Dragonborn
Dragonborn
These additional subraces of Dragonborn can be chosen. These ancestries replace the normal draconic ancestry a dragonborn can choose in addition to replacing other traits as listed. These ancestries also provide the damage they are resistant to, if the draconic resistance trait is not replaced.Draconic Ancestry: Alatreon
The alatreon dragonborn personality is matched only by its ability to harness the elements. They more often prefer to live in solitude, but are known to work with others or insert themselves into a situation when it benefits them. Their bodies are covered in reverse scales that they use to control the cold, fire, lightning, or necrotic elements. Atop of the alatreon dragonborn heads are two large horns that act as a conduit for their elemental powers. An alatreon dragonborn uses the dragonborn traits in the Player’s Handbook, with the following traits replacing the Breath Weapon: 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. Draconic Resistance - You have resistance to one of the following damage types: cold, fire, necrotic. Elemental Affinity - When you deal cold, fire, lightning, or necrotic damage, you can add your Intelligence, Wisdom, or Charisma modifier to the damage. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Menacing - You have advantage on saving throws against being frightened, and you gain proficiency in the Intimidation skill.Draconic Ancestry: Fatalis
Fatalis dragonborn look similar to a regular dragonborn, except each day their scales change color. Fatalis dragonborn that live within society tend to only show themselves when they are one color, or cover themselves almost entirely. Outcasts or those who lean more towards evil, proudly show their heritage at all times. A fatalis dragonborn uses the dragonborn traits in the Player's Handbook, with the following additional traits: 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. Elder Ancestry - You have advantage on saving throws against being charmed and frightened. Shifting Scales - Your scales change color daily. This determines your draconic resistance and breath weapon for the day. Each day at dawn, roll a d3 and refer to the table below to determine your scale's color.| d3 | Color | Resistance | Breath Attack |
| 1 | Black | Necrotic | Black Fire |
| 2 | Red | Fire | Demon's Breath |
| 3 | White | Lightning | Emperor's Roar |
Draconic Ancestry: Nakarkos
Dragonborn only by name and silhouette, the nakarkos dragonborn are actually cephalopod-like humanoids. They have glowing yellow eyes and blue skin with spots of turquoise bioluminescence. The nakarkos dragonborn are able to secrete a sticky mucus from their pores, using it to adhere the bones of slain creatures to their body. A nakarkos dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Breath Weapon, Draconic Resistance, and Speed traits. Speed - Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious - You can breathe air and water. Bone Armor - As part of a short rest or long rest, you can harvest the bones from a slain creature of size Small or larger and adhere them to your body, gaining a number of temporary hit points equal to 1/2 the creature's CR. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as woodcarver's tools. Draconic Resistance - You have resistance to fire damage. Nakarkos Beams - From your hands you fire two 5 by 15 foot lines of draconic energy that deal necrotic damage (Constitution save). A creature in the line of more than one beam is affected only once. The damage and save DCs are the same as a dragonborn's breath weapon. After using your nakarkos beams, you cannot use them again until you complete a short or long rest. Sticky Mucus - You secrete a sticky liquor through your skin. You have advantage on Strength (Athletics) checks to climb, grapple, or prevent yourself from being disarmed; but you also have disadvantage when attempting to escape a grapple.Draconic Ancestry: Valstrax
Valstrax dragonborn are typically slender and covered in gleaming silver scales with blue eyes. Their backs are lined with fin-like projections. They channel their flames through their hollow fins and openings in their palms. A valstrax dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Breath Weapon. Draconic Resistance - You have resistance to necrotic damage. The Red Comet - Your ability to discharge draconic energy from your hands or wings allows you to move with a burst of speed that resembles a red comet traveling through space. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Valstrax Lineage - Starting at 3rd level, you can use your action to unleash the draconic energy within yourself, causing your eyes to glow red and two trident-like, wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Variant Trait - Ignition The following trait replaces the The Red Comet Valstrax trait. Ignition - You can use your action to discharge dragon element energy from your hands in one of the following ways: as a 5 by 30 ft. line, a 15 ft. cone, or in a 5-foot radius around you. When you use your ignition, each creature in the area of the discharge must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ignition, you can’t use it again until you complete a short or long rest.Remove these ads. Join the Worldbuilders Guild




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