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Dragonborn

Created by Bahamut on the island of Bellisantirax.   Driven to amass and display unique and noteworthy things. These things can range from rare jewels and gold to sophisticated clothing and unique art. They tend to derive personal value from the rarity and history of their collection. For example, a well-cut gem is worth a great deal, but a gem which was cut poorly by a famous gemcutter early in his life is worth far more.   In the early days, bands of dragonborn adults explored and mined the depths of Bellisantirax for deposits of rare jewels, During this extraction period, the dragonborn relied on war to steal valuables from other bands.   The wars between the traveling groups quickly diminished after the bowels of Bellisantirax had been fully excavated. Dragonborn were forced to pivot from extracting wealth from the isle to extracting wealth from others. This began with outward conflict and slowly changed to political infighting over millennia.   Two families compete for the lion's share: House Kilryd and House Loralarys. While they are outwardly cordial, their fierce and bloody competition continues with regular assassination attempts and back-alley deals.

Civilization and Culture

Naming Traditions

Many dragonborn are given unreasonably long names made of unique syllabic combinations. This suggests both the wealth they were born into and their own inherent uniqueness. These are used in their entirety only in formal situations, shortened to one name to allow business to move at a respectable pace, and typically shortened to a single syllable among friends.   Example name portions: Ydreid, Ziamras, Inud, Qyvassoth, Tephanth, Xoisag, Neomraig, Myvy, Jymaynth, Aldrol, Aldryth, Hosoth, Ervess, Zovynth, Shomranoa, Iton, Quzzi, Zoma.

Common Dress Code

A dragonborn is always dressed to the nines to show off their wealth and collection. How else would others know their collection if they did not wear it out and about?

Interspecies Relations and Assumptions

Dragonborn are typically unerringly polite to all species, though it is entirely self-serving: through careful praise and memory of names, every interaction is a chance to find the next source of notable social capital.  

Aasimar

Creations and feathers from these heavenly creatures are highly sought over.  

Dwarves

All of the most beautiful and effective items were made by dwarves, though they may cost a fortune.  

Elves

The knowledge which elves collect is never as shiny as a gem, but the scrolls and texts which contain their knowledge have notable value.  

Firbolgs

Flowers and trees are pretty, certainly, but all lack the permanence necessary for a good hoard.  

Gnomes

There are pockets of dragonborn who treasure gnomish mechanisms. Generally, they are disregarded.  

Goliaths

The brutality of goliaths clash directly with the dragonborn way of subtlety and courtesy. They are generally avoided.  

Halflings

Most dragonborn couldn't care less about halflings. They don't create great works, and their greatest accomplishments are agricultural. How boring!  

Humans

Well known for their adventurers, humans are sure to find interesting things while about. If they have nothing to sell, they are entirely capable of assisting in a treasure hunt.  

Tieflings

Tieflings have nothing to offer but bad luck and misfortune.
Lifespan
80 years
Average Height
6 feet 6 inches
Average Weight
250 pounds

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Dragonborn, Revised

Ability Score Increase Your Strength score increases by 1.
Size Medium
Speed You have a base walking speed of 30 feet.

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.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other is the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds.

Darkvision. You have superior vision in dark and dim conditions. 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 cannot discern colors in darkness, only shades of gray.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type.

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Draconic Ancestry

Dragon 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 (Con. Save)
 

Breath Weapon.You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of exhalation.
When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for the saving throw equals 8 + your Constitution modifier + your 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 you use your breath weapon, you can't use it again until you finish a short or long rest.

Damage Resistance.You have resistance to the damage type associated with your draconic ancestry.

Subraces.Dragonborn gained their traits and abilities from their draconic ancestry, giving each color of dragonborn their own unique set of skills based on their dragon ancestor's color.

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Black Dragonborn

Ability Score Increase. Your Strength score increases by 1.
Cruel Ancestry. You have proficiency in the Intimidation skill.
Swamp Predators. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Blue Dragonborn

Ability Score Increase. Your Dexterity score increases by 2.
Desert Predators. You have a burrow speed of 30 feet.

Brass Dragonborn

Ability Score Increase. Your Charisma score increases by 2.
Bold Conversationalists. You have proficiency in the Persuasion skill.

Bronze Dragonborn

Ability Score Increase. Your Strength score increases by 1.
Amphibious. You can breathe air and water.
Coast Dwellers. You have a swim speed of 30 feet.

Copper Dragonborn

Ability Score Increase. Your Charisma score increases by 2.
Lover of the Arts. You have proficiency in the Performance skill.

Gold Dragonborn

Ability Score Increase. Your Wisdom score increases by 2.
Reserved and Wise. You have proficiency in the Insight skill.

Green Dragonborn

Ability Score Increase. Your Intelligence score increases by 2.
Manipulative Schemers. You have proficiency in the Insight skill.

Red Dragonborn

Ability Score Increase. Your Charisma score increases by 2.
Mountain Masters. You have a climb speed of 30 feet.

Silver Dragonborn

Ability Score Increase. Your Charisma score increases by 2.
Collectors of History. You have proficiency in the History skill.

White Dragonborn

Ability Score Increase. Your Strength score increases by 1.
Primal Hunters. You have proficiency in the Survival skill.
Ice Walk. You can walk across difficult terrain made of ice and snow without expending extra movement.

Languages. You can speak, read, and write Common and Draconic

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