Children of the Dragon 1

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Introduction

This work is a combination of several dragon themed homebrew that I have created over the years, as well as a few collaborations. It also features art that I have commissioned from several artists, as mentioned in the Credit chapter.

Dragons have always been a centerpiece for Dungeons & Dragons, and I felt that the transition of 3.5 Edition to 5th Edition left several great dragon themed works behind. As such I created this homebrew for those that want to have more dragon related content in their campaigns. It also includes several revisions of existing races and subclasses, due to how unthematic or underwhelming they have felt to many players, including myself. Particularly, the Dragonborn have felt rather underwhelming and are widely accepted to be underpowered compared to the other race options. This homebrew is meant to make them more on equal footing with the other races by giving them subraces of their own.

I have also created a half dragon player race, who are less bestial than the Monster Manual version, because I based them on their more human appearance in the 2006 book Races of the Dragon, which just made more sense to me.

Additionally, I've added a revised Draconic Bloodline for the sorcerer class. It is largely the same as the original, but allows for more playstyle options. This version grants

NOTE: The spells that are cast through racial traits in this work do not require any material components. This includes player race traits, and the spells that the Dragon Student gains through their unique trait, including rituals.


additional benefits when you're within melee range of your enemies, which is traditionally dangerous for a sorcerer, and allows melee sorcerers to become more viable.

I have given some subclasses mechanics that let you gain different benefits if you already have resistance, so that half dragons and dragonborn can choose thematic dragon types without being punished for having the same resistance.

This work contains several subclasses, including a revised Purple Dragon Knight subclass for the fighter class, also known as the Banneret subclass. It also contains a dragon themed spell list, items, and unique items that can be gifted by dragons themselves to players. The Religion section covers draconic lore that is less known, seeing as many books already refer Tiamat and Bahamut. Which is why the kobold god Kurtulmak has the biggest section, as outside the 2006 book Races of the Dragon, little of his other side is mentioned. I have added additional dinosaurs for the Circle of Savagery (or as foes), and although the dilophosaurus and spinosaurus aren't truly accurate I felt it would be fine for a fantasy setting.

The Dragon Student is a bit unusual, due to their pact choice restriction; but I wanted to shift their customization options to the dragon types to make it more interesting, and also to balance the subclass out while keeping them thematic. It is similar to the Battle Smith, yet also quite different, and so far the playtests have been promising.

The content in this work has been playtested, and based on all the feedback I believe it should be fairly balanced in practice. Of course, whether you can use the content in this work is still up to the DM's discretion. I hope that you will enjoy this finalized work, as well as the artworks that I have commissioned for it, and that you may have many fun and interesting adventures with it.

Chapter 1

Races

























Dragonborn, revised

The fighter boy was down, the monk girl was overwhelmed, the cleric girl had wet herself, and the wizard girl got stabbed. Fortunately for these beginners, most goblins were now in a narrow pathway, and he was a dragonborn. As he inhaled deeply, he wondered what roasted goblin would smell like.”

— Rhogar, dragonborn veteran and savior of "newbies"


Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn were created with the essence of true dragons as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn (reluctantly) serve true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

The blood of a dragon runs strong through all dragonborn. A dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as scales that closely match those of their dragon ancestor — bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

In addition, each dragonborn possesses a fragment of what makes up a true dragon. Those whose fragment grants them a tail are often shunned, due to it being considered a bad omen for a dragonborn to have a tail.

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. Childhood names are often given by clutchmates as a descriptive term.


  • Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn




























  • Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
  • Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
  • Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase. Your Strength score increases by 2. One score, based on your draconic ancestry, increases by 1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. 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. Your breath weapon (shape, range and damage type), damage resistance, and ability score increase are determined by the dragon type.

Draconic Ancestry
Dragon Damage Type Breath Weapon Ability score
Black Acid 5 by 30 ft. line (Dex. save) Constitution
Blue Lightning 5 by 30 ft. line (Dex. save) Constitution
Brass Fire 5 by 30 ft. line (Dex. save) Charisma
Bronze Lightning 5 by 30 ft. line (Dex. save) Charisma
Copper Acid 5 by 30 ft. line (Dex. save) Charisma
Gold Fire 15 ft. cone (Dex. save) Wisdom
Green Poison 15 ft. cone (Con. save) Intelligence
Red Fire 15 ft. cone (Dex. save) Constitution
Silver Cold 15 ft. cone (Con. save) Intelligence
White Cold 15 ft. cone (Con. save) Constitution

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, saving throw type, 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 DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 + your proficiency bonus damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. You regain the use of your breath weapon after finishing a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. In addition, green dragonborn have advantage on saving throws against being poisoned.

Natural Weapons. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. You can also use your bite, which follows the same rules as your claws, but deals 1d4 + your Strength modifier piercing damage instead.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subraces. Choose one of the subraces below. Your choice will determine additional benefits.

Subraces

In addition to being aligned to a particular type of dragon, dragonborn also possess fragments of what makes up a true dragon. These blessings cause them to be divided into four subraces, with Dreadcaller being the most common.

Murkdwellers are the only ones with a tail, and are often shunned because of it. Even while half dragons, known for their long tails, are generally accepted within dragonborn society.

