Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that often greets them with fearful incomprehension. Dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. Dragonborn look very much like dragons standing in humanoid form, though they lack wings or a tail.    The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales reflect those of their ancestors and as such, vary in color and sheen-bright red or blue, lustrous black, or gleaming like gold, silver or emerald.  

Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. A dragonborn clan can vary in size, and some clans are formed with races outside of dragonborn. Some dragonborn clans also have the blood of a particular type of dragon running very strong through it.    Dragonborn value skill and excellence in all endeavors, and they hate to fail. They are known to be adamant believers in self-improvement. They also often push themselves to extreme efforts to be self-sufficient, though they also recognize that help is sometimes needed in difficult situations. But the best source for such help is first and foremost, the clan.  

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name (or nickname) is often used among clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit, and only those close to a dragonborn may use it.   Dragonborn Names: Akra, Arjhan, Balasar, Bharash, Biri, Daar, Donaar, Farideh, Ghesh, Harann, Havilar, Hesken, Kriv, Medrash, Mehen, Nadarr, Nala, Patrin, Rhogar, Shamash, Shedinn, Sora, Tarhun, Thava, Torinn, Uadjit   Childhood Names: Climber, Earbenden Leaper, Pious, Shieldbiter, Zealous   Clan Names: Clethtinthiallor, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit  

Dragonborn Traits

Your character has the following traits.  

Dragonborn

Ability Score Increase Str +2; Con +1
Size Medium
Speed 30 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Dragonborn tend towards Lawful alignments.   Creature Type. You are a Humanoid.   Size. You are Medium (about 5-7 feet tall), and weigh about 200-350 pounds.   Speed. Your land Speed is 30 feet.   Languages. You can speak, read, and write Common and Draconic (Noble).   Life Span. Dragonborn mature around the age of 15, and live on average about 130 years.  


  Darkvision. You have Darkvision with a range of 60 feet.   Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon, Damage Resistance and Draconic Bloodline traits. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.   DRACONIC ANCESTOR
Dragon
Bloodline
Damage Type
Breath Weapon
Amethyst Gem Force 15 ft. cone
Black Chromatic Acid 30 by 5 ft. line
Blue Chromatic Lightning 30 by 5 ft. line
Brass Metallic Fire 15 ft. cone
Bronze Metallic Lightning 15 ft. cone
Copper Metallic Acid 15 ft. cone
Crystal Gem Radiant 15 ft. cone
Emerald Gem Psychic 15 ft. cone
Gold Metallic Fire 15 ft. cone
Green Chromatic Poison 30 by 5 ft. line
Red Chromatic Fire 30 by 5 ft. line
Sapphire Gem Thunder 15 ft. cone
Silver Metallic Cold 15 ft. cone
Topaz Gem Necrotic 15 ft. cone
White Chromatic Cold 30 by 5 ft. line
  Breath Weapon. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy, the size and shape of which is determined by your Draconic Ancestry trait. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10).
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.   Draconic Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.  

Draconic Bloodline (Heritages)

You have the benefits listed below of the Bloodline determined by your Draconic Ancestry trait.    

Chromatic

Chromatic Warding. Starting at 5th level, you can as an Action, you can channel your draconic energy to protect yourself. For 1 minute, you are Immune to the damage type determined by your Draconic Ancestry trait. Once you use this trait, you can’t do so again until you finish a Long Rest.    

Gem

Gem Flight. Starting at 5th level, you can as a Bonus Action, manifest spectral wings on your body. These wings last for 1 minute. For the duration, you have a Fly Speed equal to your land Speed and can Hover. Once you use this trait, you can’t do so again until you finish a Long Rest.    

Metallic

Metallic Breath Weapon. Starting 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 this trait, you can't do so again until you finish a Long Rest.