Dragonborn Species in The Five Realms | World Anvil
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Dragonborn

The history of the Dracovir reflects the history of the Godswar. Contrary to popular opinion "Dragon Men" were never born from humans naturally or unnaturally for that matter, but instead were creatures reborn from among the Aelfeayr and Cobali who willingly took on draconic traits in place of their original biology through a rite of rebirth.   Those who survived the process became Aelfeayr "Born of the Dragon", powerful creatures who resembled their adoptive father, Bahamut, from whose essence they had partaken. They had strong determination and were natural leaders taking on the responsibility to lead the battle against their aberrant antithesis, the spawn of Tiamatsu. The first breeds of the spawn of Tiamatsu were taken from among the Cobali deeply loyal to their goddess Anxshar. They would take up her cause against any rival forces against their dragon masters. Created with a predisposition to serve, Cobalus "Born of the Dragon" in turn were mutated by Tiamatsu to serve as soldiers in the conflict.   Whether by the will of the gods or by an accident of chance both species of dracovir were capable of breeding true. After an age of warfare, by the end of the great conflict of the Godswar, the surviving dracovir had united together to win their independance from both sides. They departed with the rest of dragon kind, some choosing to follow their former masters and settle to the Isle of Dragons or in the lands of Ethigond, while others chose instead to find sanctuary in Wicaen, the legendary Isle of the Fey. A handful of individual adventurers can still be found living in and around the known realms holding no allegiance to wing or claw instead choosing to go their own way.   Clan and family bloodlines were both preserved among the surviving dracovir and are highly important to their culture as a whole. Both are different, though the distinction is subtle to outsiders. Family referred specifically to actual blood relatives, as far as could be traced, whereas clan referred to a collection of families united by mutual purpose in ages past and organized along military lines. Of the two, the clan is usually considered more important and it was to the clan that dracovir owe loyalty.   Clans are still led by wizened, aged clan-masters chosen for their ability to lead and looked to for guidance by their lieges. Dracovir do not forget the past and ties to clan and family determines much about how one is viewed by others. All clans have their reputations, for good and ill. A dracovir's actions are expected to bring favor and good will to his or her clan, improving their reputation. For this reason, names typically are their clan name rather than family name in the hopes of bringing honor and glory to their clan.   Dracovir who worship gods are usually expelled from their clans because traditionalists believe worshiping such beings is equal to selling themselves back into dragon slavery. The pressure to either right the wrongs of the past or continue a clan's glory define a dracovir's life. Some flee from the imposing responsibilities their clan puts on them, choosing infamy over such a burden. Others accept the responsibility or even turn it into an additional drive for their ambition, hoping to one day become the clan master. Either way, it is everpresent in the mind of a dracovir.   Overall, in comparison with clan ties, the family is considered secondary and private to all but the dracovir of the Fey Island. In Wicaen most dracivir have chosen to forego clan and have taken to openly recognizing each other by family names, kept secret and shared with only the closest friends and other family members elswhere.   A continuous drive for self-improvement reflects the self-sufficiency of the race as a whole. Dracovir 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 dracovir holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn their respect. Though all dracovir strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations.

RPG Datasheet

Dragonborn

Player's Handbook page 32  
Ability Score Increase
Your Strength score increases by 2. and your Charisma score increases by 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 Iive to be around 80.
Alignment
Dragonborn tend to extremes making a conscious choice for one side or the other in 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. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Draconic Ancestry
You have a draconic ancestry. Choose one type of dragon from the following Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type as shown in the following table.
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 the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, determined by your draconic ancestry. The DC for this 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 complete a short or long rest.
Damage Resistance
You have resistance to the damage type associated with your draconic ancestry.
Languages
You can speak. read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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The Players Guide
Races

Dracovir

"Dragon Men" & "Born of the Dragon"

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