Dreadcaller


  • Draconic Fear. You can roar as an action, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) if it can see and hear you. On a failed save, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain the use of this trait after finishing a long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Murkdweller


  • 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.
  • Tail Lash. Your tail can be used to push or trip up opponents. You can use your bonus action to shove a creature within 5 feet of you. You can use this trait a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Steelscale


  • Hardened Scales. You gain a +1 bonus to your AC while not wearing heavy armor. Instead of this bonus, you can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply as normal on top of either option.
  • Draconic Savagery. When you make a melee attack on your turn, or you use your breath weapon, you can use your bonus action to make a special attack with your bite. If the attack hits, it deals its normal damage, and you can’t use this trait again until you finish a short or long rest. In addition, the damage dice of your Natural Weapons trait increase from d4 to d6.

Wayfarer


  • Wings. You have draconic wings sprouting from your shoulder blades. When falling you can use your reaction to slow your descent, as if under the effects of a feather fall spell. However you can move one foot horizontally for each foot that you fall. At 6th level you can grant yourself a flying speed of 30 feet as a bonus action for a duration of 1 minute. Afterwards you must finish a long rest before you can use this flight again. At 14th level you can instead fly indefinitely at a speed of 30 feet. If you already possess a flying speed then this flying speed will instead increase by 20 feet. Your clothes and armor have to be modified to accommodate your wings, and you can't use your wings while wearing heavy armor.
  • Hardened Resistance. You have an echo of the toughness of a true dragon. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this trait again until you finish a long rest.

Variant Ability Score Increase: As a variant rule, you can increase either your Strength score or the ability score determined by your draconic ancestry by 2. Whichever score you didn't increase instead increases by 1.

Racial Feat

Draconic Heritage

Prerequisite: Dragonborn


You are blessed by Bahamut or Tiamat, granting you another fragment of what makes a true dragon. You can take this feat up to three times.

  • Increase your Constitution score by 1, to a maximum of 20.
  • The damage of your Breath Weapon trait increases by 1d6.
  • When you take this feat you gain a trait of one of the other dragonborn subraces which you didn't choose. You can take this feat up to three times, but each time you must choose a dragonborn subrace whose trait you don’t have yet. You gain the following trait based on your choice:
Subrace Trait
Dreadcaller You gain the Draconic Fear trait.
Murkdweller You gain the Tail Lash trait.
Steelscale You gain the Hardened Scales trait.
Wayfarer You gain the Wings trait.

Playing as a Half Dragon with wings

Some half dragons are blessed by the dragon gods and may choose the Draconic Heritage feat from the dragonborn as their feat once, to gain the Wings trait of the Wayfarer subrace. This grants them draconic wings.

NOTE: This is a powerful feat when given to a half dragon, so you can only take this feat once and with your DM's permission, and you must choose the Wings trait of the Wayfarer subrace.










































Half Dragon

half dragons? Yeah, total freaks, those guys. Imagine
dragonborn but then more human. I guess some people will sleep around with just about anyone these days, even dragons. Still, I had a few in my party, and I can't argue with their results. Once had a silver one freeze an orc solid before he could cleave my head. Now, his look was hilarious!”

— Thorzag, green-dyed beardless dwarf


Many dragons are not only fearsome beasts, but renowned masters of magic as well. As such, it is not uncommon for one to change shape and walk among the masses, or even take a mortal lover. The children of such unions are known as half dragons. Not quite as monstrous looking as the dragonborn, but still very much recognizable due to its draconic traits.

















Proud Dragon Heritage

Half dragons look very similar to their mortal parent, except
  for the horns and partial scales that cover their bodies, as
  well as their draconic legs and long tails. However, half
  dragons are more known for their dangerous elemental
  breaths, as well as the gift of transformation. While only a
few half dragons eventually ascend to true dragonhood,
   some have been gifted with a "lesser" form that allows
      them a burst of power as well as the gift of flight for a
          short period of time.
             Half dragons’ color patterns are similar to their
              draconic parent, and in the case of two half-dragons
               having children, the child is often born in the color
              scheme of either parent, though occasionally they
             instead look like one of the other draconic ancestors
            of the parents, as half dragons are strongly drawn to
         one another and known to quickly make families and
communities. They are tall and strongly built, with males
often standing close to six and a half feet and being taller and heavier than females. They also gain an advantage based on which draconic heritage is more dominant for them.

Challenging Upbringing

Half dragons share much of their draconic parent's strength, but they are also vulnerable in the early stages of their long lives. The lucky ones are raised by two half dragon parents, who raise them into protected communities. Others are abandoned by the draconic parent or both parents and forced to survive alone or hope they get adopted by other half dragons or by dragonborn. Though those with a metallic dragon parent are, more often than not, properly raised and cared for.

Those adopted by dragonborn are brought in as part of the clan and are raised to show strong loyalty to their clan. A continual drive for self-improvement reflects the self-sufficiency of the dragonborn race as a whole, which is then reflected upon the half dragon. These half dragons value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. These dragonborn-raised half dragons hold mastery of a particular skill as a lifetime goal, alongside the desire to ascend to dragonhood. Members of other races who share the same commitment find it easy to earn their respect.


