wolf-dragon eyes allow you to see in darkness.

 

You have darkvision out to 60 feet.

 

 

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Gem Dragon Breath Weapon

 

When you take the Attack action, you can replace one attack with a magical breath weapon.

 

You exhale destructive energy in either:

 

15-foot cone

 

30-foot line that is 5 feet wide

 

 

Creatures in the area make a Dexterity saving throw.

 

Damage:

 

1st level: 1d10

 

5th level: 2d10

 

11th level: 3d10

 

17th level: 4d10

 

 

You can use this breath weapon a number of times equal to your proficiency bonus, regaining all uses after a long rest.

 

 

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Gem Dragon Resistance

 

You have resistance to your Gem Dragon ancestry's damage type.

 

 

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Psionic Mind

 

Your connection to Gem Dragons and Fenrir's divine instincts gives you mental power.

 

You know the Mage Hand cantrip.

 

Starting at 3rd level, you can cast Detect Thoughts once per long rest without using a spell slot.

 

Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (choose when you create your character).

 

 

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Fenrir's Bite

 

Your fangs are a natural weapon.

 

Bite:

 

Damage: 1d8 piercing

 

Ability: Strength or Dexterity

 

 

Once per turn when you hit with your bite, you may force the target to make a Strength saving throw:

 

DC = 8 + your proficiency bonus + your Strength modifier

 

On a failure, the target's speed is reduced by 10 feet until the start of your next turn.

 

 

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World Wolf Hunter

 

Your senses rival the greatest predators.

 

You gain proficiency in:

 

Perception

 

Survival

 

 

You have advantage on Wisdom (Perception) checks relying on hearing or smell.

 

 

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Fenrir's Chainslayer

 

The gods could not hold Fenrir, and neither can mortal restraints.

 

You have advantage on saving throws against:

 

Being grappled

 

Being restrained

 

Being magically paralyzed

 

 

Once per long rest, when you become grappled or restrained, you can use your reaction to break free.

 

 

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Gem Wolf Manifestation

 

At 5th level, your Fenrir and Gem Dragon blood awaken.

 

As a bonus action, you manifest spectral gemstone wings for 1 minute.

 

During this time:

 

You gain a flying speed equal to your walking speed.

 

Your Gem Dragon Breath Weapon deals an additional 1d10 damage.

 

Your bite attacks deal an extra 1d6 force damage.

 

You emit a supernatural wolf aura. Enemies within 10 feet have disadvantage on saving throws against being frightened.

 

 

Once you use this feature, you can't use it again until you finish a long rest.

 

 

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Gem Fenrir Heritage

 

Choose one.

 

Amethyst Worldbreaker

 

The Power That Shatters Reality

 

Your breath weapon becomes force damage.

 

You gain resistance to psychic damage.

 

Once per long rest, when you deal force damage, you can push a creature 10 feet.

 

 

 

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Crystal Moon Wolf

 

The Guardian of the Eternal Hunt

 

Your breath weapon becomes radiant damage.

 

You gain proficiency in Medicine.

 

You can stabilize a creature by touching it as a bonus action.

 

 

 

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Emerald Mindwolf

 

The Silent Predator

 

Your breath weapon becomes psychic damage.

 

Gain proficiency in Insight.

 

You can communicate telepathically with creatures within 30 feet.

 

 

 

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Sapphire War Wolf

 

The Ragnarök Champion

 

Your breath weapon becomes thunder damage.

 

Gain proficiency in Athletics.

 

Once per turn when you hit with a melee attack, you can push the target 5 feet.

 

 

 

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Topaz Death Wolf

 

The Beast That Ends Worlds

 

Your breath weapon becomes necrotic damage.

 

Gain resistance to necrotic damage.

 

When a creature within 30 feet dies, you gain temporary hit points equal to your proficiency bonus.

 

 

 

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Racial Feat: True Fenrir Ascension

 

Prerequisite: Fenrirborn Gem Dragonkin, Level 8

 

Your blood becomes closer to the original World Wolf.

 

Increase Strength, Constitution, Intelligence, Wisdom, or Charisma by 1.

 

Your bite damage becomes 1d10.

 

Your Gem Dragon Breath Weapon can be used as a bonus action once per long rest.

 

You gain immunity to the frightened condition.

 

When you reduce a creature to 0 hit points, you may unleash a howl. Creatures of your choice within 20 feet must succeed on a Wisdom save or become frightened until the end of their next turn.

 

 

 

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This version makes the Fenrirborn feel like a mythic Norse descendant of a Gem Dragonborn, closer to a creature blessed by Fenrir, the gods, and ancient crystal dragons, rather than just a wolf-themed Dragonborn.Her father stood on the first of the three stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.

For all her life, Farideh had known that reading her father’s face was a skill she’d been fortunate to learn. A human who couldn’t spot the shift of her eyes or Havilar’s would certainly see only the indifference of a dragon in Clanless Mehen’s face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—her father’s face spoke volumes.

But every scale of it, this time, seemed completely still—the indifference of a dragon, even to Farideh.

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

DRACONIANS

In the Dragonlance setting, the followers of the evil goddess Takhisis learned a vile ritual that let them corrupt the eggs of metallic dragons, producing evil dragonborn called draconians. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.

Fenrirborn Gem Dragonkin Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

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. They live to be around 80.

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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