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Linnorm Dragonborn
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<blockquote data-quote="Indagare Nogitsune" data-source="post: 9691003" data-attributes="member: 40018"><p>These are based on the old linnorms of 2nd and 3rd edition. They are also (slightly) based on Norse myth, but the "based on" is petty superficial. In the setting, the linnorm dragons are not forces of evil but rather protectors of the World Tree, with each having an area they protect. They can, thus, be any alignment.</p><p></p><p>I tried to make this easier to read, with different sections in different spoiler areas.</p><p></p><p>Things I'm looking for in feedback:</p><p>1) <strong>Mechanical Balance.</strong> Especially with the spell-like abilities. Do these seem overpowered or just right? For those of you wondering about the breath weapons and resistances, the <a href="https://a5e.tools/rules/dragonborn" target="_blank">Dragonborn of Level Up</a> can choose from the ten energy types. Since nine tends to be an important number in Norse, I felt it would be appropriate to give each one a different energy type with Psychic being a special case. Note that I also wanted the spell-like abilities to be more thematic than necessarily attack-related, so any suggestions would be appreciated.</p><p></p><p>2) <strong>Interest.</strong> Would you want to play one of these? Also, I feel the descriptions could really use some work, so I'm open to suggestions to make those better. The Jewel Linnorms could be called Gem or something else entirely.</p><p></p><p>3) <strong>Other.</strong> There's all sorts of things I'm probably not thinking of that someone here might.</p><p></p><h3>Dragonborn</h3><p>The created children of the primordial linnorms first created by the World tree, the dragonborn serve as both protectors of the Tree and protectors of linnorm territories.</p><p></p><p>[SPOILER="Dragonborn Traits"]</p><p><strong>Creature Type:</strong> Humanoid (Dragonborn)</p><p><strong>Age. </strong>Young dragonborn are largely independent within hours of hatching. They develop quickly, reaching the equivalent development of an adolescent human by the age of 7, and then fully maturing into adults by the age of 15. After that their aging slows down considerably and their maximum life span is about 750 years.</p><p><strong>Size. </strong>Dragonborn have imposing statures. Most stand well over 6 feet (1.8 m) tall and weigh between 250 and 300 pounds (113 to 136 kg). Your size is Medium.</p><p><strong>Speed. </strong>Your base Speed is 30 feet. Note that different types of Dragonborn can have additional speeds as listed in their Draconic Ancestry.</p><p><strong>Darkvision. </strong>You have Darkvision with a range of 60 feet.</p><p></p><p>As a Dragonborn, you also have these special traits:</p><p></p><p><strong>Breath Weapon</strong></p><p>When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make an appropriate saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).</p><p>You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Note that you can choose Psychic damage/resistance instead of the normal damage/resistance your Dragonborn type might do. This also affects your appearance, making your scales appear gemlike, and spells. Once made, this choice cannot be changed later.</p><p></p><p><strong>Damage Resistance</strong></p><p>You have Resistance to the damage type determined by your Draconic Ancestry trait.</p><p></p><p><strong>Draconic Power</strong></p><p>Linnorms are innately magical creatures in tune with the World Tree, and you have some of their power. You gain spell-like abilities as you get more powerful. Your total levels in all classes count as the level any spell-like ability is cast at. You may choose a stat (Wisdom, Intelligence, or Charisma) as the base for your spell-casting.</p><p>You know the spell and can cast it a number of times equal to your Proficiency Bonus. You regain uses of it after finishing a Long rest. If you are a spellcaster, this does not count against spells known. You do not need material components when cast this way.</p><p>You can cast it using a higher spell slot, but this uses up the spell slot normally. You can also cast it more times per day by choosing to use an appropriate-level spell slot and material components (if any) to do so.</p><p></p><p><strong>Draconic Ancestry</strong></p><p>Your lineage stems from a linnorm dragon progenitor. Your choice affects all aspects of your character other than age and base size.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Cave Linnorms"]</p><p>Cave Linnorms are defenders of the Underdark. Your scales tend to be molted in greys and browns, looking much like the caverns of the Underdark. You have horns that have a craggy look similar to stalagmites. Your eyes tend to be black or dark brown and your hands and feet look like they’re made for digging.</p><p><strong>Burrower.