Eventually, all half dragons have a universal drive to become stronger. By gaining strength in a multitude of ways, they find that they become more in touch with their draconic heritage, which comes forward in the forms of mastering their elemental breath, or even transforming into a dragon outright. This form is often not as strong as that of true dragons, except for those who are truly devoted and powerful. Such half dragons have "ascended to dragonhood," and become true dragons with all their terrifying might. This true dragon form, however, is not easy to attain and requires great devotion and resolve. But those who succeed are held in very high regard by half dragon society.

A Growing People

In the most recent years, half dragons have been forming communities at an increasing rate. This has created many half dragon families, and in turn, many adventurers as well due to their drive to ascend to dragonhood. Usually, however, many half dragons start a family and have children, with the mother being encouraged to take care of the children while the father goes out and provides for his family. Should the mother choose to become an adventurer, then the grandparents or one of the extended family will often take care of the children. While they are few in number, half dragons are rapidly increasing their numbers due to a high fertility rate and big families. These communities are protected by their elders, some of whom have already ascended to dragonhood and make for formidable opponents.

Half Dragon Names

Half dragon names are usually based on the language of its mortal parent, as Draconic names are often much harder to pronounce. Some half dragons who are adopted within dragonborn clans will instead be given a dragonborn name:


  • Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
  • Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
  • Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
  • Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Half Dragon Traits

Your draconic heritage manifests in a variety of traits you share with other half dragons.

Age. Half dragons mature at the same rate as their mortal parent's race, but they can live up to 1000 years. A few of those who have transcended into dragonhood, however, have been granted the gift of immortality. Making dragonhood even more sought after, but no less difficult to achieve.

Alignment. Most half dragons are similar to dragonborn and tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most half dragons are good, but those who side with Tiamat can be terrible villains.

Size. Half dragons are often taller and heavier than humans, standing well over 6 feet tall, with males being noticeably bigger than females. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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 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 by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level.

After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you can roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges 1 minute after you used it.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


Draconic Ancestry. While most half dragons are mixed, they are always divided into a number of different colors that reflect their draconic ancestry, which provides them with unique abilities. Just like true dragons, these colors are not all equally powerful, and some colors have more niche abilities than others. However, no color is exceptionally different in power from others.

These colors fall into two categories, the chromatics—black, blue, green, red, and white—and the metallics—brass, bronze, copper, gold and silver. Choose one of these subraces. Your breath weapon deals elemental damage of the type associated with your chosen subrace, and you gain resistance against this damage type as well. In addition, your ability scores increase as described, and you gain an additional draconic trait.

Draconic Ancestry

Black


  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
  • Unrelenting. You add your Constitution modifier to the damage of your breath weapon. 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, but only shades of gray.

Blue


  • Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.

  • Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
  • Desert Predator. You gain proficiency in the Stealth skill. As part of the Hide action, you can burrow yourself into non-rock earth, just below the surface. While below the surface, you have a burrow speed of 15 feet (but you can not burrow deeper), you have vision, can breathe freely, count as having three-quarters cover, and you must spend a bonus action to emerge. While you are burrowed, creatures suffer a -5 penalty to their ability checks to find you, provided you are out of combat and not moving.

Brass


  • Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
  • Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have fire resistance.
  • Boldly Talkative. You gain proficiency in the Persuasion skill. You can cast the tongues spell once, but only on yourself, and with a duration of 30 minutes. You regain the ability to cast the spell this way after finishing a long rest.

Bronze


  • Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
  • Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
  • Dragon of the Coast. You have a swim speed of 30 feet, and can breathe air and water. When using your breath weapon, you can instead choose to use repulsion gas with the same range and DC. This gas doesn't deal damage but instead imposes a Strength saving throw. Those who fail it are pushed back 15 feet from you. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.

Copper


  • Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
  • Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
  • Playful Host. You gain proficiency in the Performance skill. You know the vicious mockery cantrip, and when you take the Dash action on your turn you can cast it as a bonus action. Charisma is your spellcasting ability for this spell.

Gold


  • Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
  • Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
  • Reserved Companion. You gain proficiency in the Insight skill. Whenever you would deal fire damage to fiends and undead creatures, you deal radiant damage instead.































Green


  • Ability Score Increase. Your Strength, Intelligence, and Charisma scores each increase by 1.
  • Draconic Ancestry. Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage and advantage on saving throws against being poisoned.
  • Gifted Trickster. You gain proficiency in the Deception skill. You can cast the disguise self spell once with this trait, appearing up to 2 feet shorter or taller than normal with it, and regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this spell.

Red


  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
  • Indomitable. You gain proficiency in the Intimidation skill. You have advantage on saving throws against being charmed or frightened.

Silver


  • Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
  • Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
































  • Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you can instead choose to target a single creature within 15 feet with numbing gas. The creature doesn't suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You can regain this trait after finishing a long rest.

White


  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
  • Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
  • Skilled Hunter. You gain proficiency in the Survival skill. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.


