Dragonborn Reborn

by dracodruid

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Dragonborn reborn

Dragonborn Traits

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

Ability Score Increase. Strong and proud, your Strength score increases by 2 and your Charisma scores increases by 1.

Age. Young dragonborn grow quickly. They crawl 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.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil, law and chaos.

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.

Darkvision. Thanks to your draconic heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.

Bite. Your teeth are sharp and long. Instead of a normal unarmed strike, you can attack with your bite for 1d4 + your Strength modifier piercing damage.

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.

Draconic Heritage. Each Dragonborn is born with one of five distinct draconic features. Choose one of these feats as your draconic heritage (see below).

Version 4.0


Created by DracoDruid [@GMBinder | @Reddit]

Format: DIN A4

Dragonborn Reborn v4.0 (@GMBinder | @Reddit)

Draconic Heritage

As a Dragonborn you begin the game with one of the following feats.

You can take additional Draconic Heritage feats as you gain levels, however, you can't have more Draconic Heritage feats equal to 1 + your character level divided by four (rounded down). Multiple draconic traits only manifest in the most powerful dragonborn.

Dragon Affinity

Prerequisite: Dragonborn

You are blessed with the elemental resistance and breath weapon of true dragons.

Elemental Affinity. Choose one type of damage from the list below as your elemental affinity. Your choice determines both your damage resistance and your breath weapon.

Damage Resistance. You have resistance to the chosen damage type. If the damage type is poison, you also have advantage on saving throws against being poisoned.

Dragon Breath. As an action, you can exhale a wave of destructive energy. Its size, shape, and damage type is determined by your elemental affinity.

When you use your breath weapon, each creature in the area must make a saving throw, the type of which is determined by your elemental affinity. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 3d6 damage on a failed save, and half as much on a successful one. The damage increases to 4d6 at 5th level, 5d6 at 9th level, 6d6 at 13th level and 7d6 on 17th level.

After you use your breath weapon, you can’t use it again until you finish a short or long rest.


Elemental Affinity
Damage Type Breath Weapon
Acid 5 by 30 ft. line (Dex. save)
Lightning 5 by 30 ft. line (Dex. save)
Poison 15 ft. cone (Con. save)
Fire 15 ft. cone (Dex. save)
Cold 15 ft. cone (Con. save)

Dragon Ferocity

Prerequisite: Dragonborn

You manifest hard scales and sharp claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Your scales harden. When you aren't wearing armor, your AC is 16. 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.
  • Your bite is quick and strong. When you take the Attack action, you can use your bonus action to make one attack with your bite.
  • You also grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
  • Using your claws, climbing costs you no extra movement.

Dragon Presence

Prerequisite: Dragonborn

You can emanate an aura of terror or sheer awe.

Draconic Will. You have advantage on saving throws against being charmed, frightened, or possessed.

Draconic Presence. As an action, any non-draconic creatures within 30 feet that are aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute.

The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature's saving throw is successful, the creature is immune to your Frightful Presence for the next 24 hours.

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

Dragon Senses

Prerequisite: Dragonborn

Your senses heighten and you are able to sense the presence of other creatures around you. You gain the following benefits:

  • Your darkvision increases to a range of 120 feet.
  • You gain blindsight up to a range of 30 feet.
  • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can take the Search action as a bonus action on your turn.

Dragon Wings

Prerequisite: Dragonborn

You sprout a tail and large leathery wings from your back. You gain the following benefits:

  • You have a flying speed of 30 feet. To use this speed, you can’t be encumbered, or wearing medium or heavy armor, and non-magical armor and clothing must be altered to accommodate your wings.
  • You can use your tail and wings to assist you while balancing and swimming. You have advantage on ability checks and saving throws made to keep your balance, and swimming no longer costs you extra movement.

  Ask your DM's permission before taking this feat

Dragonborn Reborn v4.0 (@GMBinder | @Reddit)

 

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