</strong> You have a burrow speed of 15 ft.<strong> </strong></p><p><strong>Cavern Sight.</strong> You have darkvision out to 120 ft.</p><p><strong>Necrotic Affinity.</strong> Your breath weapon does Necrotic damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw.</p><p><strong>Underworld Magic.</strong> You can cast the following spells: <em>chill touch</em>, <em>cause fear</em> (5th level), <em>spider climb</em> (11th level), and <em>meld into stone</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Flame Linnorms"]</p><p>Flame Linnorms are defenders of deserts, jungles, volcanoes, and anywhere else that’s hot. Your scales tend to have a shimmering, fiery appearance and your head is surrounded with a mane of flame-like fur. Your horns are white and curved. Your eyes tend to be blue.</p><p><strong>Fiery Speed.</strong> Your speed is 40 ft.</p><p><strong>Fire Affinity.</strong> Your breath weapon does Fire damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw.</p><p><strong>Fire Magic.</strong> You can cast the following spells: <em>produce flame</em>, <em>burning hands</em> (5th level), <em>flaming sphere</em> (11th level), and <em>flame stride</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Forest Linnorms"]</p><p>Forest Linnorms are the defenders of the forests of the world whether tropical, temperate, or taiga. Your scales tend to be green and brown with a bark-like look and your head is surrounded by a plume of feathers (most usually banded brown or green). Your horns are broad and deer-like and may have foliage growing on them. Your eyes tend to be deep green streaked with amber.</p><p><strong>Forest Talker.</strong> Beasts can understand your speech, and you gain the ability to decipher their noises and motions.</p><p><strong>Poison Affinity.</strong> Your breath weapon does Poison damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw.</p><p><strong>Forest Magic.</strong> You can cast the following spells: <em>poison spray</em>, <em>entangle</em> (5th level), <em>pass without trace</em> (11th level), and <em>plant growth</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Frost Linnorms"]</p><p>Frost Linnorms are the defenders of the colder areas of the world, whether arctic seas, tundra, taiga, or the frozen peaks of mountains. Your body is covered in a mix of white fur and scales. Your hands and feet tend to be the scaliest while your head has a white, lion-like mane (though this can also be a mass of crystalline scales). Your horns are straight and look like icicles. Your eyes tend to be bright blue or silver.</p><p><strong>Ice Walker.</strong> You can Climb at 30 ft. and don’t need to worry about falling prone when on surfaces that are slick due to non-magical ice.</p><p><strong>Ice Affinity.</strong> Your breath weapon does Ice damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw.</p><p><strong>Frost Magic.</strong> You can cast the following spells: <em>ray of frost</em>, <em>ice knife</em> (5th level), <em>rime’s binding ice</em> (11th level), and <em>sleet storm</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Land Linnorms"]</p><p>Land Linnorms are the defenders of the plains of the world, though they try to foster a good relationship with farmers. Your body is covered in fur, most often a wheat-gold and you tend to have dark brown or black scales covering your hands and feet. Your horns look like a ram’s. Your eyes tend to be some shade of yellow, green, or brown.</p><p><strong>Thunder Walker.</strong> Your speed is 40 ft.</p><p><strong>Thunder Affinity.</strong> Your breath weapon does Thunder damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw.</p><p><strong>Field Magic.</strong> You can cast the following spells: <em>thunderclap</em>, <em>goodberry</em> (5th level), <em>kinetic jaunt</em> (11th level), and <em>thunder step</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Marsh Linnorms"]</p><p>Marsh Linnorms are the defenders of the marshes and swamps of the world. Your body is covered in black, blue, and/or silvery scales shaped like raindrops. Your horns curve much like a bull’s. Your eyes tend to be some dark color, particularly green, blue, purple, or brown.</p><p><strong>Marsh Swimmer.</strong> You have a swim speed of 30 ft. You can also hold your breath a number of hours equal to twice your Constitution score modifier (minimum 1).</p><p><strong>Acid Affinity.</strong> Your breath weapon does Acid damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw.</p><p><strong>Marsh Magic.</strong> You can cast the following spells: <em>acid splash</em>, <em>acid stream</em> (5th level), <em>locate plants and animals</em> (11th level), and <em>stinking cloud</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Mountain Linnorms"]</p><p>Mountain Linnorms are the defenders of the heights, which includes hills. Your scales tend to have a rocky appearance to them, often being a variety of molted browns, greys, and whites that would not look out of place on a mountainside. You have a pair of horns that look almost like twin mountain peaks. Your eyes tend towards shades of brown or hazel.