Ok here is a stab at Dragonborn for our house rules. I used a combo of 4th, 5th and 13th age for the base and added a few bits to hopefully balance it out a bit.
To refer to an image attached to a page, use pagename/filenameDragonborn
The information here represents the proud and honorable race of dragonborn from Dungeons & Dragons 4th & 5th Edition Player's Handbook (page 32). They also appear in 13th Age as Draconic/ Dragonspawn.
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Dragonborn Traits
- Ability Score Increase. +2 Strength, +1 Charisma.
- Dragon Breath. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation (PHB p34). Creatures in your breaths path must save (DC 8+ your Constitution modifier + 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. After you use your breath weapon, you can’t use it again until you com plete a short or long rest.
- Damage Resistance. You have damage resistance to the damage type associated with your draconic ancestry.
- Languages. Common & Draconic
- Presence. Due to either their stature or some vestige of draconic ancestry Dragonborn are noticed by those around them and gain advantage on Intimidation checks.
- Scaled Hide. While a Dragonborns’ hide is supple it is still tougher than human skin. +1 AC.
- Bonus Proficiencies. You can choose any 1 proficiency from: Athletics, Heavy blades, Shields, History, Warfare & Intimidation
Racial Drawbacks
- Honorable. You have disadvantage on all Dexterity (Sleight of Hand) and Charisma (Deception) checks.
- Slow to act. A combination of their honourable nature, extra bulk and reptilian nature means that Dragonborn are slower to act then many folks. -2 Dexterity & you have disadvantage on Dexterity (Quickness) checks, including initiative and Dexterity saves.
Chaotic Good: Governments should be afraid of their people.