Expanded Draconic Ancestry - The Homebrewery
Expanded Draconic Ancestry - The Homebrewery
Expanded Draconic Ancestry - The Homebrewery
I
ts no secret that Dragonborn are descendant from Breath Weapon: As an action, you spew forth a bitterly
the blood of Dragons, but some Dragons are rarer cold cloud of vapor spreading 10f around you. Everyone in
than others, but even the rarest of them has their the area must suceed on a Constitution saving throw, or take
heritage imprinted upon the Dragonborn race. This 1d6 cold damage and their speed being reduced by 10ft until
document will show you some insinght into some of your nect turn, on a successful save the target takes half
the rarer Dragon breeds, and their Dragonborn damage and avoids being slowed. The DC for this saving
lineages. throw equals 8 + your Constitution modifier + your
proficiency bonus. At 6th level the damage increases to 2d6
and the speed debuft increased to 20ft, at 11th level the
Draconic Ancestry damage increases to 3d6, and the speed debuf increases to
Adamantine Dragon Ancestry 30ft,at 16th level the damage increases to 3d6, and the speed
debuff increases to 40ft.After you use your breath weapon,
You share your bloodline with the fearless Adamantine you can't use it again until you complete a short or long rest.
Dragons. Considered by some to be the most powerful of
dragons, these creatures are covered in long, stretched Mercury Dragon Ancestry
scales, akin to blades, which ruffle like feathers during
moments of anger. Should you choose to emulate the You share your bloodline with the mercurial Mercury Dragon.
apearance of this dragon, you share those characteristics. Strange and shifty, they are often considered mad, but there
Damage Resistance: You are resistant to Thunder is a method to their madness. Should you choose to resemble
damage. this dragon, you will have more sleek features, and be
Breath Weapon: As an action, you release a thunderous covered in small, smooth silvery scales.
roar, spreading across a 15ft cone before you. Everyone in the Damage Resistance: You are resistant to Poison damage.
area must suceed a Constitution saving throw, or take 2d6 Breath Weapon: As an action, you spit black poisonous jet
thunder damage. On a sucessful save, the creature only takes across a 5ft by 30ft line. Everyone in the area must suceed a
half damage.The DC for this saving throw equals 8 +your Constitution saving throw, or take 1d6 poison damage, and
Constitution modifier + your proficiency bonus.The damage become unable to see you, as if you were under an invisibility
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at spell. On a sucessful save, the creature only takes half
16th level.After you use your breath weapon, you can't use it damage, and can see you normally.The DC for this saving
again until you complete a short or long rest. throw equals 8+your Constitution modifier + your proficiency
bonus.The damage increases to 2d6 at 6th level, 3d6 at 11th
Brown Dragon Ancestry level, and 4d6 at 16th level.After you use your breath weapon,
you can't use it again until you complete a short or long rest.
You share your bloodline with the mighty Brown Dragons.
Brown dragons make their layers in the deserts, and are Mithral Dragon Ancestry
known to apreciate fine food above even gold. Your scales,
should you choose to resemble this dragon, are rough, in tan You share your bloodline with the majestic Mithral Dragons.
and earthy tones. Insightful and noble, they act in misterious ways, driven by
Damage Resistance: You are resistant to Fire damage. visions of Io. Should you choose to resemble your bloodline,
Breath Weapon: Instead of the regular Breath Weapon, your scales will be silvery with white streaks.
your bloodline allows you to use a Sandstorm breath. You can Damage Resistance: You are resistant to Radiant damage.
use your action to exhale a 20-foot-radius swirling sphere of Breath Weapon: As an action, you breath a stream of
burning sand, centered anywhere within a 60 foot range of radiant energy in a 5ft by 30ft line. Everyone in the area must
you. It remains there fore 1 turn. Each creature in the sphere suceed a Dexterity saving throw, or take 1d6 radiant damage
when it appears or that ends its turn there must succeed on a and be blinded until yoru next turn. On a sucessful save, the
Constitution saving throw or take 1d6 bludgeoning damage creature only takes half damage and is not blinded.The DC for
and be blinded until your next turn, or take half damage and this saving throw equals 8+your Constitution modifier + your
not be blinded should they succeed the saving throw. The DC proficiency bonus.The damage increases to 2d6 at 6th level,
for this saving throw equals 8 +your Constitution modifier + 3d6 at 11th level, and 4d6 at 16th level.After you use your
your proficiency bonus. The duration increases to 2 rounds at breath weapon, you can't use it again until you complete a
6th level, 3 at 11th level, and 4 at 16th level. After you use short or long rest.
your breath weapon, you can’t use it again until you complete
a short or long rest.
Cobalt Dragon Ancestry
You share your bloodline with the vibrant blue Cobalt
Dragons. Prefering cold weather, their breath is known to
slow down even the most fleet-footed of fighters. Should you
choose to resemble this dragon, your scales will be vibrant-
blue, with ram horns adorning your head.
Damage Resistance: You are resistant to Cold damage.
1
Gray Dragon Ancestry You share your bloodline with the Underdark-dwelling Purple
Dragons, known for their wanderlust and manipulative ways.