</p><p><strong>Mountain Walker.</strong> You have a Climb speed of 30 ft.</p><p><strong>Radiant Affinity.</strong> Your breath weapon does Radiant damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw. Your breath weapon looks like shining crystal shards.</p><p><strong>Mountain Magic.</strong> You can cast the following spells: <em>mold earth</em>, <em>earth tremor </em>(5th level), <em>earthbind</em> (11th level), and <em>erupting earth</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Sea Linnorms"]</p><p><strong>Sea Linnorms</strong></p><p>Sea Linnorms are the defenders of the waterways whether lake, river, sea, or ocean. Your scales tend to be bluish or grey with white lining stretching from your muzzle and neck-front down to your tail. You don’t have horns, but your ears tend to be webbed and have small spikes on them. Your eyes tend to be sea-green, blue, or grey.</p><p><strong>Sea Swimmer.</strong> You have a Swim speed of 30 ft. You are amphibious and can breath water and air indefinitely.</p><p><strong>Force Affinity.</strong> Your breath weapon does Force damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw. Your breath weapon appears as if it's a line or cone of water.</p><p><strong>Sea Magic.</strong> You can cast the following spells: <em>shape water</em>, <em>fog cloud</em> (5th level), <em>misty step</em> (11th level), and <em>tidal wave</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Storm Linnorms"]</p><p><strong>Storm Linnorms</strong></p><p>Storm Linnorms are the defenders of the skies. Your scales tend to be some shade of blue, dark purple, or stormy grey. You have a single, yellow horn that is jagged like a lightning bolt. Your eyes tend to be blue, though they can also be silvery or gold.</p><p><strong>Flier.</strong> You have a Fly speed of 30 ft.</p><p><strong>Lightning Affinity.</strong> Your breath weapon does Lightning damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw.</p><p><strong>Storm Magic.</strong> You can cast the following spells: <em>lightning lure</em>, <em>zephyr strike</em> (5th level), <em>gust of wind</em> (11th level), and <em>call lightning</em> (17th level).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Jewel Linnorms"]</p><p><strong>Jewel Linnorms</strong></p><p>Some Dragonborn are gifted with unusual abilities unrelated to the elements of the world. These are called Jewel Dragonborn because their bodies will have gem-like scales, horns, and eyes. They otherwise appear like one of the other types of Dragonborn.</p><p><strong>Flier.</strong> You have a Fly speed of 30 ft.</p><p><strong>Psychic Affinity.</strong> Your breath weapon does Psychic damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Wisdom saving throw.</p><p><strong>Mind Magic.</strong> You can cast the following spells: <em>mind sliver</em>, <em>command</em> (5th level), <em>mind spike</em> (11th level), and <em>clairvoyance</em> (17th level).</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Indagare Nogitsune, post: 9691003, member: 40018"] These are based on the old linnorms of 2nd and 3rd edition. They are also (slightly) based on Norse myth, but the "based on" is petty superficial. In the setting, the linnorm dragons are not forces of evil but rather protectors of the World Tree, with each having an area they protect. They can, thus, be any alignment. I tried to make this easier to read, with different sections in different spoiler areas. Things I'm looking for in feedback: 1) [B]Mechanical Balance.[/B] Especially with the spell-like abilities. Do these seem overpowered or just right? For those of you wondering about the breath weapons and resistances, the [URL='https://a5e.tools/rules/dragonborn']Dragonborn of Level Up[/URL] can choose from the ten energy types. Since nine tends to be an important number in Norse, I felt it would be appropriate to give each one a different energy type with Psychic being a special case. Note that I also wanted the spell-like abilities to be more thematic than necessarily attack-related, so any suggestions would be appreciated. 2) [B]Interest.[/B] Would you want to play one of these? Also, I feel the descriptions could really use some work, so I'm open to suggestions to make those better. The Jewel Linnorms could be called Gem or something else entirely. 3) [B]Other.