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FTD

Dragonborn (FTD Variants)

The Dragonborn are a people look very much like dragons standing erect in humanoid form, though lacking wings. They are have similar proportions to humans but are a little more dense on average. While the color of scales might give away the affinity of a true dragon, centuries of interbreeding has created a range of colors not always matching their dominant heritage (bronze and copper seem to be the most common scale colors seen from mixing).
  The Dragonborn of Runeterra originate from Ixtal. Their race came about when the human civilization of the area made a pact with The Elder Dragon and imbued them with the likeness of dragons. Most Dragonborn of this world would be from Ixtal however there are groups over the centuries that have left and formed regional communities elsewhere in the world. 
ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
age: Similar to humans, they reach adulthood in their late teens and usually live less than a century.
alignment: Any alignment. Go away.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and one regional language.
race features:
Draconic Ancestry. While your draconic blood has been muddled, one type of dragon is strongest. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.
Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy (Draconic Ancestry specifies details). Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Sub-Race.

Select a sub-race for additional racial features:
Chromatic Dragonborn (Black, Blue, Green, Red, White)
  • Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Gem Dragonborn (Amethyst, Crystal, Emerald, Sapphire, Topaz)
  • Psionic Mind. You can send teleaptic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
  • Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.
Metallic Dragonborn (Brass, Bronze, Copper, Gold, Silver)
  • Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
  • - Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
  • - Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.
Dragonborn of Ixtal
Dragonborn from Ixtal are exposed to magic from the moment they are born. Their unique relationship with magic comes from the original settlers of the area forging a pact with the Elder Drake and its Primordial Dragons that had made their home here. The humans were reshaped in the dragons' image and taught axioms of magic to live by. Over time, the people shaped their civilization around these axioms and opened up the opportunity for everyone to learn, at the very least to make their daily tasks somewhat easier.
  Magic being deeply ingrained in their culture has given rise to several viewpoints. The political hierarchy is based around an individual's magical capabilities. While there is a notable class system present, a dragonborn that shows a talent in magecraft, both innate or learned, can quickly rise in the ranks. There are many formal practitioners that feel that Ixtal's society breeds superior mages and have a tendency to look down on magecraft from other regions. On the other side, there are those that look to foreign mages as a way to expand their own horizons and gain advantage over their domestic adversaries.

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TheBlackHybrid.

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