You share your bloodline with the fearsome Gray Dragons. Purple dragons are particularly lithe and cat-like, with small,
All dragons hunt, but the Gray Dragon lives to hunt, smooth dark purple scales.
scheming and planning so he can create the best hunting Damage Resistance: You are resistant to Psychic damage.
experience. Your scales, should you choose to resemble this Breath Weapon: As an action you exude a billowing cloud
dragon, are gray and rough, as if carved out of stone. of psychotropic vapor, afecting everyone within 5 feet of you.
Damage Resistance: You are resistant to Acid damage. Each creature in the area must succeed a Wisdom saving
Breath Weapon: As an action, you spit grayish acid in a throw or take 1d6 psychic damage and be pushed 5 feet away
15ft cone. Everyone in the area must suceed on a Dexterity from you. The DC for this saving throw equals 8 + your
saving throw, or take 1d6 acid damage and become paralysed Constitution modifier + your proficiency bonus. At 6th level
(save ends), taking half damage and avoiding the restrained the damage increases to 2d6, and the push increases to 10
status on a successful save. The DC for this saving throw feet, 3d6 and 15 feet at 11th level and 4d6 and 20 feet at 16th
equals 8 + your Constitution modifier + your proficiency level. After you use your breath weapon, you can't use it again
bonus. At 6th level the damage increases to 2d6, at 11th level, until you complete a short or long rest.
if they fail the saving throw three times after being paralysed
it becomes petrified, at 16th level the damage increases to Steel Dragon Ancestry
3d6, and the area hit counts as dificult terrain.After you use You share your bloodline with the sociable Steel Dragons.
your breath weapon, you can't use it again until you complete Steel dragons have a vaguelly humanoid face, and tend to
a short or long rest. prefer their disguised human form than their bestial shape,
Iron Dragon Ancestry as such they tend to dwell amongst other races. Should you
choose to resemble this dragon, your scales are gunmetal in
You share your bloodline with the volatile Iron Dragons. colour, and you possess Swordlike frills on your head, elbows,
Prone to anger and impulsive, they are living proof that not and digits.
all metallics are noble at heart. Should you choose to Damage Resistance: You are resistant to Force damage.
resemble your heritage, you will have coarse, heavy dark Breath Weapon: As an action you release a 5ft by 30ft line
metallic scales. of raw magical energy. Each creature in the area must
Damage Resistance: You are resistant to Lightening. succeed a Constitution saving throw or take 1d6 force
Breath Weapon: As an action, you release a 15ft cone of damage and be stunned until your next turn. The DC for this
charged sparks before you. Everyone in the area must suceed saving throw equals 8 + your Constitution modifier + your
a Constitution saving throw, or take 2d6 lightening damage. proficiency bonus. At 6th level the damage increases to 2d6,
On a sucessful save, the creature only takes half damage.The 3d6 at 11th level and 4d6 at 16th level. After you use your
DC for this saving throw equals 8 +your Constitution breath weapon, you can't use it again until you complete a
modifier + your proficiency bonus.The damage increases to short or long rest.
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.
Orium Dragon Ancestry
You share your bloodline with the eurudite Orium Dragons.
Valuing the past above all else, and possessors of a unique
kind of breath weapon, they guard the ancient ruins of the
world. Should you choose to emulate your ancestry your
scales will be of a metallic glimmering crimson hue, and lithe
serpentine frames.
Damage Resistance: You are resistant to Force damage.
Breath Weapon: Instead of a normal breath, you have
Animated Breath.As an action you spew forth a Breath
Serpent, that acts on your turn, comanded using a bonus
action. The Breath Serpent is an elemental one size smaller
than you, and AC of 8+Constitution modifier+your proficiency
bonus, 12 hitpoints, has a single attack that deals 1d6 force
damage, a Strength of 6, a Dexterity of 14, Constitution of 10
and its Intelligence and Wisdom are 3, and its Charisma is 1.
It has a flight speed of 30 feet. It has blindsight of 30 feet and
is blind beyond this radious. It adds your proficiency to attack
rolls, and last to a maximum of 1 minute. It's health increases
to 18 hp at 6th level, 24 hp at 11th level, and 30 at 16th
level.After you use your breath weapon, you can't use it again
until you complete a short or long rest.
Purple Dragon Ancestry
2
Racial Feats
Mixed Heritage
Prerequisite: Dragonborn
Your blood has a strong tie to more than a single dragon
type, allowing you to draw upon a modicum of their power.
Choose another damage type, and add it to your breath
weapon as an extra d6. You can take this Feat more than
once.
Animate Breath
Prerequisite: Breath weapon
As an action, you can choose to imbue your breath weapon
with mobility and a semblance of life. Afterwards you can
comand it as a bonus action. Your Animated Breath agins the
following stats:
Animated Breath
One size smaller than you,Elemental, Neutral
Actions
Slam. Melee Weapon Attack: +Proficiency to hit,
reach 5ft., one target. Hit 3 (1d6) breath damage
type