Dragonsong

Silver half dragons have developed their own variation of the Bladesinger arcane tradition, called Dragonsinger, which utilises the power of the Dragon Voice. Only those who speak Draconic can choose this arcane tradition. It is identical to the Bladesinger tradition, except that Bladesong is renamed to Dragonsong, you have advantage on Strength (Athletics) checks instead of Dexterity (Acrobatics) checks during your Dragonsong, you can choose a two-handed melee weapon for your weapon proficiency, and you can use two hands to make an attack with a melee weapon without ending the Dragonsong.










































Racial Feats

Improved Breath Weapon

Prerequisite: Half Dragon


Extensive training has granted you greater control over your Breath Weapon, allowing you to enhance its power and speed.

  • When you roll to regain the use of your breath weapon trait, you regain it on a 5 or 6 on the d6 dice roll.
  • You gain a number of empower points equal to your proficiency bonus. Each time you use your Breath Weapon trait you can expend an empower point and choose one of the following benefits: You can use your breath weapon as a bonus action, its damage is increased by 2d6, or its range is doubled (30-foot cone or 60-feet long line that is 10 feet wide). You can only gain each benefit once per use of your breath weapon, but you can expend more empower points to gain multiple different benefits at once.

You regain one empower point after finishing a short rest, and all of them after finishing a long rest.












































Dragon Form

Prerequisite: Half Dragon, Improved Breath Weapon feat, 12th level


You have been blessed by Bahamut or Tiamat, granting you a lesser dragon form of your Draconic Ancestry's chosen dragon.

While all half dragons aspire to assume their rightful true dragon form, only those with enough experience may be blessed with a lesser dragon form. This form varies in appearance, but it always looks similar to the half dragon's draconic ancestry. Sometimes it has wings like a wyvern, giving it four limbs instead of the true dragon's six, including wings. Other times, the dragon form looks like that of a smaller-scale dragon of their ancestor's type.

Regardless, the form drains those who use it, and as such, they are only able to stay in it for a limited time. Afterwards, these half dragons require rest in order to regain access to this form. Despite its power and majesty, the dragon form pales in comparison to the ascension to dragonhood. And this gift only makes them strive harder to achieve their true and ultimate form.

  • You gain blindsight out to a range of 10 feet.

  • You can use your bonus action to change into a large sized form of your ancestral dragon. Your transformation lasts for 1 minute or until you end it as a bonus action. You can regain this form after finishing a long rest. Your weapons merge with you, and the magical bonuses of your equipped melee weapons are transferred to your bite attack. If you are able to attack with your claws, wings, or tail then you can continue to do so. This form doesn't hinder class abilities or spellcasting, nor the use of spell components. In addition, for each minute that you haven't entered combat while in this form, you can extend its duration by 1 minute, up to 10 minutes total.


This dragon form grants you the following benefits:

  • You gain a flying speed of 30 feet

  • You gain a bite attack, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 (2d6 if you were wielding a two-handed weapon) + your Strength or Dexterity modifier (your choice). Your bite counts as a finesse weapon. If you originally had a bite attack using higher damage dice then you can use that one instead.

  • You gain the effects of the Enlarge option from the enlarge/reduce spell.

  • Your breath weapon immediately recharges after you change into your dragon form. Whenever you use your breath weapon during your Dragon Form, you can empower it with one of the three empower options
    of the Improved Breath Weapon feat without
    expending an empower point. The rules of
    the feat remain the same.

  • Once per turn, you can deal bonus
    damage (of your chosen damage
    type) equal to half your level to
    a single target you’ve
    damaged that turn. This


      only applies to those you've damaged with your bite
     attack, breath weapon, or spells.
  • You gain temporary hit points equal to twice your level. Your AC and other defensive boons remain the same (your scaled body parts can be used as your shield). However, your AC cannot be lower than 15 + your Dexterity or Strength modifier (your choice).

If you ascend to dragonhood, then True Dragon Form replaces this Dragon Form. In which case, you can choose a new feat immediately instead of this one.

Ascending to Dragonhood

All half dragons seek to ascend to their dragonhood, gaining the form and power of a true dragon of their chosen Draconic Ancestry. The following boon is only granted with the permission of the DM, and as such, the following rules are directed at the DM:

If you (the DM) are using the Epic Boons optional rule from the Dungeon Master’s Guide, then once the half dragon player reaches 20th level, you can wish to allow them to begin research, training, or tribulations that, once completed, grant them the following epic boon:

True Dragon Form

As an action, you can transform into your chosen dragon type as if you had cast the shapechange spell. Unlike the normal shapechange spell you can only use your action to assume your original form, or return to your True Dragon Form. Your True Dragon Form doesn't hinder your use of spell components, and is capable of all actions that require hands or speech. This replaces your Dragon Form
                   transformation, if you have taken the Dragon
                 Form feat. Unlike the normal shapechange spell, if
              you concentrate on this transformation for the full
            duration, the transformation becomes permanent
          (until this True Dragon Form loses all of its hit points)
        and you no longer need to maintain your concentration
      to remain in your True Dragon Form. After losing this
   form you regain the ability to transform in this way when you finish a long rest.

Your True Dragon Form's breath weapon replaces your original form's breath weapon, but it can also benefit from your Improved Breath Weapon feat.

