Dragonkin (5e Race)

From D&D Wiki

Jump to: navigation, search

Dragonkin[edit]

Whether tracking through harsh deserts or steep mountains, the dragonkin are a resilient race of powerful fighters and scholarly mages.

Physical Description[edit]

lightbringer_by_corndoggy-d8av3zs.jpg
Image from: Earl-Graey

Dragonkin are similar in appearance to dragonborn, which creates for most of the confusion. Unlike dragonborn, however, the variations in appearance between subraces are quite a bit more dramatic and not based on dragon parent lineage, but on the location from whence they were born. For example, those born at sea have sleeker scales, more streamlined features and flattened frills. This heavily contrasts with those born on mountains, who have spiny skin and craggly scales.

History[edit]

The history of the race can vary depending on the setting. In one vein of mythos, dragonkin were among the first races created. This would normally mean they hold the knowledge of the world beyond compare and are a wizened race. However, their constant struggles for territory against the approaching orc hordes caused them to lose a lot of their footing and eventually forced them to create a stronghold in the mountain ranges of the continent. Unfortunately, this was eventually destroyed in the Archlich War by the opposing undead forces. Caught between a rock and a hard place, the dragonkin scattered, littering the world's different terrains with their descendants, who would grow to develop adaptive features to their new environments. They rebuilt, but never with such grandeur, sticking with small-scale structures for their individual clans. Some of their elders who remember their original united nation dream that one day they will return to those days

Society[edit]

Dragonkin tend to develop more civilized culture than dragonborn. However this definitely also depends on the setting. For example, the mountain born dragonkin are not that different from a warrior based society, whereas desert born are more nomadic and less combat focused. They no longer have a consolidated nation and live in scattered clans. Unlike dragonborn, their clan ties are not so stringent. Dragonkin are well versed in liberal thought which has them account for their own conduct on the basis of their own identities, not just the honor of the clan as a collective.

The dragonkin were a prominent race at a time. However, after the Archlich War, their numbers dwindled from continued war efforts. They generally joined other humanoid settlements after fleeing from the period of conflict. They often gained jobs as tinkerers, mages, and bounty hunters.

Dragonkin Names[edit]

Dragonkin use draconic tongues to speak so their names are similar to dragonborns. They do not use personal names, however, or use their clan names in tandem with their own address.

Male: Arrjhak, Dhaesh, Mehren, Doujinn

Female: Klava, Corrinne, Suriva, Bitri

Dragonkin Traits[edit]

More civilized than those dragonborn.
Ability Score Increase. Your Constitution score increases by 1.
Age. Dragonkin age at about the same rate as humans, and have a lifespan of about 120 years.
Alignment. Dragonkin tend towards good alignments. However, some fall and become terrible villains. Many are wanderers if they leave their city or hometown. Most are chaotic good.
Size. Dragonkin can range in height from 5'8 to 7'2. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table, as shown in the table for dragonborn in the player's handbook. Some of your subrace traits will be determined by the dragon type as shown on the table.
Languages. You can speak, read, and write in Common and Draconic.
Subrace. Many different varieties of dragonkin have adapted to different environments. Choose from the Mountainborn, Seaborn and Desertborn subraces.

Mountainborn[edit]

You hail from the high mountains and crags, the home of most dragons.

Ability Score Increase. Your Strength score increases by 2.
Mountain Dweller. You have advantage on Wisdom (Survival) checks while mountainous environments and acclimated to high altitude, including elevations above 20,000 feet as well as naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 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 breath weapon, you can’t use it again until you complete a short or long rest.
Armor Training. You are proficient in heavy armor and shields.

Seaborn[edit]

You come from the coast, seas and oceans. Exposure to these areas of open trade expands your cerebral prowess.

Ability Score Increase. Your Intelligence score increases by 2.
Elemental Blast. As an action, make a ranged spell attack against a creature within 60 feet of you. On a hit, you deal 1d8 damage of the type corresponding to your draconic ancestry. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
Innate Spellcasting. You know one cantrip of your choice from the sorcerer spell list. Your spellcasting ability is Intelligence.
Expert Swimmer. You have a swimming speed equal to your walking speed.

Desertborn[edit]

You come from the arid and windy deserts. The flexible and knowledgeable survive over the strong out there.

Ability Score Increase. Your Dexterity score increases by 2.
Elemental Resistance. You gain resistance to the damage type corresponding to your draconic ancestry.
Desert Dweller. You have advantage on Wisdom (Survival) checks made in desert environments and are accumilated to extreme heat, as described in chapter 5 of the Dungeon Master's Guide..
Weapon Training. You are proficient in the shortsword, longsword, light crossbow and heavy crossbow.

Random Height and Weight[edit]

Dragonkin

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8'' +3d6 in. 150 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: