Homebrew Feywild Dragonborn Species Details
A group of Dragonborn migrated to the Feywild, drawn by the thick veil of its magic and mystery. The plane has altered them after many generations, replacing their strong ties to their dragon ancestors with the shifting tide of seasons.
Feywild Dragonborn are often found living alongside the Eladrin with which they share the realm, taking up residence in their cities and blending into their society. The Eladrin don't view them quite as equals, but do respect them as friends and allies.
Their appearance differs greatly from their Material world cousins- instead of thick, heavy forms, they have lean, lightweight frames, more adapted to moving through the thick woods. Depending on which season the dragonborn is associated with, they look vastly different. Spring dragonborn are brightly colored in greens/pinks/yellows, and tend to have an overall softer appearance, with smooth scales and chameleon-like blends of color. Summer dragonborn are bright oranges/yellows/blues, sporting tall frills and bold stripes of color. Autumn dragonborn are reds/browns/muted purples, and have rougher, leaf-like scales often with speckled patterns. Winter dragonborn are whites/blues/silvers, with very sharp features and jagged spines.
Feywild Dragonborn Traits
Your mixed heritage manifests in a variety of traits you share with others of your race.Ability Score Increase
Your Charisma score increases by 2, and your Strength score increases by 1.
Alignment
Dragonborn from the Feywild tend toward the same good or evil extremes as their brethren do, but usually have a chaotic bent.
Size
Feywild Dragonborn are taller than humans, standing well over 6 feet tall. However instead of the bulkiness of their material world cousins, they tend to be slender and lean, averaging only about 135 lbs. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Age
Feywild dragonborn grow more slowly than their brethren on the material plane. They age closer to the rate that humans do, reaching maturity at about 16 years of age. They can live longer as well, reaching the age of 150 years or more.
Languages
You can speak, read, and write Common, Draconic, and Sylvan.
Eyes of Evening Gloom
Your time in the Feywild has enhanced your ability to see in darkened spaces. You have Darkvision up to 30 ft.
Feywild Insight
You have advantage on saving throws against being charmed or frightened.
Altered Draconic Ancestry
You have draconic ancestry. However, growing up in the Feywild has morphed your draconic magical abilities to revolve around the seasons rather than what color your dragon ancestor was. Choose one seasonal breath weapon below.
Spring: Euphoria Breath: 5ft Cone (WIS. Save)
Summer: Fire Breath: 15ft Line (DEX. Save)
Autumn: Weakening Breath: 10ft Cone (STR. Save)
Winter: Cold Breath: 15 ft Cone (CON. Save)
Seasonal Breath Weapon
You can use your action to exhale destructive energy or gas. Your draconic ancestry determines the size, shape and 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 + the applicable ability score modifier + your proficiency bonus.
Euphoria Breath: On a successful save, the creature is Incapacitated for one round. On a failed save, the target falls into a state of delusional, verdant bliss. It can't take reactions and must roll a d6 at the start of each turn to determine it's behavior for that turn:
- 1-4 Target takes no action or bonus action and uses all of its movement to move in a random direction.
- 5-6 Target doesn't move, and the only thing it can do on its turn is remake its saving throw, ending the effect on a success.
At 11th level, the die increases to a d10, and adds an additional effect:
- 1-4 Target takes no action or bonus action and uses all of its movement to move in a random direction.
- 5-7 Target becomes charmed by you and regards you as a friendly acquaintance. If your companions do anything to harm the target, the effect immediately ends.
- 8-10 Target doesn't move, and the only thing it can do on its turn is remake its saving throw, ending the effect on a success.
At 16th level, the die increases to a d12, and adds an additional effect:
- 1-2 Target takes no action or bonus action and uses all of its movement to move in a random direction.
- 3-5 Target becomes charmed by you and regards you as a friendly acquaintance. If your companions do anything to harm the target, the effect immediately ends.
- 6-9 Target suddenly perceives everything as hilariously funny and falls into fits of laughter. It remakes its saving throw, ending the effect on a success, and falling prone on a fail.
- 10-12 Target doesn't move, and the only thing it can do on its turn is remake its saving throw, ending the effect on a success.
Fire Breath: The creature takes 2d 6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d 6 at 6th level.
Starting at 11th level, the fire that your breathe begins igniting the very air around it, burning as hot as the sun. In addition to 2d 6 of fire damage, your breath weapon also does 2d 6 of Lightning damage.
Starting at 16th level, if the intended target fails its Dexterity saving throw, it also becomes blinded for the next 3 turns. On each of these three turns, the target can make a Constitution saving throw, ending their blindness on a success.
Weakening Breath: On a successful save, the creature is Incapacitated for one round. On a failed save, the target's strength wilts like the leaves of autumn. It has disadvantage on strength-based attack rolls and strength checks for 3 rounds. The number of rounds the target is effected increases to 4 at 6th level, and 5 at 11th level. Starting at 6th level the target can remake it's saving throw every round after the third, ending the effect on a success.
Starting at 16th level, full power of the dying season is unleashed from your maw. On a failed save the target is Stunned for 3 rounds.
Cold Breath: The creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d 6 at 6th level, and 4d 6 at 11th level.
Starting at 11th level, the arctic energy you exhale starts coating enemies in slowing ice. If the intended target fails its Constitution saving throw, it has disadvantage on its weapon attack rolls and its movement is reduced by 10 for the next three turns.
Starting at 16th level, if the intended target fails its Constitution saving throw, it becomes incased in a layer of ice and Restrained for the next three turns. During these three turns, the target can repeat the saving throw, ending the effect early on a success.
After you use your breath weapon, you can't use it again until after you complete a short or long rest.
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