Kobold, revised

Kobolds are a lot less cute when they learn how to cast fireballs”

— Volothamp Geddarm


Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures are clever with their hands, and viciously work together in order to overcome their physical limitations. Kobold are short in stature, despite the draconic blood running in their veins, with the tallest of them barely reaching 3 feet and weighing no more than 35 pounds. Because of their small size, kobold often have to adopt unorthodox means of achieving victory. This usually leads to traps, which kobold are well known for crafting.

Unlike the true dragons they worship, kobolds don't have set colours that reflect certain personality traits. Whole tribes usually are the same one or two colours, and the colour of a kobold has no bearing on its abilities or skill set. Kobolds display many of the traits that true dragons display, and are often either proud, or vain (or both). While individual kobolds prefer to run away from a fight, they know that there is greatness within them and are proud that they were chosen to be the blood-kin of dragons. Despite this, a typical kobold acknowledges its weakness in the face of a hostile world. However, a kobold finds satisfaction in its work, the survival of its tribe, and the knowledge that it shares a heritage with mighty dragons. While the individual kobold can be cowardly, this changes when they fight directly alongside their tribe. They believe that they will be rewarded in the afterlife if they die in the service of their tribe, and as such are far less fearful. Kobolds, aside from the occasional adventurer, are also quite content with their lives, provided they can mine and be with their families, and receive the occasional praise from dragons.

Kobolds are renowned for their worship of dragons, in which case they cast aside any pride they have and willingly and proudly serve such mighty creatures without a thought of treason. If the dragon expresses cruelty, they will tolerate it or simply go away instead of seeking revenge. They even display strong acts of courage while within their service. Strangely, they have the same sentiment towards dragonborn and half dragons, whom they consider to be dragons. This often leads to the annoyance of
dragonborn, many of whom hold resentment towards dragons for past slavery. However, their obsessive loyalty and devotion, and their skill at handling the sewage
of draconic communities,
causes the other draconic
races to tolerate their
presence. And those that
are able to put their pride
aside acknowledge that more
than one draconic community
has been saved by using the
kobolds overwhelming numbers
and unorthodox way of fighting.

Kobolds are naturally skilled at tunneling. Similar to dwarves, they have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe. Their favorite past time is bathing, and they seek out natural springs and hot springs. The latter also being quite popular with half dragons.

Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch or even crawl to make progress. Due to their small size, many kobold often feel that there's safety in numbers. As such they rarely strike out on their own, unless it's a mission of great importance or they are serving or proving themselves to a dragon.

A kobold can be fooled with smooth words or a quick wit, but when the kobold figures out it has been tricked, it remembers the affront. And when possible will retaliate against that person somehow, even if merely in a petty way.

Though they are far less grudgeful against draconic races, feeling that they act so because they must prove their worth.

Kobold Names

Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale colour, distinctive body parts, or typical behavior. For example, "Red Foot, "White Claw" and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. Because kobolds can change sex to suit a tribe's needs, they don't differentiate between male or female names.


Kobold Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox, Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, Varn.

Kobold Traits

As a kobold, you gain the following traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Charisma score increases by 1.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so. Those that live within or near draconic communities tend to live longer.

Alignment. Kobolds rely on the strength of their group, which makes them tend toward law. Kobolds living within or near draconic communities are often Neutral.

Size. Kobold are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 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, but only shades of gray.

Burrower. As an action while holding a pickaxe, you can grant yourself a burrow speed of 15 feet through non-rock earth until the end of your turn. When you use your burrow speed with this trait, you clear the path behind you.

Center of Attention. As an action you can distract nearby foes. This can be done by cowering pathetically, shrieking furiously, boasting arrogantly, or through different means. Until the start of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. At 6th level you can use this trait as a bonus action, but you can't benefit from this trait's advantage yourself.

Once you use this trait, you can't use it again
until you finish a short or long rest.

Skilled Trapper. You gain proficiency
with the thieves' tools, and whenever
you make an ability check to create
traps (Xanathar's Guide to Everything,
p.84)
your proficiency bonus is doubled.

Fleeting Courage. When you
succeed on a saving throw, your next
attack roll or saving throw you make
before the end of your next turn
has advantage.

Languages. You can speak,
read, and write Common and
Draconic. Draconic is thought to
be one of the oldest languages
and is often used in the study of
magic. The language sounds
harsh to most other creatures
and includes numerous hard
consonants and sibilants.

Weasel companions

Kobolds train and domesticate giant weasels and dire weasels as hunting companions, guard animals, and mounts. These domesticated weasels are stronger than their wild counterparts, and trained to work well in groups. A domesticated giant weasel has the statistics of a wolf, and a domesticated dire weasel has the statistics of a dire wolf, except both also possess Darkvision with a range of 60 feet. At your DM's discretion, you can gain a domesticated weasel as your companion during your adventures. This weasel is friendly to you and your companions and obeys any simple verbal commands that you issue to it (no action required by you) such as attack or guard, but it will only allow kobolds to ride it as a mount. If you have proficiency in the Animal Handling skill, and you train with your weasel regularly (at your DM’s discretion), you can add your proficiency bonus to the Strength saving throw DC of the weasel's bite, and any skill check the weasel makes.


