Homebrew Wyvernborn Species Details
Often confused with dragonborn, the wyvernborn are a similar race of reptilian-blooded creatures descended from the more animalistic and malicious wyverns. Their temperament is one of the greatest differences between the two: contrasted with the stoicism and relative refinement of dragonborn, wyvernborn are normally hot-headed and make no effort to hide their fierce emotions. Most band together in large clans for convenience and necessity more than anything, being generally looked down upon by other humanoid races. They are generally bitter and disillusioned with their place in the world, but some seek purpose by mimicking the dragonborn’s more pious devotion to true dragons.
Begrudging Wyvern Kin
Although they are humanoid, wyvernborn tend to be more animalistic in appearance than their draconic counterparts. They are capable of standing and walking upright, and those who leave their clans to integrate into other societies normally do so. But within their clans, surrounded by harsh environments and other dangers, many wyvernborn prefer to walk hunched over and use their long, winged forelimbs, keeping their wings ready at a moment’s notice. The wyvernborn's heritage grants them winged forelimbs and a long stinger tail, but they generally have no pride in their wyvern ancestry. Wyverns are frequently degraded as lesser dragons, so much so that many dragonborn vehemently deny any alleged shared ancestry.
Many generations of banding together in isolated clans have resulted in several distinct varieties of wyvernborn. The varieties are most notably distinguished by their colors, which have adapted to their native environments throughout the generations. Different varieties of wyvernborn also possess unique stingers to best suit the challenges they face.
Wyvernborn tend to be smaller than dragonborn, rarely measuring over 6 feet in height and averaging about 180 pounds. Similar to dragonborn, their hands and feet are talonlike claws, but a wyvernborn’s arms also unfold into leathery wings. While they are not as large or strong as dragonborn, they are certainly not to be trifled with.
Banded Together for Survival
Deep down, the highest concern for most any wyvernborn is his own benefit and self-preservation. However, because so few other races will show them the smallest kindness, they long ago banded together in great clans far past the fringes of civilization, where no one would look down on them or interfere with their societies. While they are not very technologically advanced, and their culture may look brutish to outsiders, they are far from uncivilized.
The constant dangers of their harsh environment, combined with the refusal of other races to collaborate with them no matter how they behave, have shaped the demeanor of wyvernborn. They care little for arbitrary formalities and manners, and they give little thought to what they say or do, so long as it does not cause trouble for the clan (and so by extension for themselves). Even so, they start stable families and learn to play their own roles within their large societies. Although they will not drop everything at a moment’s notice to help someone else, they recognize the value of a favor in kind, and are generally willing (if a bit begrudging) to help each other out.
Wyvernborn Traits
Your wyvern heritage manifests in a variety of traits you share with other wyverns.Ability Score Increase
Your Constitution score increases by 2, and your Strength score increases by 1.
Age
Wyvernborn mature faster than dragonborn do, at an astonishing pace. They are considered mature at 8 years old, and can live to be about 80 years old.
Size
Wyvernborn are somewhat smaller than dragonborn, standing about six feet tall and averaging about 180 pounds. Your size is Medium.
Alignment
Individual wyvernborns tend toward good or evil largely dependent on their opinion of other races. Some look at other races with sorrow, even some degree of pity for their ignorance in shutting out the wyvernborn. These tend toward good. Others look on other races with bitterness and hatred for their arrogance in pushing out the wyvernborn, and these tend toward evil.
Speed
You have a walking speed of 30 feet.
Darkvision
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.
Winged Arms
Countless generations of removal from your wyvern ancestors have caused your wings to become less powerful. You have a fly speed of 30, but you must land in an unoccupied space before the end of each turn. Because your wings are part of your arms, you are unable to fly while wielding any two-handed or heavy weapon, while casting spells with somatic or material components, or while wearing heavy armor.
Wyvern Adaptation
The wyvernborn of your clan have adapted to best survive in their particular environment. Choose one adaptation from the Wyvern Adaptation table. Your adaptation determines the damage and effects of your tail weapon, as shown in the table.
Wyvern Adaptation
| Adaptation | Damage Type | Range and Save | Effect on Fail |
|---|---|---|---|
| Poison Stinger | Poison | Melee, 10 ft. (Con. save) | Poisoned for one minute |
| Necrotic Stinger | Necrotic | Melee, 10 ft. (Con. save) | +1 Exhaustion for one minute |
| Acid Spray | Acid | Ranged, 30 ft. (Dex. save) | Additional 1d4 on target's turn |
| Scalding Spray | Fire | Ranged, 30 ft. (Dex. save) | Additional 1d4 on target's turn |
Tail Weapon
You can use an action to deal a serious blow to one creature with your tail, by either injecting or spraying harmful chemicals. Your wyvern adaptation determines the range and type of damage. When you use your tail weapon, make a melee or ranged weapon attack and add your proficiency bonus. On a successful hit, the target creature takes 2d6 damage and must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The type of saving throw, and the effect of a failed save, are indicated in the table. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your tail weapon, you can’t use it again until you complete a short or long rest.
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.
Previous Versions
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9/5/2021 3:09:20 PM
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9/6/2021 12:54:42 AM
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