Eastern Dragonborn (5e Race)

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This page is of questionable balance. Reason: The subraces are unbalanced comparing them to each other and even individually they are pretty strong. Especially the Air based one. Flying is a largely dominating feature in the early game and comparing this to the first party aarokcra it's quite powerful. I'd recommend reducing the number or strength of the sub-classes and specifically reduce the power of Air.


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Eastern Dragonborn

The eastern dragonborn are curious yet wise folk, I've observed. Their colors vary widely, sometimes being a mix of colors that form delicate and intricate patterns, though their breath attacks are more limited than the western ones. They seem to have a bit of an avoidance to me, being an outsider, yet the lot seem incredibly curious, despite their disdain... I wonder, just why did they evolve in this manner?
—Leilui, high elf scholar

The "western" dragonborn, or just commonly known as "dragonborn", take the appearance of traditional dragons, be it chromatic or metallic. However, the eastern dragonborn are an entirely different sort of folk. Their ancient ancestors may have been these dragons, yet this variant may have evolved into bearing a different complexion. Perhaps, they are descendants of wyrms or serpents. Maybe they’re even descendants of another species of dragon entirely. Though it is difficult to tell about their past from first glance, these beautiful and proud folk carry their heads high, despite their strange appearance in comparison to their relatives.

Elegant and Regal

An example of an eastern dragonborn. (Actually an Amatsu, original artist has deactivated)

Eastern dragonborn have a significantly more varied appearance in comparison to the western dragonborn, and are found with various features and colors, and often are distinct from one another. The chances of finding two eastern dragonborn that look the same are extremely slim. Their scales are typically smooth and soft, but some have more rigid textures in their scales and are rough, and can be colored in all sorts of patterns and shades. They have varied details; be it curious fins that flow in the wind, whiskers that trail behind them and twitch every so often, curious horns that range from bearing a resemblance to antlers to looking more like rigid fins, and even having fur in patches on their necks, undersides, tail, cheeks, brows, heads, and backs. While they do not bear wings, it is not uncommon to see eastern dragonborn with tails, usually bearing fur or fins, like the rest of their body. Their complexion is slimmer in comparison to their cousins, and their hands bear two to five claws.

Despite their typically thinner and lighter build, these dragonborn still stand tall and imposing, their height usually averaging around 6½ feet tall, not including their horns and fins. They usually weigh anywhere from 120-180 pounds, though sometimes less or more, and usually have a sort of grace to their movements. Their faces almost always have a long snout with some variance, some looking more foxlike while others more crocodilian.

Eastern dragonborn are usually viewed as a subrace of dragonborn, but make no mistake - the eastern dragonborn is an entirely different species which has evolved in a completely different evolutionary path, and are not the same as western dragonborn. Though they may share similar appearances and, potentially, ancestry, they are not the same.

Reclusive yet Caring

Eastern dragonborn are not as clan-based as their relatives, yet have a very deep-rooted bond in where they grow up. Their home villages or towns, usually consisting exclusively of eastern dragonborn, are very important to them, and they tend to care greatly for their home and it’s people. These communities are extremely tight-knit, and it’s individuals are usually very protective of their community and will defend one another with haste. In these powerfully-bonded communities, outsiders are usually very strange and are often treated with distrust and caution. It takes a very, very long time for these dragonborn to become comfortable with strangers, but once they do, they’re forever welcome in the community and are treated as well as any other member of it. Becoming true friends with an eastern dragonborn usually means they will be a friend for life.

Warriors and mages alike in these communities often live by a code of honor, which usually are adopted by others of the same community. This warrior’s oath defines their entire life, and they only stray from this oath in the most dire of circumstances. Even so, some may choose to never betray the code, and would rather die than ever risk bringing dishonor upon themselves. These warriors often respect others who live by an oath or morals, yet will have issues if they conflict greatly with their own.

Eastern dragonborn history is long and winding, yet communities do not bother to record the histories of other settlements, and keep the histories of their own. Their history is often very detailed and heroic, preferring to detail the stories of important figures and warriors in history as well as their deeds and accomplishments. Ancestors of eastern dragonborn communities who have done great deeds, such as slain a legendary beast, helped the community through famine or drought, or otherwise benefited the community to a huge degree, are never forgotten, and are always remembered in rich, written history.

A Rare Sight

Eastern dragonborn are almost never seen outside of their communities, partially why it is so unusual to ever see one. Though wanderlust may coax them to leave their home, sometimes eastern dragonborn leave it because they no longer have an attachment to the community, or perhaps their warrior’s oath beckons them to go elsewhere in the world as to not betray their code. Perhaps, even, they're intruiged by the strange magic that defines them and seeks to learn more about themselves. Travellers of this species are rare and keep to themselves, yet are often proud of their appearance and ancestry, and rarely take insults about their appearance lightly.

Eastern Dragonborn Names

Eastern dragonborn are often given one name, which stay with them their whole life, unless they decide to change it. These names are usually either based on the names of prominent ancestors, though the child may choose to eventually change their name should they see it no longer befitting them. The name of their hometown, though, are often extremely important to them and are used in place of a last name. An eastern dragonborn without a last name is seen as a disappointment to their kind, as it is assumed that they do not bear it because they have disgraced their own people.