Playing as a Dragonwrought Kobold

You may choose to play as a regular dragonwrought kobold, born with wings from a special egg.

If you choose this variant, you gain the Urd Feat at 1st level, but you lose the following racial traits: Burrower, Center of Attention. and Skilled Trapper.

Racial Feats

Kobold Inventor

Prerequisite: Kobold, the Skilled Trapper racial trait


You are resourceful and clever for a kobold, although quite eccentric as well. You gain the following benefits:

  • Your created traps (found on page 84 of Xanathar's Guide to Everything) deal double the standard damage. You can create a trap once outside your short rests, and within 1 minute. You regain the ability to make a trap this way after finishing a short or long rest.
  • You carry six of your inventions with you, and you can use each of the options listed in the Kobold Invention table as an action once. Their DC is 8 + your proficiency bonus + your Intelligence modifier. All initial damage caused by your inventions increases by an additional 1d6 at 8th level, 12th level, 16th level and 20th level. You also add your proficiency bonus to the attack rolls of your insect swarms. You can choose to panic and use one of your inventions as a bonus action instead of an action, however you must then roll a d6 die to determine which invention you use. If you roll a used invention, then nothing happens. While using an invention this way, you can choose not to cause its effects. You can only use one invention each turn. After finishing a long rest, and spending 10 minutes to forage and prepare, you can regain all expended uses of your inventions.

These inventions look like a mess of scrap or alchemy, therefore others are unwilling to purchase them. Other creatures are unable to use your inventions.

Pack Tactics

Prerequisite: Kobold


You excel at teamwork, fighting side by side against all odds.

  • You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. You can only benefit from this feature once on each of your own turns.
  • Whenever you would gain the benefit of your Fleeting Courage racial trait, you can use your reaction to grant this boon to an ally who can see you instead.

Pickaxe Mastery

Prerequisite: Kobold, the Burrower racial trait


Your time spent wielding a pickaxe allows you to wield it with devastating efficiency. You gain the following benefits:

  • You can use a pickaxe as a melee weapon with the finesse and versatile properties, which deals 1d8 piercing damage (1d10 when used with two hands). You are proficient with pickaxes used this way, and you gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you attack with a pickaxe, you can swing wildly, causing your attack to have disadvantage. If you hit, you deal additional damage equal to double your proficiency bonus.
  • Whenever you have disadvantage on an attack roll you make with a pickaxe, the target still takes piercing damage equal to your Strength or Dexterity modifier (your choice) if the attack misses but the higher of the two d20 rolls would have hit.
d6 Kobold Invention
1 Acid. You hurl a flask of volatile acid to a location within 20 feet of you. Those within 10 feet of that location must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one.
2 Pocket Sand. You throw sand at a creature within 5 feet of you. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn.
3 Scorpion on a Stick. You attack a creature within 5 feet of you with a scorpion tied to the end of a 5-foot-long pole. The target automatically suffers 1 piercing damage and it must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save the target is also poisoned for 1 minute. The affected target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
4 Skunk in a Cage. You release a skunk into an unoccupied 5-foot-square space within 20 feet of you, which immediately sprays a random creature within 5 feet of it. The target must make a Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success.
5 Volatile Fire. You hurl a flask of fire to a creature within 20 feet of you, who must make a Dexterity saving throw. On a failed save, the target suffers 1d6 initial fire damage, and 1d6 additional fire damage at the start of each of its turns. A creature can take an action to extinguish the flames.
6 Wasp Nest in a Bag. You throw a small basket into a 5-foot-square space within 20 feet of you. A swarm of insects (wasps) emerges from it, taking its turn after yours, attacking the nearest creature until it is reduced to 0 hit points, after which the swarm disperses.

Nimble Kobold

Prerequisite: Kobold, the Center of Attention racial trait


Your nimble nature allows you to take advantage of openings in enemies defenses made by an allies attack.

  • You can move through the space of any creature that is of a size larger than you.
  • You can take the Disengage or Dash action as a bonus action on each of your turns.
  • When an ally makes a melee attack against a creature within 5 feet of you, you can use your reaction to make one melee weapon attack against that creature.

Urd

Prerequisite: Kobold


Dragonwrought kobolds have strong ties to their draconic ancestors, and are seen as blessed by their kind. Kobolds who become dragonwrought later in life are called Urds.

  • You gain the Hardened Scales and Wings racial traits from the dragonborn (page 7).
  • You have advantage on saving throws against being paralyzed, and magic can’t put you to sleep.
  • You have resistance to the damage type associated with your dragon ancestor. Choose a dragon from the dragonborn's Draconic Ancestry table (page 6) to determine the type.

Lizardfolk, revised

If you’re considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a freshly grilled steak.”

                                    — Tordek, dwarf fighter and adventurer


Despite not being a member of the draconic races, the lizardfolk echo many similarities, and some even worship and serve dragons for their shared reptilian attributes. Lizardfolk are covered from head to tail in thick scales of various shades of color, and their fanged maw and sharp claws make them dangerous foes, even when unarmed. They are hardy survivors, whose lack of technological advancement is compensated by their ferocity in battle and ingenuity.

