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Dragonborn

The dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

Basic Information

Biological Traits

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings and tails. Dragonborn feet end with three strong talon-like claws with a fourth claw in the back, while their hands are similar with three claws with a thumb replacing the rear claw. A dragonborn's head features a blunt snout, a strong brow, and reptilian frills on the cheeks and ears. On the back of the head, a crest of hornlike scales forms what resembled a mess of ropy hair. Dragonborn eyes are usually red or gold in hue. Dragonborn exhibit many draconic features, including a scaly hide, a large muscular body, the capacity to use a breath weapon, and resistance to the same elemental energy they can breathe, thanks to their draconic heritage. Because of thousands of years of interbreeding, the scales of a dragonborn's hide are scarlet, gold, rust, ochre, bronze, or brown in hue, though a few dragonborn with a stronger draconic heritage had scales resembling those of true dragons —bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. The color of their scales bears little correlation to a dragonborn's draconic heritage, however. The scales are typically in their greatest concentration around forearms, lower legs, feet, shoulders, and thighs, with a very fine leathery covering over the rest of the body. With the proper training, dragonborn can learn to unlock more of their draconic potential, even to the point of sprouting wings with which to fly, like a dragon.   Like dragons, dragonborn are often mistaken for reptiles, but are in fact, warm-blooded draconic creatures. In fact, the internal body temperature of the dragonborn is warmer than that of most similar races, being so hot as to seem feverish to the human touch.   A rare, few individuals are born with tails, but this might be seen as a deformity by other dragonborn.   Ability Score Increase: Strength score increases by 2 and Charisma score increases by 1.
Speed: Base walking speed is 30 feet.
Draconic Ancestry: Choose one type of dragon from the table below. Breath weapon and damage resistance are determined by the dragon type.
 
Dragon Type Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Dex. save)
  Breath Weapon: Use an action to exhale destructive energy. The draconic ancestry determines the size, shape, and damage type of the exhalation. When using the breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the draconic ancestry. The DC for this saving throw equals 8 + Constitution modifier + proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After using the breath weapon, it can be used again until completing a short or long rest.
Damage Resistance: Have resistance to the damage type associated with the draconic ancestry.
Language: Can speak, read, and write Common and Draconic.

Additional Information

Social Structure

Clan and family bloodlines are both preserved among dragonborn and are highly important to dragonborn culture as a whole. They are different, though the distinction is subtle to non-dragonborn. Family refers specifically to actual blood relatives, as far as it can be traced, whereas clan, in the dragonborn context, refers to a confederation of families united by mutual purpose in ages past, organized along military lines. Of the two, the clan is usually considered more important and it is to the clan that dragonborn owed their most loyalty, particularly in Tymanther. Clans ware led by wizened, aged clan-masters chosen for their ability to lead. These clan-masters are looked to for guidance by their lieges. Dragonborn do not forget the past, and ties to clan and family determine much about how one dragonborn is viewed by others. All clans have reputations, for good and ill, that often last for generations. A dragonborn's actions are expected to bring favor and goodwill to their clan, improving the reputation. For this reason, dragonborn typically go by their clan names rather than their family names, hoping to bring honor and glory to their clan.   Overall, compared with clan ties, family is secondary and private to dragonborn, as reflected by the fact that most dragonborn family names are kept secrets shared with only the closest friends and other family members. The usual family unit is quite small, often composed of only two individuals: a mated pair or a parent and its child. Dragonborn marriages are arranged by the clan leaders along old pact lines. Dragonborn lack the association of love with marriage that other cultures have. Instead, weddings are purely for reproductive reasons. Once a dragonborn child reach 3 years old the marriage is typically dissolved, with the parent who is the same sex as the child rearing it for the remainder of its childhood.

Civilization and Culture

Naming Traditions

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 clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Culture and Cultural Heritage

Dragonborn have a well-known dedication to honor, but how deeply rooted this trait remains debatable. However, all dragonborn tend to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable among dragonborn, but it is considered outright repulsive. The dragonborn drive for honor carries on into the culture of the race. Among dragonborn, the most horrible crime is oath-breaking; honesty is expected whenever a deal is struck. Commitment to a word is expected to be carried out to the letter and all parties in a transaction are held accountable and responsible for failings. Ultimately, those who fail to meet their word are expected to accept the consequences. So widespread is this value of honor and honesty that it is commonly believed that dragonborn never break their word. Part of the roots of this honorable attitude lay in the dragonborn's drive for self-improvement. The draconic nature of dragonborn gives them a strong self-consciousness and a tendency for strong emotions. Both of these combine to make dragonborn particularly wanting for the approval of others. Dragonborn place great value on the skill of an individual, including themselves. Failing at a task is anathema to dragonborn and as a result, they can sometimes push themselves to unhealthy extremes of effort. This aspect of the dragonborn mind means few of dragonborn take a laid-back approach to any skill or ability, striving always to become the masters of a particular skill, and dragonborn respect those among other people who approach life in the same manner.   Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. The best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races.   Dragonborn society in the nation of Tymanther has a strong and abiding hatred of dragons, perpetuated by terrifying tales of draconic cruelty and retelling of the dragonborn struggle for freedom on Abeir. Though the dragons of Toril has nothing to do with this horrid past that haunted them, the dragonborn are not particularly forgiving in this regard, and individuals who take up dragon-hunting for whatever reasons are honored as heroes among the Tymantherans.   However, though this hatred of dragons is strong, even carrying over to a condemnation of the worship of good dragon gods, like Bahamut, many dragonborn hope that life on Toril would help them escape the tragedies of their history. In part because of their distrust of dragons, but also because of a general desire to forge a bright future for their people devoid of war, the Tymantheran dragonborn work hard to earn the friendship of races around the world and few prejudices other than the hatred of dragons plagued the dragonborn race. Dragonborn efforts are partially successful but the sudden appearance of the dragonborn and the alien nature of their culture make many wary of their motives.   Like dwarves, dragonborn are usually practical about the arts. Few items are created for purely artistic reasons. Usually, items have a functional purpose behind them. Despite this, dragonborn arts are not at all ugly or mundane in appearance and dragonborn craftsmen take time and care in creating new works. As pieces representative of the skill of a craftsman, dragonborn art pieces often possess a distinctive flair that is draconic or elemental in nature and they are often embroidered with jewels or precious metals. Jewelers, gemcutters, smiths, and minters have a respected place in dragonborn societies. Ironically, dragonborn often adorn themselves with baubles of all sorts in subconscious imitation of the very same dragons they resent

Common Customs, Traditions and Rituals

Having come from Abeir, dragonborn have a very different approach to religion than the other cultures. On Abeir, divine influence is rare and mysterious, contrary to Toril where it has been relatively common in past ages. Since Abeir is dominated by the primordials who are, according to myth, driven into hiding by the mighty dragon lords that reigned over most of the planet, the dragonborn feel less beholden to gods than the members of other races. For this reason, many dragonborn are entirely agnostic, with no strong feelings one way or another about the gods. Dragonborn who embrace religion, however, are well-suited to the path of a paladin. Making the creed and commandments of a god a code by which they can live by is in many ways attractive to dragonborn, so long as they are able to get past their aversion to being beholden to a superior authority they have no control of. If they do join the faithful, dragonborn can become quite devoted in their chosen church, craving the direction and purpose it give them.
Lifespan
80
Average Height
6 FT 4 Inches
Average Weight
260 LB

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