D&D General Linnorm Dragonborn

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) Mechanical Balance. 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 Dragonborn of Level Up 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) Interest. 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) Other. There's all sorts of things I'm probably not thinking of that someone here might.

Dragonborn​

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.

Creature Type: Humanoid (Dragonborn)
Age. 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.
Size. 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.
Speed. Your base Speed is 30 feet. Note that different types of Dragonborn can have additional speeds as listed in their Draconic Ancestry.
Darkvision. You have Darkvision with a range of 60 feet.
As a Dragonborn, you also have these special traits:

Breath Weapon
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.

Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.

Draconic Power
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.

Draconic Ancestry
Your lineage stems from a linnorm dragon progenitor. Your choice affects all aspects of your character other than age and base size.

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.
Burrower. You have a burrow speed of 15 ft.
Cavern Sight.
You have darkvision out to 120 ft.
Necrotic Affinity. 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.
Underworld Magic. You can cast the following spells: chill touch, cause fear (5th level), spider climb (11th level), and meld into stone (17th level).

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.
Fiery Speed. Your speed is 40 ft.
Fire Affinity. 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.
Fire Magic. You can cast the following spells: produce flame, burning hands (5th level), flaming sphere (11th level), and flame stride (17th level).

Forest Linnorms are the defenders of the forests of the world whether tropical, temperate, or taiga. Your scales are 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. Your eyes tend to be deep green streaked with amber.
Forest Talker. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
Poison Affinity. 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.
Forest Magic. You can cast the following spells: poison spray, entangle (5th level), pass without trace (11th level), and plant growth (17th level).

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. Your horns are straight and look like icicles. Your eyes tend to be bright blue or silver.
Ice Walker. 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.
Ice Affinity. 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.
Frost Magic. You can cast the following spells: ray of frost, ice knife (5th level), rime’s binding ice (11th level), and sleet storm (17th level).

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 wheat-gold fur with dark brown 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.
Thunder Walker. Your speed is 40 ft.
Thunder Affinity. 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.
Field Magic. You can cast the following spells: thunderclap, goodberry (5th level), kinetic jaunt (11th level), and thunder step (17th level).

Marsh Linnorms are the defenders of the marshes and swamps of the world. Your body is covered in black, blue, and 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.
Marsh Swimmer. 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).
Acid Affinity. 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.
Marsh Magic. You can cast the following spells: acid splash, acid stream (5th level), locate plants and animals (11th level), and stinking cloud (17th level).

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.
Mountain Walker. You have a climb speed of 30 ft.
Radiant Affinity. 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.
Mountain Magic. You can cast the following spells: mold earth, earth tremor (5th level), earthbind (11th level), and erupting earth (17th level).

Sea Linnorms
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 you from your muzzle 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.
Sea Swimmer. You have a swim speed of 30 ft. You are amphibious and can breath water and air indefinitely.
Force Affinity. 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.
Sea Magic. You can cast the following spells: shape water, fog cloud (5th level), misty step (11th level), and tidal wave (17th level).

Storm Linnorms
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.
Flier. You have a fly speed of 30 ft.
Lightning Affinity. 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.
Storm Magic. You can cast the following spells: lightning lure, zephyr strike (5th level), gust of wind (11th level), and call lightning (17th level).

Jewel Linnorms
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.
Flier. You have a fly speed of 30 ft.
Psychic Affinity. 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.
Mind Magic. You can cast the following spells: mind sliver, command (5th level), mind spike (11th level), and clairvoyance (17th level).
 
Last edited:

log in or register to remove this ad

In 4e I played a Norse Dragon (Drekar) similar to Linnorm from heraldry. It worked fine. It matured magically, from advancing in levels. Born as normal viper, it grew in size. It shed skin between forms. The tail is prehensile. Adult has "arms" resembling eagle legs and handlike claws. But never hind-legs. Ancient gains wings. It worked as a normal player character except slithered rather than walked. Depending on age, they grow from Tiny to Gargantuan. This is Large for stats, but today I would have snakes and wings irregularly take up an amount of space as if one size larger.

The Norse mentions of "venom" associate supercooled arctic streams (below zero but prevented from crystallizing), whence Cold damage and painful Psychic damage.
 
Last edited:

https://www.enworld.org/attachments/drekar-vere-2019-png.115675/



A monster statblock that I did some years ago for 2014.

https://www.enworld.org/attachments/5e-norse-world-vaettir-drekar-young-png.115676/
 

The magic spells they gain appear to push them past what I think is balanced. I think it is the recharge on a long or short rest. I was looking at the fire one and see it gets 3 burning hands spells at 5th level since it s proficiency bonus is 3. Might not seem like much more power, but add this to the other class powers like fighter or rogue and it seems like more than it should. I would fire make it only a long rest power and then see where it sits.
 

In 4e I played a Norse Dragon (Drekar) similar to Linnorm from heraldry. It worked fine. It matured magically, from advancing in levels. Born as normal viper, it grew in size. It shed skin between forms. The tail is prehensile. Adult has "arms" resembling eagle legs and handlike claws. But never hind-legs. Ancient gains wings. It worked as a normal player character except slithered rather than walked. Depending on age, they grow from Tiny to Gargantuan. This is Large for stats, but today I would have snakes and wings irregularly take up an amount of space as if one size larger.

The Norse mentions of "venom" associate supercooled arctic streams (below zero but prevented from crystallizing), whence Cold damage and painful Psychic damage.
The OP is looking for feedback on his idea for Nordic Dragonborn in 5e.
 

The magic spells they gain appear to push them past what I think is balanced. I think it is the recharge on a long or short rest. I was looking at the fire one and see it gets 3 burning hands spells at 5th level since it s proficiency bonus is 3. Might not seem like much more power, but add this to the other class powers like fighter or rogue and it seems like more than it should. I would fire make it only a long rest power and then see where it sits.
Thanks! I worry about the spells because what doesn't sound over powered could easily become it. I'll change that now :)
 


It is feedback. If it uses the name "Nordic", then be Nordic.

Dont misrepresent an other ethnicity.
That's not the feedback he was looking for. He wanted someone to look at the traits of his Nordic Dragonborn and tell him if they were or were not balanced in terms of 5e game play. Do you want him to use something other than Nordic for his Dragonborn? He used the word Nordic because he's currently interested in creating a Norse-like D&D setting. He wasn't misrepresenting an ethnicity, that wasn't his intention.
 

Do you want him to use something other than Nordic for his Dragonborn?
That is ok too.

Calling it northerly, near-arctic, or a new name is fine.

It is welcome to draw inspiration from Nordic sources and to play around with them artistically and positively (which these Dragonborn do).

Avoid misrepresentation.
 


Remove ads

Top