Dinoborn arose from the jungles in the Wild Lands, south-east in Zarth. Their first role was first as protectors and bulky companions of the jungle dwelling halflings, in towns like Hapmes. Their goals are usually simple, and they can have a hard time readjusting to reality, if their goals can not be met. They might jump into a new commitment as a result.

They have the rough body shape of a humanoid, and can modify most armor to fit them. Much of their modifiers are decided by their dinosaur lineage, but here are the ones common to all of them. You must take the common features, and then add the features of your lineage after.

Common advancement

  • Ability Score Increase. Your Constitution score increases by 1.
  • Age. Young dinoborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
  • Alignment. Dinoborn have long been the lawful defenders of the civilizations in the Wild Lands. But once in a while, more greedy and selfish individuals are born, these usually strike out on their own into the world.
  • Size. Dinoborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can read, speak, and write Common and Halfling.

Lineages

Choose one of the sub-races / lineages below.

Defender

The Triceratops is a good example of a Dinoborn Defender. Defenders usually owe their ancestry to heavy herbivores, who stand their ground in face of conflict.

  • Ability Score Increase. Your Strength score increases by 2.
  • Toughness. You gain an extra hit-point each level.
  • Immune to being frightened condition. You do not become frightened.
  • Powerful build. You have an increased carrying capacity.
  • Herbivore. You can survive in the wilds by eating greenery. You do not require rations as long as there are edible plants. You may eat what you wish. But prefer smaller portions of meats.

Attacker

The T-Rex Dinoborn is an Attacker. Attackers are carnivores

  • Ability Score Increase. Your Strength score increases by 2.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. (This also applies to your Bite.)
  • Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Carnivore. You are immune to getting sick from spoiled meat and food. Rotten food will give you no nutrition, but you will not get sick from eating it. You prefer your meals to have some part of meat, even if it has to be dried while travelling. You will prefer to hunt for fresh meat, parallel while travelling, slowing your forward progress down somewhat.

Flyer

  • Ability Score Increase. Your Intelligence, Wisdom or Charisma score increases by 2.
  • Flying speed. You have the ability to fly at a speed of 30ft.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Observant. +5 to passive Perception and Investigation
  • Poison Resistance. You have resistance to poison damage.
  • Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship 1 time per long rest x Proficency bonus. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for these spells (when creating the character).

Scout

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Remarkable athlete. Half-Proficiency (rounded-up) to physical Ability Checks and Initiative.
  • Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  • Poison Resistance. You have resistance to poison damage.
  • Persistent. Whenever you would gain a level of exhaustion. Make roll of 1d20 + Con bonus. If you beat an AC of 10 (or AC up to the DMs discretion), you gain no exhaustion levels instead.