Aggressive, reckless, and opportunistic, the first wyvernborn were bred as living weapons by an unscrupulous clan of chromatic dragonborn. The dragonborn underestimated the intelligence their experiments instilled in the wyvernborn, who quickly escaped and gradually became a self-sustaining species. Today wyvernborn remain an unusual sight, but can be found throughout the world, especially in remote, mountainous areas. They are usually solitary, only coming together to mate and raise young.
Physically, wyvernborn are smaller than wyverns, but otherwise almost identical to their wild ancestors. The main difference is that they are capable of standing upright on their hind legs, though they remain able to go on all fours, and are often more comfortable doing so. Unlike dragonborn, they retain their ancestral wings and tails, fully capable of flight and the wyvern's famous venomous sting. Unlike some other winged species like aaracokra, owlin, and harpies, wyvernborn possess only four limbs - two wings and two hind legs. Their wings are clawed and fully capable of manipulating objects when not in flight.
Wyvernborn
Ability Score Increase: Your Strength increases by 2 and your Constitution increases by 1.
Age: Wyvernborn age at the same rate as Dragonborn and have similar lifespans, reaching maturity at around 15 years old and living up to 80 years.
Alignment: Solitary, reckless, and individualistic, wyvernborn tend toward Chaotic alignments.
Size: Most Wyvernborn stand between 6 and 7 feet tall. Your size is Medium.
Speed: 30 ft.
Languages: You can speak, read, and write Common and Draconic.
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 can't discern color in darkness, only shades of gray.
Flight: Because of your wings, you have a flying speed of 40 feet. You can't use this flying speed if you're wearing heavy armor. Because your wings are your arms, you cannot carry anything in your hands while flying.
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Stinger: Your stinger tail is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. In addition, the target must make a Constitution saving throw (DC 10 + your Constitution modifier), taking 2d6 poison damage on a failed save or half as much on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. Once you use this ability, you cannot do so again you finish a long rest.
Return to Playable Species