Dragiffborn (5e Race)

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Dragiffborn[edit]

Big ol' body... big ol' mouth... thing is just big.

Physical Description[edit]

Dragiffborns are tall, broad-shouldered dragonfolk with hippo-like features. Some have smooth skin, some have rough skin, while other aspects such bristles, hair, or horns adorning their head and face. As beings of impressive size and unforgettable appearance, dragiffborns are noticed wherever they go.

History[edit]

Shaped by draconic gods or the dragons themselves, originally hatched from dragon eggs as a unique race, most dragiffborns believe they, and other species of dragonfolk originated on one world, but their home world is now the stuff of legend, because no living dragiffborn has seen it or knows where it is. Although they don't realize it, dragiffborns are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have enough divine spark left in them to imbue dragiffborns with sparks of their own, which dragiffborns have learned to channel through their draconic ancestry.

Society[edit]

Dragiffborns are split among many, but all faithful to true dragons. About half of the species find themselves adrift with no clear calling in life. Those who live amongst others, often find themselves in disputes involving loud arguments, head-butting, and wrestling, but their noble draconic lineage hold themselves high so it rarely escalates beyond that.

Race Name Names[edit]

Dragiffborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv

Female: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava

Clan Names Delmirev, Myastan, Nemmonis, Norixius, Yarjerit

Race Name Traits[edit]

A large beast dragonfolk embodying the fortitude of a bulky bulwark.
Ability Score Increase. Your Strength modifier increases by 2, and a different score increases by 1.
Age. Young dragiffborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 4, and reach adulthood by 15. They live to be around 80.
Alignment. Dragiffborn tend towards extremes, making a conscious choice that only good and evil, in their minds, are those who dare betray their kind overall. Of course, there are always exceptions, but they are quite rare.
Size. Dragiffborn are taller and heavier than humans, standing well over 6-8 feet tall and averaging almost 950-1450 pounds. Your size is Medium.
Speed. Your base walking speed is <speed> feet.
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 Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Headfirst Charge. You can use your action to make a special attack with your hippo-like head. If you move at least 10 feet in a straight line that ends within 5 feet of a Large or smaller creature before you use this action, that creature must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or take 7 (2d6) bludgeoning damage and be knocked prone.
Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. Depending on the projection of your breath, a creature will take 2d6 or 1d12 on a failed save, and half as much on a successful one. The damage increases to 4d6/2d12 at 6th level, 5d6/3d12 at 11th level, and 6d6/4d12 at 16th level. You may use your breath weapon equal to your Constitution modifier. You regain expended uses on a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your ancestry.
Astral Spark. Your psychic connection to the creator dragons enables you to mystically access a spark of divine power, which you can channel through the burst of energy of your dragon lineage. When you hit a target with your breath weapon, you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and Draconic
Subrace. You can pick from 4 different subraces to determine your draconic origins. Dracoblood, Ravenite, Manaloom, or Beastborn.

1d2 Breath Projection
1 Cone (2d6)
2 Line (1d12)
1d8 Ancestry
1 Fire
2 Cold
3 Lightning
4 Acid
5 Poison
6 Thunder
7 Necrotic
8 Radiant


Draconblood[edit]

Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors.
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.

Forceful Presence
.
When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.

Ravenite[edit]

Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters.
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.

Vengeful Assault
.
When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest.

Manaloom[edit]

Manalooms have no tails and a hearty physique. Once apart of Ravenites during the time of enslavement, the Manalooms are of a race that learned to manipulate the weave, gaining magical affinity.

The following Ability Score Increase replaces the racial Ability Score Increase trait.
Ability Score Increase. Increase Strength by 1, and one other ability score by 2.

Draconic Warding
.
Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

Improved Breathweapon
.
When you take the Attack action, mana infested draconic energy projects a 60-foot line that is 3 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Chromatic Ancestry on a failed save, and half as much damage on a successful one. The damage increases to 4d8 at 6th level, 5d8 at 11th level, and 6d8 at 16th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Beastborn[edit]

Beastborn are the purest born Dragiffborns have wings and a tail. The Beastborn Dragiffborn's wings cannot produce enough lift to keep them sustained in the air for long periods of time, but make sure to use their monstrous strength in other ways.

The following Ability Score Increase replaces the racial Ability Score Increase trait.
Ability Score Increase. Increase Strength by 3. This cannot make a stat exceed 20.

Weighted Flight
.
Produce a large amount of force to propel into the air with the usage of your wings. Gravity is your best friend, with so much force behind it, projectile towards a creature to deal 2d12 force damage + Strength modifier. Once you use this trait, you can't do so again until you finish a long rest.

Speed
.
Your walking speed is 40 feet.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 10'' +2d12 1127 lb. × (1d6) lb.

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


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