Dragonkin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Dragonkin

Dragon people yadda yadda yadda.
ability score increase: +2 CON, +1 INT or +2, +1 anywhere
age: Dragonkin don't age and they cannot die from natural causes. The oldest of this kind have wandered this earth for thousand of years.
alignment: They usually mind their own business and lean towards neutral or good alignments.
Size: Medium
speed: 30ft
Languages: Common, Primordial and any language of your choice.
race features:
Crafted Heart. You are immune to Petrified condition.
Ancient Memories. You have proficiency with History or Arcana skill.
  Draconic Persistence. If you fail a Constitution saving throw, you can choose to barely succeed instead. You can use this feature a number of times equal to half your Proficiency bonus rounded up, regaining all expended uses when you finish a long rest.
  Elemental Dragon. You define your elemental origin by choosing a feature of specific dragon houses. You can have only one of these traits as they determine your subrace.
  • Ar kin. Your ancient soul comes from the Wind plane, where primal beings, huge as cyclones and great as storms, hover in circles inside the Eye of the Storm.
    As a bonus action, you can enhance one weapon or one spellcasting focus for the next weapon attack or spell cast attack. The next time you damage a creature with enhanced attack, it has to make a DC 8 + your Proficiency bonus Constitution saving throw or become Deafened as the roar of the wind blasts on its ears. This feature works only for one turn and ends if your or your ally's turn ends or you failed to damage a creature. You regain the expended use of this feature if you haven't damaged anyone for one turn.
    Furthermore, you gain access to the Feather Fall and Gust of Wind spells, which you can cast both once per short rest, without using material components. Constitution is your spellcasting ability for those spells.
  • Er kin. You originate from the endless land of Wyrms, a place where ancient creatures live in their gigantic burrows in eternal darkness, and all you can hear is the sound of falling sand.
    As a bonus action you can make the earth tremble underneath your feet until your next turn ends, in the range of 10 feet of you. You can use this trait only once per combat. Whenever a creature stands within this range, you can use your action or a reaction to raise a solid rock out of the ground. The creature must succeed on Dexterity saving throw (DC 8 + Constitution modifier) or take 1d6 + Constitution modifier of bludgeoning damage and be pushed 5 feet towards you. If it succeeds, it takes only half as much damage and isn't pushed. Flying creatures have advantage on the saving throw against this attack.
  • Vattyr kin. Your heart once was beating in the terrific depths of the great blue ocean realm, where sea monsters are the least fearful beings awaiting a poor soul.
    You gain a swimming speed equal to your walking speed and you can breathe underwater as you gain all neccessary aquatic features when you prepare to swim. Additionally you have the knowledge of the Deep. If you immerse yourself in water you will gain +1 to your Armor Class. As soon as you leave water, this feature will last for the next 24 hours or until it evaporates earlier.
    Finally, as long as you're moving through any water source you don't provoke attacks of opportunity. You can use this part of trait a number of times equal to your Proficiency bonus.
  • Fhyr kin. You were tamed from an immortal fire, a burning plane of unexpectable chaos, full of monsters with magma coarsing through their veins.
    Your fiery heart gives you fire resistance from attacks and spells that deal fire damage and you have damage immunity to fire from any natural sources. Additionally, every weapon attack or attack of yours that deal fire damage, has a +2 bonus to damage dealt against one opponent.
    You can cast the Heat Metal spell, which you can cast once per short rest as a 2nd-level spell, without material components. Constitution is your spellcasting modifier for that spell.

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Bajdur.

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