Race: Dragonborn, Children of Belaxis

by entrench

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Thank you for taking the time to read, review and enjoy this homebrew. Feel free to get in touch with me on reddit: /u/devikyn with your comments and improvements!

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This work is based off of a brew that needed some tweaks in order to be balanced for normal games. Here is the original.

Dragonborn,
Children of Belaxis

Belaxis and Marash were the first dragons of Titansgaol, created by the First Gods. The eggs laid by Belaxis eventually populated this young world with True Dragons, dragonborn, lizardfolk, and the lowly kobolds. According to legend, True Dragons were too self-absorbed to properly revere their progenitor, and kobolds and lizardfolk were too primitive. Settled on the rocky peninsula of Edar Gix, the dragonborn set out to prove that they were the greatest of Belaxis' children through feats of martial prowess or magical mastery.

Dragonborn Traits

Your Draconic Heritage manifests in a number of traits you share with your fellow Dragonborn.

Ability Score Increase. One of your ability scores of your choice increases by 2, and another of your choice increases by 1.

Age. 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 3, and reach adulthood by 15. They live to be around 80.

Alignment. The Dragonborn of Edar Gix delight in determining where their strengths lie and honing them to mastery, usually in service of the kingdom or to some ideal. Dragonborn tend to behave lawfully with little inclination towards good or evil. Chaotic or evil dragonborn tend to be ostracized or exiled.

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.

Breath Weapon. You have the ability to exhale a breath of destructive energy, with the size, shape, and damage type of your breath weapon - as well as how long it takes to use the breath weapon - determined by your Draconic Ancestry. Each Draconic Ancestry offers multiple options for your breath weapon. You choose which breath weapon to use each time you use this feature.

When your breath weapon requires a saving throw, the DC equals 8 + your Constitution modifier + your proficiency bonus. If your breath weapon deals damage, a creature takes damage equal to 2d6 + your Constitution modifier on a failed save, or half as much damage on a successful one. This damage increases by 1d6 at 5th level (3d6), 11th level (4d6) and 17th level (5d6).

You have two uses of your breath weapon. You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.

Darkvision. Accustomed to night-time activity, you have superior vision in dark and dim conditions. 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.

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 Ancestry. You are descended from dragons. Your draconic ancestry determines your subrace.

Black Dragonborn

You have an affinity for the past and know there is much to learn from people who lived long ago, perhaps using equipment of older an older style or choosing careers that let you explore ruins or pore over ancient manuscripts.

If you find yourself in frequent conflict, you likely bear scars around your nose and mouth from your caustic acid breath. You bear these scars with pride, whether they remind you of battles won or lessons learned the hard way.

Acid Breath. You can use this breath weapon as a bonus action. Your breath weapon deals acid damage. Creatures in a 5-foot-by-30-foot line originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Draconic Resilience. You have resistance to acid damage.

Amphibious Ancestry. As a descendant of swamp-dwelling black dragons, you have a swim speed equal to your walking speed and can hold your breath for up to an hour.

Blue Dragonborn

You look at the vastness of the world and think it ought to be yours. You are prone to wanderlust, desiring to see different places and meet new and interesting people.

Lightning Breath. You can use this breath weapon as a bonus action. Your breath weapon deals lightning damage. Any creature in a 5-foot-by-30-foot line originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Draconic Resilience. You have resistance to lightning damage.

Frightful Presence. As an action, each creature of your choice that is within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds its saving throw against your frightful presence, that creature is immune to it for the next 24 hours.

Once you use this feature, you must complete a short or a long rest before you can do so again.

RACE: DRAGONBORN,
CHILDREN OF BELAXIS

Brass Dragonborn

You have a knack for - maybe even an addiction to - small talk and conversation. Whether travelers from distant lands or the barmaid at your favorite tavern, you figure there's no such thing as learning too much about a person.

Fire Breath. You can use this breath weapon once on each of your turns when you take the Attack action, and must replace one of your attacks to do so. Your breath weapon deals fire damage. Any creature in a 5-foot-by-30-foot line originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Sleep Breath. When you reach 5th level, you can exhale a tranquilizing gas in a 30-foot cone as an action. Each creature in the area must succeed on a Wisdom saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Once you have used this breath weapon option, you can't use it again until you finish a long rest.

Draconic Resilience. You have resistance to fire damage.

Bronze Dragonborn

Much like the bronze dragons you resemble, you are obsessed with the sea. If there isn't a rocking deck below your feet, you don't feel quite right. You're a born fighter, too, eager to find a worthy cause.

Lightning Breath. You can use this breath weapon as a bonus action. Your breath weapon deals lightning damage. Any creature in a 5-foot-by-30-foot line originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Repulsion Breath. When you reach 5th level, you can use this breath weapon as an action. When you use this breath weapon, you exhale repelling energy in a 30-foot cone. Each creature in the area must succeed on a Strength saving throw or take force damage from your breath and be pushed 20 feet away from you.

Once you have used this breath weapon option, you can't use it again until you finish a long rest.

Draconic Resilience. You have resistance to lightning damage.

