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Draconblood Dragonborn

Draconblood Dragonborn

Draconbloods possess long tails and a knack for social manipulation. Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, 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.  

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 continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.   Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size: Medium
speed: 30 ft
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:

Size.

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Draconic Ancestry. You have draconic ancestry. 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 Ancestry


DragonDamage TypeBreath Weapon
AmethystForce15 ft. cone (Str. save)
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
CrystalRadiant15 ft. cone (Con. save)
EmeraldPsychic15 ft. cone (Int. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
MoonstoneRadiant5 by 30 ft. line (Dex. save)
RedFire15 ft. cone (Dex. save)
SapphireThunder15 ft. cone (Con. save)
SilverCold15 ft. cone (Con. save)
SteelAcid5 by 30 ft. line (Dex. save)
TopazNecrotic15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Breath Weapon. You can use your Action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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.

Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

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