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Dragonborn

Dragonborn are a race of humanoids whose form resembles that of a dragon, having a scaled hide and a dragonlike head. Much like other 'monstrous' species, they were frequently discriminated against. Dragonborn are native to Anakara. They were closely related, although somewhat different to Dragonblood, who are largely found in Vahşi Alanlar.  

Description

Dragonborn resembled in many ways what their name suggests: humanoid dragons. Standing on average 6 feet and 2 inches to 6 feet and 8 inches (1.9 to 2 meters), dragonborn were impressively tall with a heavy weight to match, commonly possessing a weight of 220 to 320 pounds (100 to 150 kilograms). Dragonborn 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 dragonborn'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 were usually red or gold in hue.   Dragonborn exhibited many draconic features, including a scaly hide, a sizeable tail, 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. Unlike dragonbloods, most dragonborn shared their scale colour with their heritage to true dragons. A dragonborn's skin is covered in fine scales, giving it a leathery texture. Larger scales appear on the forearms, lower legs, feet, thighs, and shoulders. With the proper training, dragonborn could 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 were often mistaken for reptiles, but were in fact warm-blooded draconic creatures.   Young dragonborn, who hatched from eggs like their draconic relatives, grew at an impressively rapid rate, much faster than most other races, reaching the equivalent maturity of a human child of 10 by age 3. Like adult dragonborn, hatchlings ate a lot more meat than other humanoids.   Their rate of maturation slowed dramatically within a few short years and they were not considered physically mature until the age 12, when their bodies reached their adult height and appearance. Breath weapons tended to develop during these years of growth. Psychologically, dragonborn were considered mature as a human adult by age 12, and when they reached age 15 they were considered legally adults in dragonborn society. Once they did reach adulthood, dragonborn could expect a lifespan identical to that of humans.

A blue chromatic dragonborn guard

Abilities

Dragonborn had a number of abilities that set them apart. Dragonborn were stronger than the typical humanoid. They were also quite durable and when injured had an inner strength that could push them to accomplish even more than when they were at their best. Dragonborn also healed more easily than other humanoids. Most potent of all was a dragonborn's breath weapon, which, like that of a dragon, varied in nature, depending on a dragonborn's draconic heritage. Dragonborn also had a natural resistance to the same kind of energy of their breath weapons. Other dragonborn could modify their dragon breath, acquiring two or more other damage types. Others learned to even mix one or more elements together to create a composite breath weapon.  

Personality

The draconic nature of dragonborn gave them a strong self-consciousness and a tendency for strong emotions. Both of these combined to make dragonborn particularly wanting for the approval of others. Dragonborn placed great value on the skill of an individual, including themselves. Failing at a task was anathema to dragonborn and as a result they could sometimes push themselves to unhealthy extremes of effort. This aspect of the dragonborn mind meant few of the race took a laid-back approach to any skill or ability, striving always to become the masters of a particular skill, and dragonborn respected those among other races who approached life in the same manner. As a result, most dragonborn adventurers came to their way of life through a desire to prove themselves and win respect from their brethren.   Other races saw dragonborn as proud or even arrogant because of this dedication to excellence and high standards. It was true that dragonborn were typically proud of their race's accomplishments. However, dragonborn were also more than willing to recognize with respect the accomplishments of other races in turn, whether or not the race in question was an ally or enemy.   More so than other races, dragonborn often wore their hearts on their sleeves, typically hiding neither anger nor joy. Dragonborn were enthusiastic about life, particularly success, and brooded about failure for only a short time before their disappointment was shaped into a strong drive for improvement. Only a handful of dragonborn actually demonstrated traits that might be considered timid or reserved, and the vast majority of the race had no qualms asking for what they needed or taking time to improve themselves. Trust was a major factor in the lives of all dragonborn and each expected others to be just as open and forthcoming with them as they were.   Good dragonborn were fairly common, but dragonborn were as fallible to evil as any other race. The passionate nature of dragonborn could make the race brutal or vengeful and given to hasty choices that were morally compromising. The dragonborn sense of worth could likewise lead to greed and egotistic selfishness.

Society

Dragonborn are uncommon in most regions, and usually integrate into other societies. They were frequently hired as soldiers, guards, and mercenaries due to their physical stature and notable strength.   Some dragonborn clans serve a true dragon, living in the wilderness as its servants or minions.   Dragonborn enjoy games and contests, both physical contests and mental. These include violent sports such as forms of fighting and wrestling, but also more thoughtful challenges such as board games, riddle contests, and improvised storytelling. Games with a single clear winner are favored, rather than team sports
Related Organizations

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 30 ft.
  • Draconic Resistance. You have resistance to the damage type associated with your Ancestry.
  • Languages. You can speak, read, and write Common and Draconic.

 

Subrace: Chromatic

  • Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from below. This determines the damage type for your other traits.
  • Black (Acid), Blue (Lightning), Green (Poison), Red (Fire), White (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 30-foot line that is 5 feet wide. 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 Chromatic 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.
  • 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.

Subrace: Gem

  • Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from below. This determines the damage type for your other traits.
  • Amethyst (Force), Crystal (Radiant), Emerald (Psychic) Sapphire (Thunder), Topaz (Necrotic)
  • 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. 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.
  • Psionic Mind. You can send telepathic 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.

Subrace: Metallic

  • Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from below. This determines the damage type for your other traits.
  • 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. 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.
  • 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. Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest. 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.