Most lizardfolk are pragmatic, and can come across as cold. This is due to their alien minds, which are heavily focused on survival, and leave little room for emotions. Concepts such as honor are lost on most of them, as they strive to survive against all odds.

An exception to this is a variant of sharptooth lizardfolk, which scholars dub "high lizardfolk". The tribes of these more civilized lizardfolk are different in that they not only understand common emotions but also feel them, and they are known for their strong sense of honor. This concept is alien to most lizardfolk, but it also allows them to cooperate with other intelligent races far more easily.

An adaptive race

Lizardfolk generally focus on survival above all, without any unnecessary sentiments. Their mindset might sometimes seem cruel, but it helps them survive in a hostile environment. The swamps and jungles they inhabit are filled with a staggering variety of threats.

Blackscale lizardfolk are extraordi-
-narily aggressive. They are the only
lizardfolk with the ability to see in the dark,
which scholars have speculated is due to
black dragon blood running in their veins.
This theory is further supported by their
natural resistance against acid, and
dark-hued scales.

Poison dusk lizardfolk are the smallest
of the lizardfolk, but are masters of camouflage
and poison. Using them both to deadly effect.
They know how to create an oily substance
which reacts to the natural chemicals
within their chameleon skin. When
applied to clothes or armor, it causes
these to change color as well, granting
camouflage. However, like most
lizardfolk, they usually fight without
such trappings because their own
natural hides provide sufficient
protection.

Sharptooth lizardfolk are the
most numerous of the lizardfolk,
and are usually the most ingenious
and focused on survival. Some call
them cowardly or opportunistic,
but they simply assess situations
based on what gives them the
best chance to survive.

The more civilized sharptooth lizardfolk either live near bodies of water and swamps, or roam the plains, riding large prehistoric beasts, such as triceratops or styracosaurus, into battle.

Sharptooth lizardfolk don't usually keep livestock, as they prefer to hunt or fish. They usually wear headgear with feathers of birds, and they are a little more advanced as they live in tipi instead of homes made out of mud. They are also among the most successful of lizardfolk, as many of their tribes have formed strong alliances with the other races over the years. Unlike most lizardfolk, sharptooth lizardfolk venerate their ancestors, and follow a code of honor. They refer to their ancestors as dragons, however they are not descendants of dragons, which is evident by the fact that kobolds don't worship them in any shape or form. The word dragon is a misunderstanding, as in their language (which is a slightly different version of draconic) dragon refers to large and powerful reptilian creatures. What they are referring to are ancient and terrifying lizards commonly known as dinosaurs.

Relationship with other races

Most lizardfolk are pragmatic, and are seen as cold. There is a saying that when a lizardfolk looks at you funny, that he is likely sizing you up as a potential meal. And while most lizardfolk have a strong sense of cooperation, they will often not hesitate to prevent your body from going to waste should you die.

A lizardfolk who lives among other humanoids can, over time, learn to respect other creatures’ emotions. The lizardfolk doesn’t share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.

At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have

managed to survive for so long. The typical human would barely make it through a day in the swamps.

Still, if other creatures prove themselves useful to the lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.

The more civilized sharptooth lizardfolk are an exception to this rule, as they follow codes of honor and can genuinely understand and feel emotions. These are also the lizardfolk who are most likely to trade with the other races, and go on adventures.

Lizards and Dragons

Although the lizardfolk are not a draconic race, their fates are often intertwined with that of dragons. Black and green dragons often share the same habitats, and are known to employ lizardfolk as minions after sufficient intimidation. On the other hand, lizardfolk face far less prejudice from the draconic races, such as dragonborn and half dragons. They respect dragonborn the most as they feel that their natural weapons make them the most self-sufficient, even though they find it odd that the scales of most dragonborn are soft.

The Steelscale dragonborn are the exception, as their scales are equally hardened across their body, as opposed to the lizardfolk who have areas on their body that are thicker than others.

Because of this, the dragonborn may benefit from their scales as an extra layer of defense, while the lizardfolk's hide is a mere substitute for real armor. However this is adequate for most lizardfolk, as they are able to do just fine by wearing little in very hostile environments.

Half dragons are greatly respected for their power and draconic lineage, while kobolds are seen as either an annoyance or a meal.

The more civilized lizardolk however will generally extend their respect to kobolds as well, provided they pose no threat to their tribe.

Lizardfolk Names

Lizardfolk take their names from the Draconic language. They use simple descriptive terms granted by the tribe based on an individual’s notable deeds or actions. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.

Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)

Lizardfolk Traits

Lizardfolk have many innate abilities derived from centuries spent warring among each other and defending themselves from the threats present in the jungles and swamps where they make their home.

Ability Score Increase. Your Constitution score increases by 2.

Age. Lizardfolk reach maturity around age 12 and rarely live longer than 60 years. However, some sharptooth tribes are known to live to be around 80.

Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. The more civilized sharptooth lizardfolk follow a code of honor, and tend to be neutral good.

Size. Lizardfolk vary in size, with poison dusk standing around 4 feet, blackscale around 8 feet, and sharptooth being around 6 to 7 feet on average. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Weapons. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can also use your claws, which follow the same rules as your bite, but deal 1d4 + your Strength modifier slashing damage instead.

