Half-Dragon, Homebrew

General Features

 * Ability Score Increase: Your Strength score increases by 1.


 * Age: Your age is double of your non-dragon parent.


 * Alignment: Half-Dragons usually keep at either extremes of alignments, either becoming exceptionally good or unrelentingly evil.


 * Size: Your size varies with your non-dragon parent, but the average size is Medium.


 * Speed: Your base walking speed is 30.
 * Languages: You can speak, read, and write Common and Draconic. Despite draconic being relatively exotic, half-dragons are known to teach it to their offsprings as a cultural symbol rather than for practicality. They generally speak draconic with each other to keep their conversations secret.

Half-Dragon Traits

 * Darkvision: You can see 60ft in darkness. 30ft as dim light, and 30ft as black and white.


 * Draconic Ancestry: You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon's damage type and innate damage resistance are determined by the dragon type, as shown in the table:


 * Breath Weapon (Recharge 6): You can use your bonus action to exhale destructive energy based on your draconic ancestry. Each creature in the chosen area of the exhalation (5ft x 30ft line or 15ft cone.) must make a saving throw, based on your your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d8 of the respective element based on your Draconic Ancestry, or half as much on a successful save. The damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.


 * Draconic Resistance: You have resistance to the damage type associated with your draconic ancestry. Additionally, you are immune to sleep and paralysis effects.

Subraces
Half-dragons have a variety of subraces, but they are generalized as Half-Chromatic or Half-Metallic.

Half-Chromatic
Half-Chromatic variants have normal tails, grow sharp claws and an extra layer of thick scales, which represents the ferocity and resilience from their draconic heritage. Their scales grow tough and coarse due to their chromatic dragon nature.


 * Ability Score Increase: Your Strength and Constitution score increase by 1.
 * Draconic Grip: Your hands and feet grow claws, perfect for traversing and climbing tough terrain. You gain climbing speed equal to your movement speed. To use this speed, you cannot be wearing heavy armor or exceed your carrying capacity.
 * Draconic Resilience: The scales over your body serves as a natural armor and toughen with experience. While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. The base AC of this trait increases by 1 at 4th, 7th, 10th, 13th, and 16th level. You still gain this benefit when wielding a shield.

Half-Metallic
Half-Metallic variants have long scaly tails and wings, providing extra balance and means of flight, which represents the agility and cunning from their draconic heritage. Their scales also gleam in the light due to their metallic dragon nature.


 * Ability Score Increase: Your Dexterity and Charisma score increase by 1.
 * Draconic Soar: You spread your wings, capable of lifting you into the skies above. You have a flying speed equal to your movement speed. To use this speed, you cannot be wearing heavy armor or exceed your carrying capacity. When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you begin falling.
 * Draconic Assault: As an action, you can swipe your tail around or beat your wings to make a gust of wind. Each creature within 5ft of you must succeed on a Dexterity saving throw or be affected by the chosen following effect. The die increases by +1d at 5th level, +2d at 11th level, and +3d at 17th level. After you use this trait, you cannot use it again until you complete a short rest.
 * If you use your tail, they take 2d6 bludgeoning damage and are stunned for 1 round.
 * If you use your wings, they take 1d6 bludgeoning damage and are knocked prone; you can then fly upwards 10 feet if you have any flying speed and are not wearing heavy armor or exceed your carrying capacity.