[/B] There's all sorts of things I'm probably not thinking of that someone here might. [HEADING=2]Dragonborn[/HEADING] The created children of the primordial linnorms first created by the World tree, the dragonborn serve as both protectors of the Tree and protectors of linnorm territories. [SPOILER="Dragonborn Traits"] [B]Creature Type:[/B] Humanoid (Dragonborn) [B]Age. [/B]Young dragonborn are largely independent within hours of hatching. They develop quickly, reaching the equivalent development of an adolescent human by the age of 7, and then fully maturing into adults by the age of 15. After that their aging slows down considerably and their maximum life span is about 750 years. [B]Size. [/B]Dragonborn have imposing statures. Most stand well over 6 feet (1.8 m) tall and weigh between 250 and 300 pounds (113 to 136 kg). Your size is Medium. [B]Speed. [/B]Your base Speed is 30 feet. Note that different types of Dragonborn can have additional speeds as listed in their Draconic Ancestry. [B]Darkvision. [/B]You have Darkvision with a range of 60 feet. As a Dragonborn, you also have these special traits: [B]Breath Weapon[/B] When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make an appropriate saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Note that you can choose Psychic damage/resistance instead of the normal damage/resistance your Dragonborn type might do. This also affects your appearance, making your scales appear gemlike, and spells. Once made, this choice cannot be changed later. [B]Damage Resistance[/B] You have Resistance to the damage type determined by your Draconic Ancestry trait. [B]Draconic Power[/B] Linnorms are innately magical creatures in tune with the World Tree, and you have some of their power. You gain spell-like abilities as you get more powerful. Your total levels in all classes count as the level any spell-like ability is cast at. You may choose a stat (Wisdom, Intelligence, or Charisma) as the base for your spell-casting. You know the spell and can cast it a number of times equal to your Proficiency Bonus. You regain uses of it after finishing a Long rest. If you are a spellcaster, this does not count against spells known. You do not need material components when cast this way. You can cast it using a higher spell slot, but this uses up the spell slot normally. You can also cast it more times per day by choosing to use an appropriate-level spell slot and material components (if any) to do so. [B]Draconic Ancestry[/B] Your lineage stems from a linnorm dragon progenitor. Your choice affects all aspects of your character other than age and base size. [/SPOILER] [SPOILER="Cave Linnorms"] Cave Linnorms are defenders of the Underdark. Your scales tend to be molted in greys and browns, looking much like the caverns of the Underdark. You have horns that have a craggy look similar to stalagmites. Your eyes tend to be black or dark brown and your hands and feet look like they’re made for digging. [B]Burrower.[/B] You have a burrow speed of 15 ft.[B] Cavern Sight.[/B] You have darkvision out to 120 ft. [B]Necrotic Affinity.[/B] Your breath weapon does Necrotic damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw. [B]Underworld Magic.[/B] You can cast the following spells: [I]chill touch[/I], [I]cause fear[/I] (5th level), [I]spider climb[/I] (11th level), and [I]meld into stone[/I] (17th level). [/SPOILER] [SPOILER="Flame Linnorms"] Flame Linnorms are defenders of deserts, jungles, volcanoes, and anywhere else that’s hot. Your scales tend to have a shimmering, fiery appearance and your head is surrounded with a mane of flame-like fur. Your horns are white and curved. Your eyes tend to be blue. [B]Fiery Speed.[/B] Your speed is 40 ft. [B]Fire Affinity.[/B] Your breath weapon does Fire damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw. [B]Fire Magic.[/B] You can cast the following spells: [I]produce flame[/I], [I]burning hands[/I] (5th level), [I]flaming sphere[/I] (11th level), and [I]flame stride[/I] (17th level). [/SPOILER] [SPOILER="Forest Linnorms"] Forest Linnorms are the defenders of the forests of the world whether tropical, temperate, or taiga. Your scales tend to be green and brown with a bark-like look and your head is surrounded by a plume of feathers (most usually banded brown or green). Your horns are broad and deer-like and may have foliage growing on them. Your eyes tend to be deep green streaked with amber. [B]Forest Talker.[/B] Beasts can understand your speech, and you gain the ability to decipher their noises and motions. [B]Poison Affinity.[/B] Your breath weapon does Poison damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw. [B]Forest Magic.[/B] You can cast the following spells: [I]poison spray[/I], [I]entangle[/I] (5th level), [I]pass without trace[/I] (11th level), and [I]plant growth[/I] (17th level). [/SPOILER] [SPOILER="Frost Linnorms"] Frost Linnorms are the defenders of the colder areas of the world, whether arctic seas, tundra, taiga, or the frozen peaks of mountains. Your body is covered in a mix of white fur and scales. Your hands and feet tend to be the scaliest while your head has a white, lion-like mane (though this can also be a mass of crystalline scales). Your horns are straight and look like icicles. Your eyes tend to be bright blue or silver. [B]Ice Walker.[/B] You can Climb at 30 ft. and don’t need to worry about falling prone when on surfaces that are slick due to non-magical ice. [B]Ice Affinity.