Natural Armor. You have tough, scaly skin. You can calculate your AC as 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.

Cunning Artisan As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 pieces of ammunition.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subraces. Choose one of the subraces below. Your choice will determine additional benefits.

Subraces

Sharptooth

The sharptooth are the most numerous of the lizardfolk, and usually live in and around bodies of water. They either hunt or float about underwater, waiting for an unsuspecting animal to drink or swim by. The more civilized ones tend to roam more, forming tribes that hunt both around bodies of water and on the plains.

Ability Score Increase. Your Wisdom score increases by 1.

Amphibious Stalker. You have a swim speed of 30 feet, and you can hold your breath for up to 15 minutes at a time.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can’t use this trait again until you finish a short or long rest. At 6th level you add your proficiency bonus to both the damage dealt and the temporary hit points gained.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Poison Dusk

The poison dusk are the smallest of the lizardfolk, and are renowned for their chameleon like skin. They value stealth and quick strikes over open battle, and are experts in remaining unseen until they strike. They enjoy the thrill of pursuit, and hunt down their quarry relentlessly. Their determination never waivers, once they commit to something they will see it through. They live in secluded places and guard the secret location of their nests with their lives. They do not discriminate, all trespassers to their lands die the same.

Ability Score Increase. Your Dexterity score increases by 1.

Chameleon Skin. You can try to hide even when you are unobscured by pressing yourself up against a solid surface next to you, such as a tree or wall, that is at least as tall and wide as you are. You can also hide by pressing yourself against the ground, provided you are in the prone position. While hiding this way you have advantage on Dexterity (Stealth) checks, provided you are out of combat and you remain there without moving or taking actions.

Racial Poison. As part of a long rest you can distill poison from your own glands. You gain a number of doses of racial poison equal to half your proficiency bonus (rounded down). You can use a dose of this poison to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition takes 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. These doses of racial poison only last 24 hours before losing their potency.

Predator. You gain proficiency in the Survival skill. In addition, you have advantage on Wisdom (Survival) checks to follow tracks and hunt wild game.

Blackscale

The blackscale are the largest and strongest of the lizardfolk subraces, and the most aggressive one. Usually their tribes seek to expand the territory they hold, and kill any creatures that get in their way, making the blackscale lizardfolk a dangerous foe. They often prefer nightly raids, relying upon their innate darkvision. They are also known for their natural resistance against acid, which some scholars speculate is due to black dragon ancestry. Blackscales have no patience for cunning ploys and setting traps, thinking these are the tools of smaller, weaker lizardfolk. They prefer to just hit hard.

Ability Score Increase. Your Strength score increases by 1.

Acid Resistance. You have resistance to acid damage.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

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.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Feats

Reptilian Regeneration

Prerequisite: Lizardfolk


You live a dangerous livestyle, and your body had to adapt to survive, allowing you to heal grievous wounds.

  • Every hour you regain a number of hit points equal to half your proficiency bonus (rounded down), as long as you have at least 1 hit point or you are stabilized with 0 hit points. Additionally, you regrow severed body parts (fingers, legs, tail, and so on) within 1d4 days.
  • As a bonus action, you can release a surge of regeneration in your body. You regain a number of hit points equal to 2d6 + your level. You can't regain hit points this way again until you finish a short or long rest.

Poisoner (revised)


You have a great understanding of the creation and application of poisons and gain the following benefits:

  • You gain proficiency with the poisoner's kit if you don’t already have it, and when you attempt to harvest a dose of poison from a poisonous creature you have advantage on the required ability check.
  • When you make a damage roll, you ignore resistance to poison damage.
  • You can apply poison to a weapon or piece(s) of ammunition as a bonus action, instead of an action.
  • With one hour of work using a poisoner’s kit and spending 50 gp worth of materials you can create a number of doses of potent poison equal to your proficiency bonus. You can use a dose to coat one slashing or piercing weapon or one piece of ammunition as a bonus action. Once applied, the poison retains potency for 1 minute or until you hit with the weapon or ammunition. Those hit must make a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.


Variant Poison Harvesting

At your DM's discretion, you can use the following variant rule for harvesting poison from slain foes instead of the one listed in the Dungeon Master's Guide (page 258):

Poison extraction: When poisonous creatures are killed, the player can attempt to harvest all their poison over the course of 10 minutes, followed by making an Intelligence (Nature) check using the poisoner's kit (proficiency with the poisoner’s kit applies to this check if the player doesn’t have proficiency in Nature) against the poison's save DC, for each type of creature. On a success, the player extracts 1d4 doses of poison from all the dead creatures combined for that type of creature. On a failure, all the poison is wasted, and those who are not proficient with the poisoner's kit suffer the effects of the poison. Players can use one dose of harvested Injury type poison to coat one slashing or piercing weapon or one piece of ammunition, which remains potent for 1 minute. However, unlike basic poison (or the poison dusk's racial poison), it loses its potency the first time you hit a creature with it (instead of lasting the full 1 minute duration). Applying the poison takes an action.

Chapter 2

Subclasses
 

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