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Dragonblood

Dragonblood are a race of humanoids whose form somewhat resembles a dragon, although they are not to be confused with Dragonborn. They were sometimes called 'half-dragonborn' for their somewhat more human appearance. Dragonblood were almost exclusively found in Vahşi Alanlar  and are reknowned for being proud and brave, with strong ties to tradition and family.  

Description

Dragonblood resembled dragonborn in many ways. They were slightly shorter and lighter, however, standing on average 6 foot tall (1.8 meters) and weighing about 180 (80 kilograms). Dragonblood feet ended with three strong talon-like claws with a fourth claw in the back, while their hands were similar with three claws with a thumb replacing the rear claw. A dragonblood's head featured 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 formed what resembled a mess of ropy hair. Dragonborn eyes could range as much as Human eyes.   Dragonborn exhibited 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 generations of interbreeding, the scales of a dragonblood's hide were scarlet, gold, rust, ochre, bronze, or brown in hue. The color of their scales bore little correlation to a dragonblood's draconic heritage.   Like dragonborn, dragonblood were often mistaken for reptiles, but were in fact warm-blooded draconic creatures. In fact, the internal body temperature of a dragonblood was warmer than that of most similar races, being so hot as to seem feverish to the human touch. While this might seem disadvantageous, the lack of hair and large mouth allowed the dragonborn to displace body heat at an effective rate, meaning dragonborn were comfortable in cold climates while remaining no more vulnerable to heat than humans.   Unlike dragonborn, dragonblood were not born from eggs but rather gave birth to live young. As they matured, young dragonbloods would be nursed for several months before teeth began to come in. A dragonblood would then slowly introduce soft food and then move towards normal eating habits. They matured at a similar rate to humans albeit somewhat faster, a dragonblood was considered fully grown at 16. Not all dragonblood developed a breath weapon but those that did usually obtained it between the ages of 15 and 18. They usually lived to around 100 years old, though rarely exceeded it.

A dragonblood senator

Abilities

  Dragonblood had a number of abilities that set them apart. Dragonblood were both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives. Most potent of all was a dragonblood's breath weapon, which, like that of a dragon, varied in nature, depending on a dragonborn's draconic heritage. However, unlike with dragons, the skin color of a dragonblood did not vary depending on its breath weapon. They also had a natural resistance to the same kind of energy of their breath weapons. Some dragonblood had additional abilities. For instance, they had enhanced vision more similar to that of an elf or eladrin.  

Personality

Dragonblood had a well-known dedication to honor, but how deeply rooted this trait was remains debatable. However, all dragonblood tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonblood, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonblood, it was considered outright repulsive.   Perhaps paradoxically, given the often rigid conditions of their society, dragonblood had a strong sense of independence and self-worth. Most dragonblood, however, did not view this as a need to break away from society as other individuals might, but rather to shape it for the better through their own unique strengths and weaknesses. Likewise, dragonblood saw themselves as responsible for those around them, with the group ultimately reflecting on the individual. In this way, the successes and failures of each dragonblood were the successes and failures of the group they associated with, giving dragonblood a very collective sense of self while retaining their individuality. Dragonblood were natural leaders and negotiators, and were unusually open-minded amongst people in Peregrinus.   Beyond their dedication to honour, dragonblood were as varied as humans in their personality. Whilst many enjoyed simple pleasures such as feasting, singing, or wrestling, many others were more refined and pursued philosophy and political rhetoric. Due to the perception which peregrinians had for them, most dragonblood were somewhat shy and didn't tend to bring attention to themselves. The rare few that did made excellent military commanders and politicians. While dragonblood could turn to evil, most dragonblood villains retained the scruples and values that defined the race, including respect and courtesy to enemies.  

Society

Dragonblood have close ties to others of their ancestral clans, and each clan strongly values its particular traditions. The deeds of an individual are believed to reflect on their clan, and bring honor or dishonor to all of its members. Members of an honorable clan find themselves having to live up to a high reputation. Honored ancestors include war heroes, benevolent rulers, artisans and diplomats. Dragonblood of dishonored clans may hide or denounce their membership. Dishonorable ancestors include traitors, and deserters. Such honor and dishonor can last for centuries.   Most dragonblood tribes have since fully integrated into the human nation Peregrinus. Despite the inherint distrust which peregrinians had to non-humans, dragonblood were well respected due to their strong sense of honour aligning with peregrinian culture as well as their military prowess. As such, dragonbloods were the largest minority within the Senate in Peregrinus.   'Wild' dragonbloods, as they were called by peregrinians, were mostly found over the Scutum Mountains and were among the 'barbarians' who would constantly war with Peregrinus. Some unintegrated dragonbloods were found in the far south of Peregrinus, particularly in Aurei Campi, and were the source of several troublesome rebellions.
Related Organizations

Player Race Features

  • Ability Scores. Choose any three unique +1.
  • Size. Medium.
  • Speed. 30 ft.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Draconic Ancestry. You have a dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from below. This determines the damage type for your other traits.
  • Chromatic: Black (Acid), Blue (Lightning), Green (Poison), Red (Fire), White (Cold)
  • Gem: Amethyst (Force), Crystal (Radiant), Emerald (Psychic) Sapphire (Thunder), Topaz (Necrotic)
  • Metallic: Brass (Fire), Bronze (Lightning), Copper (Acid), Gold (Fire), Silver (Cold)
  • Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone (for Gem and Metallic ancestry) or in a 30-foot line that is 5 feet wide (for Chromatic ancestry). If you are a Gem or Metallic dragonblood, each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). If you are a Chromatic dragonblood, 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 Gem 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.
  • Languages. You can speak, read, and write Common and Draconic.

Choose one of the following abilities:
  • 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.
  • Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.
  • Draconic Resistance. You have resistance to the damage type associated with your Ancestry.