Homebrew Bloodtied Dragonborn Species Details
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. Though dragonborn are themselves rare, occasionally, an even rarer variant emerges. Known as Bloodtied Dragonborn they tend to show more ancient traits of the dragons they descend from than their more humanoid brethren. While 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.
Dragon Kin
Bloodtied dragonborn look very much like dragons standing erect in humanoid form, though they typically have wings, a tail, or other more draconic features that their tamer brethren lack. 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 bloodtied dragonborn. These dragonborn often boast larger, thicker 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
To most dragonborn, the clan is more important than life itself. Bloodtied dragonborn, however, tend to be rejected from clans due to their unpredictable nature and closer resemblance to the ancient dragons that once enslaved the dragonborn. This creates a conflict in the often exiled bloodtied dragonborn, as they still feel a need for ties and clan but they can be bitter of their abandonment. This inner turmoil leads to a primal need for self-sufficiency and often a dislike for other dragonborn.
To a bloodtied dragonborn, being self-sufficient is vital and a personal responsibility ingrained into them from birth. They believe that if you're going to do anything you must give it your all. This often leads them to be tenacious to a fault. They hate to fail, and they push themselves to extreme efforts before they give up on something. They also believe that mastering a skill is one of the highest displays of respect you can give to either the teacher or the subject as a whole. Members of other races who share the same commitment find it easier to earn the respect of a bloodtied dragonborn.
While all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations and turn to their clan or other dragonborn in times of need. Bloodtied dragonborn, as outcasts, struggle to ask for help and would accept help from another dragonborn only as a very last resort.
Bloodtied Dragonborn Names
Bloodtied dragonborn have personal names given at birth, but they often choose a new name by adulthood to signify the rejection of their clan. They sometimes take a surname to honor a teacher, craft or adoptive family/clan if they had such in their childhood.
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
Bloodtied Dragonborn Traits
Your draconic heritage manifests in a variety of traits dependent on the color of dragon in your bloodline.Ability Score Increase
Your ability score increase is tied to your draconic ancestry.
Age
Bloodtied dragonborn, sharing more traits from their draconic ancestors, tend to have a longer lifespan than other dragonborn. 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 5, and reach adulthood by 18. They live to be around 200.
Alignment
Bloodtied dragonborn tend to have less extreme views than their dragonborn counterparts, making a conscious choice for neutrality in most cases.
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 Armor
You have hardened scales that provide natural armor. When wearing no armor, your AC is 13 plus your Constitution modifier. A shield's benefits apply as normal while using your natural armor.
Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your ability score increase, breath weapon(if chosen) and damage resistance are determined by the dragon type, as shown in the table.
Draconic Ancestry
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
| Black +2 Strength, +1 Charisma | Acid | 5 by 30 ft. line (Dex. save) |
| Blue +2 Constitution, +1 Charisma | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass +2 Charisma, +1 Wisdom | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze +2 Dexterity, +1 Charisma | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper +2 Charisma, +1 Strength | Acid | 5 by 30 ft. line (Dex. save) |
| Gold +2 Wisdom, +1 Charisma | Fire | 15 ft. cone (Dex. save) |
| Green +2 Dexterity, +1 Wisdom | Poison | 15 ft. cone (Con. save) |
| Red +2 Strength, +1 Constitution | Fire | 15 ft. cone (Dex. save) |
| Silver +2 Intelligence, +1 Charisma | Cold | 15 ft. cone (Con. save) |
| White +2 Constitution, +1 Strength | Cold | 15 ft. cone (Con. save) |
Damage Resistance
You have resistance to the damage type associated with your draconic ancestry.
Draconic Manifestation
As a bloodtied dragonborn you can choose which physical trait and associated skills of a dragon that you manifest.
Choose one option from the following:
Dragon's Breath
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 4d6 at 6th level, 5d8 at 11th level, and 6d10 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Outside of combat you can use this as a smaller scale tool to do things such as light a torch or campfire(fire/lightning), cool a beverage or make ice cubes(cold), power a tiny contraption or light bulb(lightning), corrode a tiny area like the link of a chain(acid), poison a drink or food(poison). A small use does not require rest to recharge unless used excessively.
Dragon's Wings:
You have a pair of scaled wings. You gain a flight speed of 30 feet. This speed reduces to 20 feet when wearing medium armor, and you cannot fly while wearing heavy armor. Your wingspan is equal to your height.
As an action, you can beat your wings to make a gust of wind. Each creature within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone. You can then fly up to 10 feet as an escape from combat if you have any flying speed and are not wearing medium or heavy armor. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use this trait, you cannot use it again until you complete a short or long rest.
Dragon's Tail:
You have a strong dexterous tail that you can use to strike, sweep, trip or balance. Your tail is strong and will support your full weight for a short time. This extra balance and strength gives you proficiency in the Acrobatics skill.
As a bonus action on your turn, you can make an attack with your tail. Your tail is a melee weapon attack that deals 1d8 bludgeoning damage for this purpose. When you hit a creature no more than one size larger than you with your tail, it must succeed on a Strength saving throw or be knocked prone.
Dragon's Artifice:
Your ancient eyes give you Darkvision and Blindsight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen hunting senses also allow you perceive your surroundings up to 30ft for 1minute without relying on sight.
Because of your sharper eyesight, you are more accurate and deadly with your long claws. Your unarmed strike deals 1d4 slashing damage. On a successful hit you may add an additional claw strike as a bonus action. The damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level. When in stealth/shadow/darkness you gain advantage. When you score a critical hit with your unarmed strikes, you can roll one additional d4 and add it to the extra damage of the critical hit.
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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