Copper Dragonborn

You relish in wit and pranks. You are most comfortable around solid earth, likely living in the lower levels of buildings or seeking cave networks in which to build new settlements. Copper dragonborn have stiff tails that measure four to five feet long.

Acid Breath. You can use this breath weapon as a bonus action. Your breath weapon deals acid damage. Creatures in a 5-foot-by-30-foot line originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Slowing Breath. When you reach 5th level, you can exhale a stiffening gas in a 30-foot cone as an action. Each creature in that area must succeed on a Strength saving throw or be unable to use reactions, have its speed reduced by half, and be unable to make more than one attack during its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you have used this breath weapon option, you can't use it again until you finish a long rest.

Draconic Resilience. You have resistance to acid damage.

Gold Dragonborn

You pride yourself on your patience with others, but you value your privacy greatly. You prefer to have somewhere out of the way that you can easily get to when you need a break. You likely have a moral code which you take very seriously and chastise others for not following.

Fire Breath. You can use this breath weapon as a bonus action. Your breath weapon deals fire damage. Any creature in a 15-foot cone originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Weakening Breath. When you reach 5th level, you can exhale an ennervating gas in a 30-foot cone as an action. Each creature in the area must succeed on a Constitution saving throw or have disadvantage on Strength-based attack rolls, ability checks, and saving throws for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Draconic Resilience. You have resistance to fire damage.

Green Dragonborn

Like the green dragons you so strongly resemble, you are at home in nature, enjoying excursions to hunt and swim in forests and rivers. You aren't likely to be a solitary creature, and soon enough, you are taken by an urge to return to civilization and see if you can strike new and exciting deals.

Poison Breath. You can use this breath weapon as a bonus action. Your breath weapon deals poison damage. Any creature in a 15-foot cone originating at your mouth must make a Constitution saving throw to resist your breath weapon.

Draconic Resilience. You have resistance to poison damage and advantage on saving throws against being poisoned.

Amphibious Ancestry. As a descendant of bog-dwelling green dragons, you have a swim speed equal to your walking speed, and you can hold your breath for up to an hour.

Red Dragonborn

You are a solitary creature, joining society only when the mood strikes you. You value your treasures a bit more than you do even your most favorite people.

Fire Breath. You can use this breath weapon as a bonus action. Your breath weapon deals fire damage. Any creature in a 15-foot cone originating at your mouth must make a Dexterity saving throw to avoid your breath weapon.

Draconic Resilience. You have resistance to fire damage and you are immune to the effects of extreme heat.

Alpine Ancestry. As a descendant of mountain-dwelling red dragons, you have a climbing speed equal to your walking speed. You are also acclimated to high altitude, including elevations above 20,000 feet, and suffer no ill effects under such conditions.

RACE: DRAGONBORN,
CHILDREN OF BELAXIS

Silver Dragonborn

As a silver dragonborn, you take great pride in your altruism, eagerly helping out those in need and making sure everyone knows that's what you're doing.

Ice Breath. You can use this breath weapon as a bonus action. Your breath weapon deals cold damage. Any creature in a 15-foot cone originating at your mouth must make a Constitution saving throw to resist your breath weapon.

Paralyzing Breath. When you reach 5th level, you can exhale paralyzing gas in a 30-foot cone as an action. Each creature in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you have used this breath weapon option, you can't use it again until you finish a long rest.

Draconic Resilience. You have resistance to cold damage.

Turtle Dragonborn

A distant cousin to the other dragonborn races, your kind are known to be reclusive and distrusting of others. Your unique ancestry affords you greater protective abilities at the expense of a more simplistic breath weapon.

Steam Breath. You can use this breath weapon as a bonus action. Your breath weapon deals fire damage. Any creature in a 15-foot cone originating from your mouth must make a Constitution saving throw to resist your breath weapon. Being underwater doesn't confer resistance to damage from this breath weapon.

Draconic Resilience. You have resistance to fire damage, and you can travel unprotected to depths of up to 1000 feet underwater without suffering adverse effects from water pressure.

Amphibious. You can breathe both air and water, and you have a swim speed equal to your walking speed.

Protective Shell. You natural armor class of 17. You can use this armor class if you're unarmored or if the armor you're wearing would leave you with a lower AC, and creatures can't benefit from pack tactics or flanking against you.

White Dragonborn

Your kind has a reputation as unintelligent and savage. You likely don't see many dragonborn of other scale colors among your small cities or hunting with you and your kin, but that doesn't make you backwards savages, does it?

Ice Breath. You can use this breath weapon as a bonus action. Your breath weapon deals cold damage. Any creature in a 15-foot cone originating at your mouth must make a Constitution saving throw to resist your breath weapon.

Draconic Resilience. You have resistance to cold damage and you are immune to the effects of extreme cold.

Arctic Ancestry. You can move across icy surfaces without needing to make an ability check. You can also climb icy surfaces without a penalty to ability checks you make to climb. Finally, difficult terrain made of ice or snow doesn't cost you extra movement.

RACE: DRAGONBORN,
CHILDREN OF BELAXIS