Dinolen – D&D 5e Homebrew Race

Dinolen – A Jurassic Race for D&D 5th Edition 

Brief Introduction

The child of a dinosaur and an elf, Dinolen are a chaotic race of Enchantra, but welcome into society. They have the basic construction of a shorter elf, with the added appendages of their dinosaur parents such as tails. Their dinosaur appendages have different pastel colors, most commonly blues, greens, and reds. They live close to the Fossil Coast, and live in tribes or live in coastal cities. They have a very easy time channeling their energy into extracurricular activities, which is why most of the ones that live in cities have an outlet for their chaos, such as music or art. Most are recorded to have emotional problems when it comes to the topic of their parents. There are several types of Dinolen, the most common being the Rex-Dinolen, Tri-Dinolen, and the Petra-Dinolen. The Rex-Dinolen descend from T-Rex dinosaurs, and have sharp teeth and sharper features on their dinosaur appendages. The Tri-Dinolen descend from Trisarahtops dinosaurs and have horns (up to 7) on their face that help with head bashing. And the Petra-Dinolen descend from Pterodactyls and have wings attached to their backs, giving them the power to fly and claws on their hands.  

Dinolen Traits

Ability Score Increase 

Your Wisdom score increases by 1. 


Dinolen mature around age 20 and live until age 80. They don’t live long compared to their elf parent, but close to the same as their dinosaur parent.

Because of their wild inherdience, most dinolen sway to Chaotic alignments. Some however have channeled their wild energy into something else, such as music or art, and sway closer to Neutral alignments. 


Dinolen range from under 4 feet to over 5 feet tall and have average builds. Your size is Medium. 


Your base walking speed is 30 feet. 

Hunter’s Senses 

You have proficiency in the Survival skill and advantage in certain Perception checks, based on your Subrace. 

Reptile Tail

You have a tail that can be used to reach 15ft away from you to do things such as pull levers, grab objects under 10 pounds, or grab a nearby ledge. 


You can speak, read, and write Common and Jurassic. Jurassic is the language of the dinosaurs. The language itself is very rough and full of roars and grunts. 



Ability Score Increase 

Your Strength score increases by 2. 


Your fangs are a natural weapon. This attack is a +4 to hit and does 1d8 + your strength modifier piercing damage. 

Scavengers Nose
You have advantage in Perception checks that are based on smell. 

Primal Critical 

When you roll a critical on an attack roll, you can add twice your level to the damage roll. 


You have 60 feet of black and white darkvision. 


Ability Score Increase 

Your Constitution score increases by 2. 

Ears of the Prey 

You have advantage in Perception checks that rely on hearing.  

Horn Bash 

You have 2 small horns on your head which can be used as a natural weapon. This attack is your proficiency bonus + your strength modifier to hit and does 1d6 + your strength modifier bludgeoning damage. 


If you move up to 20ft in a straight line, you can use your Horn Bash as a bonus action. 


Ability Score Increase 

Your Dexterity score increases by 2. 

Hunter’s Eye

You have advantage on Perception checks based on sight. 


You have 35 feet of flying speed. To use this, you can’t be wearing medium or heavy armor. 


Your hands have small claws that can be used as a natural weapon. This attack is your proficiency bonus + your strength modifier to hit and do 2d4 slashing damage.

Fly-By Slash

If you fly up to 20ft in a straight line, you can attack with your Claws as a bonus action on your turn. 

Racial Feats   

Skull Horn Bash

Prerequisite: Dinolen (Tri-Dinolen) 

Your Horn Bash feature’s damage increases to 2d6 + your strength modifier. 

Primal Roar

Prerequisite: Dinolen (Rex-Dinolen) 

As an action on your turn, you can let out a blood thirsty roar, all creatures in a 25ft radius have to make a Wisdom whose DC equals 8 + your proficiency bonus + your strength modifier. If a creature fails, then they are forced to run outside of the radius of the roar and are frightened for 1 round. 

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */