Dragonborn Alternate Racial Traits in Zheng-Kitar | World Anvil

Dragonborn Alternate Racial Traits

Dragonborn Scholar: Ability Score Bonuses become (+2 Intelligence, +2 Constitution, -2 Dexterity) Replaces Ability Scores.   In direct contrast to some of their more strong, charismatic kin, some Dragonborn inherit the intellect and durability of their True Draconic Ancestors.
 
Inherited Greed: +4 to Appraise Checks, and gain it as a class skill. You can innately tell whether or not an item is magical by simply touching it and focusing on it for one minute. Replaces Draconic Affinity.   Some Dragonborn have the infamous greed of their ancestors pumping through their veins more powerfully than others...they are known for starting hoards of their own as best they can, and become more innately capable of discerning the worth of an item at a mere glance.
 
Draconic Tail: You gain a long, flexible tail that can be used to carry objects. You cannot wield weapons with this tail, but you can retrieve small, stowed objects carried on your persons as a swift action. Replaces Draconic Affinity.   Rather than find themselves with an inkling for magic, some Dragonborn instead find themselves with thick, powerful tails that resemble the tails of their True Dragon ancestors.
 
Immortal Spark: Once a day, may cast lesser age resistance on yourself. Your lifespan increases by 1/3. Replaces Draconic Affinity.   A relic of the immortality and purity of spirit the true dragons of old possessed, many Dragonborn carry within them a spark of just such a spirit, their lives granted extra time upon the mortal plane as they become capable of staving off the effects of time upon their body. With already very long natural life spans, these Dragonborn slowly lose their hostility and paranoia in their later years, becoming more wise, sagacious, and sage-like.
 
Green Shephard: Gain Speak with Animals as a constant spell-like ability, though you may only speak to birds, avian creatures, reptiles, and lizards. Replaces Draconic Affinity.   The teachings of the Green Shephards, a simple Dragonborn philosophy of how to live one's life that involves working alongside and in concert with nature, is one that remains popular but is considered 'faded' and 'old-fashioned' - but despite this public perception, it remains strong as they follow a simple quote from the legendary Warlord Khaasin Baatar: "Let my armies be the rocks, and the trees, and the birds in the sky."
 
Bellowing Dragon: Three times a day as a standard action, can let out a terrifying roar and make an intimidate check against all foes within 60ft and who care capable of hearing the roar. If you succeed a DC(10 + 3/4the target’s Hit Dice + the target’s Wisdom modifier), the foes are shaken. If you succeed by 15 or more, they are frightened. This effect cannot stack multiple times at once, and cannot progress further(Shaken cannot become frighten with two roars, etc.) This ability replaces Breath Weapon.   Rare is the Dragonborn who is born without the breath of their ancestors...and even rarer still is a Dragonborn brought into the world gifted with the mighty bellows of its ancestors, capable of roaring mightily into the sky rather than spit the element of their origin, these Dragonborn are capable of striking fear into the hearts of many, as even the most hardy and valiant of warriors will undoubtedly flinch when they hear a dragon approaching.
 
Khaasin's Skybreathers: Choose from the ancestries list as per the normal breath weapon. Instead of unleashing it in its normal shape, you can create one of two areas(depending on the breath weapon chosen) that deals the same damage type as your breath weapon. All DCs for this breath weapon are identical to the standard breath weapon (DC 10 + 1/2HD + CONMOD). Replaces Breath Weapon.
     
  • 30ft Line: You release your breath weapon up into the skies to fill a concentrated pocket with your element that you may call down once per round for a number of rounds equal to your CONMOD + 1(Minimum 2) as a swift action that targets one creature within your line of sight, forcing them to make a reflex save as normal for half damage and dealing splash damage to all creatures adjacent to the target square(Minimum damage on all dice). Creatures can attempt a reflex save to take half damage from the splash damage. Once you use this ability, you cannot use it again until the duration has expired and for 1d10 rounds afterwards.
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  • 15ft Cone: You breathe up into the sky and fill the atmosphere with your energy type that comes down in a 300ft tall, 15ft wide area that deals half your normal breath weapon damage each round to every creature who begins their turn there automatically, with a reflex save as normal save for half again as much damage. This column lasts for a minute, can be dismissed as a swift action, and cannot be used for 1d4 rounds afterwards. You may spend a move action to move the column up to 20ft.
Ancient vestiges of the armies of Khaasin Baatar, the founder of the lands of Khadagar, the Skybreathers are those rare Dragonborn who still cling to the old ways established during the brutal but glorious days of his reign that saw countless new innovative ways to use the breath weapons of the Dragonborn - though such ways were considered heretical and dangerous at the time, and most were thusly wiped from history by Khaasin's detractors after his death. Only the way of the Skybreathers remains - carried on by those who are yet trained in the ways of old, and who grow up learning of the glorious life of the man known as the "Scourge of Gods".
 
