Half-dragon (5e Race)

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Half-dragon (5e Race-Variant)[edit]

Physical Description[edit]

When a dragon in polymorphed form mates with another creature, the union sometimes produces half-dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon.

History[edit]

Society[edit]

Half-Dragon Names[edit]

Male:

Female:

Half-dragon Traits[edit]

Ability Score Increase. Your Charisma score increases by 2 and two other abilities score increases by 1.
Age. Mature by 20 and can live up to 2300 years
Alignment. Any
Size. Half-dragons usually inherit size on their other half, sometimes being one foot bigger, your size considered Medium
Speed. Your base walking speed is <30> feet.
Darkvision. Your draconic ancestry has granted you 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.
Keen Senses. You have proficiency in the Perception skill.
Half dragon immunity. All half-dragons are immune to sleep and paralyzed conditions.
Draconic Resistance. Choose one type of dragon from the Draconic Ancestry table. You have resistance to the damage type associated with your draconic ancestry.
Draconic Breath. 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 Charisma modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.
Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
Claws. You have a set of claws for natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common, Draconic and one other language of your choice.

Subrace. Choose between "More Human" or "More Dragon".

More Human

Ability Scores. Charisma +2; Choose any other two unique +1


Skill Versatility. You gain proficiency in two skills of your choice.

Dragon magic. Choose a cantrip from the sorcerer's list of spells, the charisma, and the trait for these spells.

More Dragon

Ability Score Increase.Strength +2; Constitution +1

Flight of the dragon. Starting at 3rd level, you can use your action to unleash the dragon energy within yourself, causing wings to sprout from your back. Your flight 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 damage as determined by the dragon type, to one target when you deal damage to it with an attack or a spell. The extra dragon type damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. When you reach 12th level you can fly without limits but the extra damage dealt is nullified. you can switch between these 2 possibilities after a long rest.

Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry

Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dexterity save) Blue Lightning 5 by 30 ft. line (Dexterity save) Brass Fire 5 by 30 ft. line (Dexterity save) Bronze Lightning 5 by 30 ft. line (Dexterity save) Copper Acid 5 by 30 ft. line (Dexterity save) Gold Fire 15 ft. cone (Dexterity save) Green Poison 15 ft. cone (Constitution save) Red Fire 15 ft. cone (Dexterity save) Silver Cold 15 ft. cone (Constitution save) White Cold 15 ft. cone (Constitution save)

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.


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