Homebrew Dinoborn Species Details
Dinoborn Race Details
Born of dinosaurs, as their name proclaims, the dinoborn walk proudly through a world that greets them with fearful incomprehension. Shaped by their dinosaur ancestors and the humanoids they were raised with, dinoborn originally hatched from dinosaur eggs as a unique race, combining the best attributes of dinosaurs and humanoids. Some dinoborn are faithful servants to true dinosaurs, others form the ranks of soldiers in great wars, and still others find themselves tied to nature in some way, feeling duty-bound to cherish the earth they were born from.m.
Proud Dinosaur Kin
Dinoborn look very much like dinosaurs standing erect in humanoid form, with two legs, though most lack wings and the spiny scale of many dinosaurs. The dinoborn are a fairly new species, so their breed enjoys vast variations between each individual. Their skin is modeled after the type of dinosaur they descend from, with some dinoborn featuring supple skin and some clad in rough-edged scales. They are tall and strongly built, often standing higher than 6 feet tall and weighing 200 pounds or more. Their hands and feet are strong, talonlike claws with four fingers and a thumb on each hand, and the few descended from plesiosaurs maintain thin webs between their main fingers.
Dinoborn often fight between each other due to the rampaging blood in some. Those dinoborn descended from Tyrannosaurus Rex dinosaurs find themselves ostracized from the communities of dinoborn, and they often have the bloodlust to justify it.
Monastic Enclaves
To many dinoborn, care of the earth and it's creatures are more important than one's own life. Dinoborn owe their devotion and respect to the earth above all else, even the myriad of other gods. Each dinoborn’s conduct reflects on the community in which they live, and making choices that cause detriment to the enclave or the earth can result in expulsion and exile. Each dinoborn knows their station and duties within the enclave, similar to monastic life, and their livelihood demands maintaining the bounds of that position, whether it be taking care of the sick, cleaning the waters, or something far greater.
A continual drive for sustainability of the earth reflects the earthly way the race as a whole lives. Dinoborn value forethought and renewability in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dinoborn holds the flourishing of the earth as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dinoborn, particularly druids and others who have devoted themselves to nature.
Though all dinoborn strive to be sustainable, they recognize that sometimes those ideals are unreachable. However, the best source for such help is the enclave, and when the community needs help, they turn to another group of dinoborn before seeking aid from other races--or even from the gods.
Dinoborn Names
Dinoborn lack personal names given at birth, so they craft tribal names for each other as they grow in order to refer to each other. A childhood nickname, parents name, or title of their skills is often bestowed upon dinoborn as their name in entirety. The name might recall an event or center on a habit, and all names lack gender assignment. Each name is uniquely personal, and is often self-chosen. The communities themselves are merely referred to as where they lie on the earth.
Names: Taptap, Wave, Sky, Mender, human names
Dinoborn Traits
Your dino heritage manifests in a variety of ways differing between subrace.
Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Young dinoborn grow quickly. They walk just days after hatching, attain the size and development of a 10-year-old human child by the age of 6, and reach adulthood by 20. They live to be around 50.
Alignment
Most dinoborn are neutral or good, and often lean to the side of natural pursuits.
Size
Dinoborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 200 pounds, depending on subrace. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Dinoborn Ancestry
You have dinosaur ancestry. Choose one type of dinosaur from the Dinosaur Ancestry table. You gain various traits that are determined by the dinosaur type, as shown in the table.
Dinosaur Ancestry
Dinosaur Title Effect
Allosaurus: Speed bonus Add 5 to base speed.
Ankylosaurus: AC bonus Add 2 to your base AC.
Plesiosaurus: Amphibious You can breathe water as well as air.
Pteranodon: Hover Use a full movement action to begin hovering. lasting for up to 30 seconds. You rise 5 ft above the ground and can move freely in any direction.
Triceratops: Knockdown Upon a bite attack performed after moving 20 or more feet straight toward a creature, the target must succeed on a Strength saving throw or be knocked prone (DC = 10 + Strength modifier).
Tyrannosaurus Rex: Attack bonus Add +1 to all attack rolls.
Bite Attack
You can use your standard action to bite your opponent. A creature takes 2d6 damage on a successful attack. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Tail Weapon
You can use a bonus action to use your tail as a weapon. It may either bludgeon or attempt to trip your opponent, and has a 10ft reach. If you are attempting to trip an opponent, they must succeed on a DC 10 dexterity saving throw or be knocked prone. The DC increases to 12 at 6th level, 14 at 11th level, and 16 at 16th level. A creature takes 1d6 damage from a bludgeoning attack. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Any action with a tail may only be used once every other turn so that the tail has time to return to it's original position. If you wish to use the tail action twice in two turns, the second turn will require a standard action to be used instead of a bonus action.
Dinoborn Traits
Your dinoborn character has the following racial traits.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment
Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Size
Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Bite
You can use your standard action to bite your opponent. A creature takes 2d6 damage on a successful attack. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Cunning Artisan
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
Tail Weapon
You can use a bonus action to use your tail as a weapon. It may either bludgeon or attempt to trip your opponent, and has a 10ft reach. If you are attempting to trip an opponent, they must succeed on a DC 10 dexterity saving throw or be knocked prone. The DC increases to 12 at 6th level, 14 at 11th level, and 16 at 16th level. A creature takes 1d6 damage from a bludgeoning attack. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Any action with a tail may only be used once every other turn so that the tail has time to return to it's original position. If you wish to use the tail action twice in two turns, the second turn will require a standard action to be used instead of a bonus action.
Hunter’s Lore
You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor
You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Languages
You can speak, read, and write Common and Draconic.