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D&D House Rules

New Feats:
Feat: Awoken Dragon Blood
Requirement: Dragonborn
Your dragon heritage is stronger than most, and has manifested strong traits within you.
-Your breath weapon now adds your CON modifier to the damage. Also, after using your
breath weapon, you may roll a d6 at the start of your turn. On a result of 5 or 6, your
breath weapon is recharged.
-You have sprouted dragon wings on your back. You now have a flying speed equal to
your walking speed so long as you are not wearing medium or heavy armor.
Edit: After reading the other thread I do find it odd that Dragonborn don't get
Darkvision. But Darkvision is also a little boring. What would you think of a Infra-vision,
like some snakes and reptiles have? Like a 5' or 10' range blindsence which requires the
thing you're looking for to be warm-blooded.

Feat: Soul of the Dragon


Requirement: Dragonborn race
The draconic blood runs strong in your veins, granting you more of the power of your
fearsome dragonkin
-Your Breath Weapon increases it's damage dice by 2. Therefore it does 5D6 damage at
6th Level, 6D6 damage at 11th Level, and 7D6 damage at 16th Level. All other factors
remain the same.
-You sprout dragon like wings on your back. They are not near as strong as true dragon
wings, but they allow you to fly at a speed of 30ft for 1 hour per day. You do not have to
make use of this flight time consecutively. After the hour is up you must complete a long
rest before using your wings again. You are also considered to be under the affects of a
Featherfall spell at all time as long as you are awake and not paralyzed.
(Note: Non humans only gain their first feat at 5th level, so that is the earliest a DB
could take this feat)

Breath Weapon can now be used as an attack action (Player can still move)
Feat: Defensive/Offensive Stance
Requirement: Class Barbarian/Fighter
The Fighter/Barbarian can take an offensive or defensive stance when engaging
an enemy to turn the odds on your favour (uses a bonus action to initiate
stance):
Barbarian
-Defensive stance: +1 to AC, -2 to attack-rolls
-Offensive stance: -1 to AC, +2 to attack-rolls
(Can be used in conjunction with Reckless Attack)

Fighter Stances
Archery
-Defensive stance: +2 to AC, -2 to attack-rolls with ranged weapons
-Offensive stance: -2 to AC, +2 to attack-rolls with ranged weapons
Defence:
-Defensive stance: +2 to AC, -1 to attack-rolls
-Offensive stance: -2 to AC, +1 to attack-rolls
Dueling
-Defensive stance: +1 to AC, -2 to attack-rolls, -2 to attack damage (after
modifiers)
-Offensive stance: -1 to AC, +2 to attack-rolls, +2 to attack damage (after
modifiers)
Great Weapon Fighting
-Defensive stance: +1 to AC, -2 to attack-rolls, -1 to attack damage (after
modifiers)
-Offensive stance: -1 to AC, +2 to attack-rolls, +3 to attack damage (after
modifiers)
Protection
-Defensive stance: +2 to AC, -2 to attack-rolls, (Parry)
-Offensive stance: -1 to AC, +2 to attack-rolls, (The first opportunity attack-roll is
made at disadvantage)
Two-weapon Fighting
-Defensive stance: +1 to AC, -2 to attack-rolls
-Offensive stance: -2 to AC, +3 to attack-rolls

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