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Dragonborn Perks

Go back to Draconic Page: Draconic 

Race Overview

  Inherent Racial Ability:
  • You must pick a Draconic Ancestry, even if you do not pick the corresponding perk.
  • Your tail, teeth, and claws become natural weapons. Their damage die is 1d6, and the damage type depends on which weapon you use. Tail does bludgeoning, Teeth do piercing, and Claws do slashing.
  • You can go four times as long without food as a normal person, and you only need to drink one gallon of water per two weeks. Being in a hot climate does not affect your need for water, and your time without food is further doubled when in a cold environment.
  • As a bonus action, you may expend one hit die and regain a number of hit points equal to the roll of the hit die + your Constitution modifier.
  • You are acclimated to hot weather and do not suffer any ill effects from Extreme Heat below 140F. You do, however, suffer disadvantage when resisting effects from Extreme Cold. Wearing Cold Weather Clothing negates both of these, but you must still make saving throws against Extreme Cold.
  • You are immune to the Sickness of Tarragon.
  • Any severed fingers or toes regrow after 24 hours, severed limbs regrow after 1 week. In order to use this ability, you must have eaten at least once in the past 24 hours.
Point Balance: 22 Points
Size: Medium
Speed: 30ft
Language: You know International and Yatiri, a dialect of Draconic.
Age: Yatiri mature around 10 years old, and live up to 80 years.
Physical Description: The Yatiri look like large, bipedal lizards. Their scales are typically not shiny unless they have recently bathed, something that doesn't happen often in the desert they inhabit. All Yatiri have a second stomach that, instead of storing food, often times stores raw Quintessence in order to produce their signature Dragon Breath. The organ is filled throughout the day as more and more Quintessence is slowly channeled into the organ. This organ is vestigial in many Yatiri, although plenty of them have a fully functioning second stomach. Finally, a rare few Yatiri also have wings, much like their Draconic brethren.

Draconic Ancestry Types

You must pick a Draconic Ancestry even if you do not pick the corresponding perk.
AncestryResistanceSaving Throw
Gold Fire Dexterity
Silver* Cold Constitution
Copper Acid Dexterity
Brass Fire Dexterity
Mercury Poison Constitution
Iron Lightning Dexterity
Bronze Lightning Dexterity
Steel Acid Dexterity
*This does not get rid of the disadvantage against penalties from Cold climates like the Kobold ancestry.

Perks

PerkCostBoon
Na-Gabela's Blood 1 Your descent from the Na-Gabela gives you immunity to all nonmagical diseases.
Forceful Presence 2 When you make an Intimidation or Persuasion check, you can do so with Advantage once per Long Rest.
Poison Spit 2 You know the Poison Spray cantrip. You may also use your Constitution as your Spellcasting Modifier for this. You do not require somatic components for this cantrip, and your verbal component consists of opening your mouth to spray the poison.
Venomous Bite 2 If you hit a creature with your bite attack, it must also make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + your Constitution modifier. On a failed save, the target takes an additional 1d4 Poison damage.
Hungry Jaws 3 You may make a special attack with your Jaws as a bonus action. If you have Multiattack, you may also replace one weapon attack with the special attack. On a successful hit, you gain Temporary Hit Points equal to your Proficiency Bonus. You may use this perk a number of times equal to your Proficiency Bonus.
Thick Hide 3 Your Unarmored AC is now equal to 12 + your Constitution modifier.
Chameleon Skin 6 As a Bonus Action, you can magically turn Invisible until the start of your next turn or until you Attack, make a Damage Roll, or force someone to make a Saving Throw. Once you use this trait, you can't use it again until you finish a Short or Long Rest.
Draconic Ancestry 6 You gain a breath weapon and a resistance corresponding to the damage type of your breath weapon. The damage increases to 3d6 at level 6, 4d6 at 11, and 5d6 at 16th level. This ability can be used only once per long or short rest You may use your breath weapon as a bonus action. The DC of your breath weapon is 8 + your Proficiency Bonus + your Spellcasting Modifier. the area of effect is a 5x30ft or a 15ft cone (your choice each time). You may use your breath weapon once before needing to complete a Short or Long Rest.
Origin/Ancestry
Isanian
Lifespan
80 years
Average Height
6'7"
Average Weight
270 lbs.

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