[/B] Your breath weapon does Ice damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw. [B]Frost Magic.[/B] You can cast the following spells: [I]ray of frost[/I], [I]ice knife[/I] (5th level), [I]rime’s binding ice[/I] (11th level), and [I]sleet storm[/I] (17th level). [/SPOILER] [SPOILER="Land Linnorms"] Land Linnorms are the defenders of the plains of the world, though they try to foster a good relationship with farmers. Your body is covered in fur, most often a wheat-gold and you tend to have dark brown or black scales covering your hands and feet. Your horns look like a ram’s. Your eyes tend to be some shade of yellow, green, or brown. [B]Thunder Walker.[/B] Your speed is 40 ft. [B]Thunder Affinity.[/B] Your breath weapon does Thunder damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw. [B]Field Magic.[/B] You can cast the following spells: [I]thunderclap[/I], [I]goodberry[/I] (5th level), [I]kinetic jaunt[/I] (11th level), and [I]thunder step[/I] (17th level). [/SPOILER] [SPOILER="Marsh Linnorms"] Marsh Linnorms are the defenders of the marshes and swamps of the world. Your body is covered in black, blue, and/or silvery scales shaped like raindrops. Your horns curve much like a bull’s. Your eyes tend to be some dark color, particularly green, blue, purple, or brown. [B]Marsh Swimmer.[/B] You have a swim speed of 30 ft. You can also hold your breath a number of hours equal to twice your Constitution score modifier (minimum 1). [B]Acid Affinity.[/B] Your breath weapon does Acid damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw. [B]Marsh Magic.[/B] You can cast the following spells: [I]acid splash[/I], [I]acid stream[/I] (5th level), [I]locate plants and animals[/I] (11th level), and [I]stinking cloud[/I] (17th level). [/SPOILER] [SPOILER="Mountain Linnorms"] Mountain Linnorms are the defenders of the heights, which includes hills. Your scales tend to have a rocky appearance to them, often being a variety of molted browns, greys, and whites that would not look out of place on a mountainside. You have a pair of horns that look almost like twin mountain peaks. Your eyes tend towards shades of brown or hazel. [B]Mountain Walker.[/B] You have a Climb speed of 30 ft. [B]Radiant Affinity.[/B] Your breath weapon does Radiant damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Constitution saving throw. Your breath weapon looks like shining crystal shards. [B]Mountain Magic.[/B] You can cast the following spells: [I]mold earth[/I], [I]earth tremor [/I](5th level), [I]earthbind[/I] (11th level), and [I]erupting earth[/I] (17th level). [/SPOILER] [SPOILER="Sea Linnorms"] [B]Sea Linnorms[/B] Sea Linnorms are the defenders of the waterways whether lake, river, sea, or ocean. Your scales tend to be bluish or grey with white lining stretching from your muzzle and neck-front down to your tail. You don’t have horns, but your ears tend to be webbed and have small spikes on them. Your eyes tend to be sea-green, blue, or grey. [B]Sea Swimmer.[/B] You have a Swim speed of 30 ft. You are amphibious and can breath water and air indefinitely. [B]Force Affinity.[/B] Your breath weapon does Force damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw. Your breath weapon appears as if it's a line or cone of water. [B]Sea Magic.[/B] You can cast the following spells: [I]shape water[/I], [I]fog cloud[/I] (5th level), [I]misty step[/I] (11th level), and [I]tidal wave[/I] (17th level). [/SPOILER] [SPOILER="Storm Linnorms"] [B]Storm Linnorms[/B] Storm Linnorms are the defenders of the skies. Your scales tend to be some shade of blue, dark purple, or stormy grey. You have a single, yellow horn that is jagged like a lightning bolt. Your eyes tend to be blue, though they can also be silvery or gold. [B]Flier.[/B] You have a Fly speed of 30 ft. [B]Lightning Affinity.[/B] Your breath weapon does Lightning damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Dexterity saving throw. [B]Storm Magic.[/B] You can cast the following spells: [I]lightning lure[/I], [I]zephyr strike[/I] (5th level), [I]gust of wind[/I] (11th level), and [I]call lightning[/I] (17th level). [/SPOILER] [SPOILER="Jewel Linnorms"] [B]Jewel Linnorms[/B] Some Dragonborn are gifted with unusual abilities unrelated to the elements of the world. These are called Jewel Dragonborn because their bodies will have gem-like scales, horns, and eyes. They otherwise appear like one of the other types of Dragonborn. [B]Flier.[/B] You have a Fly speed of 30 ft. [B]Psychic Affinity.[/B] Your breath weapon does Psychic damage, and you have resistance against it. Anyone caught in your breath weapon must make a successful Wisdom saving throw. [B]Mind Magic.[/B] You can cast the following spells: [I]mind sliver[/I], [I]command[/I] (5th level), [I]mind spike[/I] (11th level), and [I]clairvoyance[/I] (17th level). [/SPOILER] [/QUOTE]
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