Advanced Intelligence: Gain +2 to your Intelligence score. Replaces Draconic Resistance.   Gaining the incredible intelligence of the True Dragons, some Dragonborn find themselves even smarter than their peers.
 
Draconic Durability: Gain Toughness as a bonus feat. Replaces Draconic Resistance.   Skilled beyond measure, rarely Dragonborn are born into their tribe much more skilled than the rest.
 
Scales of a True Dragon: Gain SR equal to 11 + HD, replaces Draconic Resistance and Draconic Affinity.   On occasion, some Dragonborn are born with the scales of their draconic ancestry, the ultimate defense of the true dragons which were feared for turning even the mightiest of magic back upon their foes. These Dragonborn are rare, but the gift of the scales is one that frequently lifts such beings up to leadership roles in their villages and tribes.
 
Vestigial Draconic Wings: You gain wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. 1/day, you may cast Feather Fall on yourself. Replaces Draconic Resistance.   Though not powerful enough for actual flight, some Dragonborn find themselves sprouting vestigial wings that beat with leathery might, and find them incredibly helpful with flying attained with other means or controlling a fall.
 
Khadagarian Huntsman: Gain a racial +2 to ride checks, gain it as a class skill, and gain mounted archery as a bonus feat even if you don't meet the prerequisites. Replaces Khadagarian Beastmasters.   So skilled at horseback archery that many boast they could stand atop their mounts and fire with no issue, these legendary huntsmen are masters of mounted archery, capable of splitting an apple at hundreds of feet away.
 
High-Altitude Leapers: You can make standing long jumps and high jumps as if they were running long jumps and high jumps. Gain a racial +2 to acrobatics and climb checks, and one is always a class skill for you. Gain run as a bonus feat. Replaces Khadagarian Beastmasters.   Taking a note from the legendary Goliath, these Dragonborn are masters of high altitude movement and leaping between cliffside crags and over gaps.
 
Brand of Tiamat: By halving the damage and lowering the DC by 2, you may select another type of Damage to deal with your breath weapon when you use it, though the Shape and Save of it remains unaltered. Modifies Breath Weapon and Replaces Part of the Horde.   Shunned by most Dragonborn tribes, the Dragonborn that carry with them the brand of a foreign Dragon-Goddess of bottomless evil find themselves colored in the colors of the five chromatic dragons, their scales a rainbow of colors as they find themselves capable of breathing various elements as easy as breathing. Often consumed by a rampant madness, greed, or a deep desire for evil, these Dragonborn lead difficult lives no matter their birthplace.
 
Scourge of Gods: Gain +4 on all intimidate checks made to demoralize. Creatures you slay become difficult to resurrect - those trying to resurrect those you slay must succeed at a caster level check (DC 15 + the slain creature's HD) - failure means the spell fails and cannot be attempted again for 24 hours. Replaces Part of the Horde.   Though in the modern era they are few in number, there yet exist those who follow the ways of The Unbroken Horde - the legendary army of Khaasin Baatar, the legendary Khadagarian warlord commonly called "The Scourge of Gods". His army survived him, and inherited his moniker - though few remain who still follow these excessively old traditions, they are feared as the "Old Guard" and given immense respect by others.
 
Platinum Purpose: Choose another breath weapon on the Dragonborn breath weapon table. You can choose at the beginning of each day which of the two selected types to use for that day. By taking 1 point of CON damage as a free action, you may switch between the two types during the day. Each switch after the first each day increases the CON damage you take to 1d4. The cooldown for your breath weapon is shared across all breath weapons you can switch between. Replaces Part of the Horde, Khadagarian Beastmasters, and Modifies Breath Weapon.   Their scales gleaming a resplendent platinum sheen, the Dragonborn chosen by the legendary foreign Dragon-God are revered lords of their tribes, imbued with an entire second element burning within them as if to hearken back to the true Platinum Dragonborn of yore, said to be able to breath many elements at once in massive elemental novas. Their birth is generally seen as an omen of bad luck, as an existence touched by the foreign and evil Yema, come to wreak havoc on the continent of Zheng-Kitar.

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