Male Names: Mizu, Orochi, Ryūjin, Pan, Yong, Shen, Lung, Yazi, Yang

Female Names: Tian, Lao, Otohime, Jiao, Qiu, Tatsu, Fucang, Makara, Tama

Community Names: Shu, Amatsu, Kumano, Yamaga, Kamo, Jhen, Ba

Eastern Dragonborn Traits

The eastern dragonborn share similarities to the regular dragon in certain respects, though take after Chinese and Japanese dragons rather than western depictions.
Ability Score Increase. Your Charisma score increases by 1.
Age. Young eastern dragonborn grow at a slower pace, reaching adulthood at age 25 and living to be about two to three centuries old.
Alignment. Due to their dependence on bonds and tendency to be very moralistic, eastern dragonborn tend to lean towards lawful alignments. Though most are good or neutral, an evil eastern dragonborn is not unheard of, and can be terrifying menaces if so.
Size. Eastern dragonborn are usually lighter than most humans, but are significantly taller, standing well over 6 feet tall and averaging at around 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Breath Weapon. Similar to your western cousins, you can use your action to exhale destructive energy. Your subrace 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 subrace. 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. Additional details on the breath weapon can be seen under the subrace's traits.
After you use your breath weapon, you can't use it again until you’ve completed a short or long rest.
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.
Subrace. Though physical appearances may vary, the eastern dragonborn have four primary subraces that are dictated by strange magic which runs through every eastern dragonborn. This magic is often hereditary.

Water

Ability Score Increase. Your Wisdom score increases by 2.
Amphibious. You can breathe both air and water. You now have a base swimming speed of 40 and suffer no movement penalties underwater.
Aquatic Maneuvers. You gain advantage on Dexterity saving throws while underwater.
Sea Affinity. By the strange magic that flows within you, you can now speak Aquan. You can also communicate simple ideas with all aquatic beasts, including seabirds, through growls, hisses, clicks, and gestures.
Breath Weapon (Water). 5 by 30 ft. line, Bludgeoning Damage (Dex. save). While using this breath attack, all creatures who failed the initial Dexterity saving throw must now make a Constitution saving throw. On a failed save, the creature is pushed 10 feet away from you. This attack works underwater.

Fire

Ability Score Increase. Your Strength score increases by 2.
Heated Scales. You have resistance to fire damage.
Ignite. For as many rounds as your proficiency bonus + your Strength modifier, your entire body sets itself on fire. All equipment on your person before being set alight is immune to burning from Ignite. For the duration of Ignite, all attacks against you, successful or not, must be accompanied with a Dexterity saving throw. On a failed save, the creature who made the attack takes 1d6 fire damage and takes none on a successful one. All your attacks also deal an additional 1d4 fire damage. Flammable objects that touch you while Ignite is active are immediately set on fire. After you use Ignite, you cannot use it again until you finish a long rest.
Breath Weapon (Fire). 15 ft. cone, Fire Damage (Dex. save)

Air

Ability Score Increase. Your Dexterity score increases by 2.
Levitation. You have the ability to levitate in the air and have a base flying speed of 40 feet. You also take no fall damage from falls from heights of 30 feet or less. Your flight speed is halved if you are wearing medium armor, and you must make a Strength check when attempting to fly in heavy armor [DC 13]. On a failed you cannot fly, on a successful you can fly with halved speed.
You can carry a Tiny or Small creature while flying without penalty, but must roll a Strength check if attempting to carry a Medium creature, or a Small creature with heavy armor. You cannot carry anything over 300 pounds.
At level 10, the penalty for flying with medium armor no longer applies, and you can now fly in heavy armor at half speed. You can maintain flight for 1 hour before a short or long rest is required.
Aerial Maneuvers. You gain advantage on Dexterity saving throws while in flight.
Brittle Bones. You are vulnerable to bludgeoning damage.
Breath Weapon (Air). 5 by 30 ft. line, Piercing Damage (Con. save). While using this breath attack, all creatures who failed the initial Constitution saving throw must now make a Dexterity saving throw. On a failed save, the creature falls prone.

Ice

Ability Score Increase. Your Constitution score increases by 2.
Frosted Scales. You are resistant to Cold damage.
Glaciate. For as many rounds as your proficiency bonus + your Constitution modifier, your entire body freezes itself over and a thick layer of protective, extremely durable ice forms over you. All equipment on your person is accessible. For the duration of Glaciate, your AC increases by 3, and you resist all non-magical slashing and piercing damage. Standing near water freezes the water almost instantly. After you use Glaciate, you cannot use it again until after a long rest.
Breath Weapon (Ice). 15 ft. cone, Cold Damage (Dex. save)

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0″+1d12120 lb.× (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Back to Main Page 5e Homebrew Races

gollark: If you want, for some bizarre reason, a way to run commands like `getrf`, you'll have to program your own program for that using the lower-level component APIs.
gollark: Roughly. Something like that.
gollark: You *can*, however, open the Lua prompt, and if the capacitor is connected somehow, do, I don't know, `component.capacitor.getEnergyStored()`.
gollark: Not a thing.
gollark: I think your problem may be unrealistic expectations about computers.
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