Dragonborn Species in Adventure Brunch | World Anvil
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Dragonborn

Revised Dragonborn

Note from the DM: I love love love dragonborn as a concept but presented as they are in base D&D they don't stand up to the other races like the Tiefling or the Dwarf with their abilities. I've added features to them even up the discrepancy. Hope you like!
  Proud heirs of a long-shattered empire, the dragonborn struggle to preserve their racial identity in a world that is no longer theirs to command. They believe themselves to be the most ancient race to walk the land, second in creation after only the dragons themselves, but they are a race in twilight, watching as younger races squabble over the remnants of the power that once was theirs. To be a dragonborn is to stand above the masses of mortals, to be something more—kin to the majestic and mighty dragons, and bearers of the legacy of once great Arkhosia. To play a dragonborn adventurer is to embrace this proud race as your alter ego in the game, to take on the persona of a scion of Arkhosia, armed with a breath weapon and draconic durability to strike down your foes and weather their attacks.
 

Details

  • 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.
  • Alignment: Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed. Some rare few choose to devote themselves to lesser dragon deities, such as Chronepsis (Neutral), and fewer still choose to worship Io, the Ninefold Dragon, who is all alignments at once.
  • 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 are distantly related to a particular kind of dragon. Choose a type of dragon from the list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
  • Self-improvement & Self-sufficiency: 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 a 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 clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

Dragonborn Honor

As a dragonborn, your honor is your life. Keep these principles of honor in mind:
 
  • In battle, treat your enemies with courtesy and respect
  • Fear is a disease, and cowardice is a mortal failing
  • Keep your promises; a solemn oath is more important than your life. Speak with honesty, and don’t make promises lightly
  • Strive to do your best, and if your best isn’t good enough, improve yourself until it is. Do not give up until you have made every possible effort
  • Respect your elders, your leaders, and others who deserve your respect. Obey just commands, and carry out the duties they impose on you
  • Oppose those who misuse their authority
  • Remember that your deeds reflect on your companions, your clan, and your entire race. Do not do that which would bring you shame if another in your clan did it
  • Boldly challenge your enemies, just as you challenge yourself

Variant Dragonbron Subrace Options

Claw Dragonborn: grow sharp claws from their hands, which represents the ferocity from their draconic heritage.
  • Ability Score Increase: Your Strength and Constitution score each increase by 1.
  • Draconic Feature: Claws. Your hands grow sharp claws. Your unarmed strikes deal 1d4 slashing damage. The damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level.
  • Draconic Feature: Draconic Ferocity. When you score a critical hit with your unarmed strikes, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
Scale Dragonborn: grow an extra layer of thick scales, which provides a durable resistance against outer harms.
  • Ability Score Increase: Your Constitution score increases by 2.
  • Draconic Feature: Draconic Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Draconic Feature: Draconic Defense. The scales over your body serves as a natural armor. When you reach 6th level, while you are not wearing armor, your AC equals 11 + your Dexterity modifier. You can wield a shield and gain this benefit. The base AC while not wearing armor increases to 12 at 11th level, and 13 at 16th level.
Tail Dragonborn: have long, scaly tails, which provides an extra balance as well as combat maneuvers.
  • Ability Score Increase: Your Strength and Dexterity score each increase by 1.
  • Draconic Feature: Balanced Proportion. You gain proficiency in the Acrobatics skill.
  • Draconic Feature: Tail Attack. When you take the Attack action on your turn, you can make one of the attacks with your tail. Your tail is a melee weapon attack that deals 1d8 bludgeoning damage for this purpose. When you hit a creature no more than one size larger than you with your tail, it must succeed on a Strength saving throw or is knocked prone.

Unique Dragonborn Gem Works

In regards to crafting Dragonborn try to make everything they need for themselves. They do however recognize when one of them is a superior crafter in a specific field and will purchase a better item from someone else. So when you see an artisan vendor you know they are the very best at what they do. All dragonborn have an affinity to gems, jewelry, the elements, and gem crafting. All of them are proficient with jewel crafting tools and the following dragonborn cultural items are made for commerce, trade, gifts, or rewards of excellence:
  1 -Elemental Bead Necklace (Any Dragonborn): You may create beads associated to your draconic heritage. These bead necklaces come in various sizes made of semi or precious stones. The beads of this necklace absorb (amount varies based on rarity of the stone) the elemental damage that would be inflicted on the wearer of the necklace. When absorbing elemental damage in this way, the beads are charged with that element. Once fully charged, they can be removed and used as thrown weapons. You can use an action to throw the bead up to 60 ft. The bead explodes with the element of its type on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take the damage, which varies by rarity. No damage on a successful save. Rarity:
  • Common (100 gp): absorb 1d6 Elemental Damage
  • Uncommon (400 gp): absorb 1d8 Elemental Damage
  • Rare (4,000 gp): absorb 1d10 Elemental Damage
  • Recipe: The corresponding stone for your draconic ancestry & a 1 hour ritual to attune the gem to this purpose. You can not describe this ritual you just do it.
A bead can only be charged on the person and the type of its crafter. A fully charged bead will be destroyed if exposed to more of its type of elemental damage. If the wearer is hit and the bead is charged, roll a d20; if 10 or less the bead explodes and the wearer should make the same DEX save. If more than one bead goes critical, rinse and repeat for every bead. Charged and finished beads are often sold at market, traded with clan members, or gifted to those the dragonborn cares about.


Dragon Color Damage Type Common Uncommon Rare
Black Acid Amethyst Spinel (deep blue) Ruby
Blue Lightning Pearl Topaz (golden yellow) Sapphire
Brass Fire Garnet Garnet (violet) Corundum
Bronze Lightning Pearl Topaz (golden yellow) Sapphire
Copper Acid Amethyst Spinel (deep blue) Ruby
Gold Fire Garnet Garnet (violet) Corundum
Green Poison Jade Pearl (black) Emerald
Red Fire Garnet Garnet (violet) Corundum
Silver Cold Aquamarine Aquamarine Opal
White Cold Aquamarine Aquamarine Opal
2 - Dragonballs of Spell Storing (Spell Casters Only): These Dragonballs of Spell Storing stores any spells cast into it, holding them until the attuned wearer uses them. The Dragonballs can store up to a certain number of spells (varies see below) at a time. Any creature can cast a spell of 1st -3rd into the ball by touching the Dragonballs as the spell is cast. The spell has no Effect, other than to be stored in the ball. If the Dragonballs can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While holding this Dragonball, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the current caster. The spell cast from the Dragonballs is no longer stored in it, freeing up space. A Dragonball of Spell Storing emits a strong aura of the evocation, plus the aura of the spell currently stored. Rarity:
  • Uncommon: Stores 3 spell slots worth of spells (i.e. 1x3rd-Level, 1x1st-level & 1x2nd, or 3x1st-level)
  • Rare: Stores 4 spell slots worth of spells
  • Very Rare: Stores 5 spell slots worth of spells
  • Recipie: A cognizance crystal, a spirit naga bone, a spellbook, or spell shard with at least three levels of spells & a 4 hour ritual to attune the gem to this purpose.
There are rumors of dragon made Dragonballs which are far more powerful. Such an item would be considered a relic worth hunting.   3 - Elemental Gems (any Dragonborn: This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Minor Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Recipe: 10 motes from elemental creatures, 1 gem of the specified gem type in the below table. You must complete a 4 hour ritual to bind an elemental in this way. You can not describe this ritual you just do it.

Gem Summoned Elemental
Blue Sapphire Air Elemental, Lesser
Yellow Diamond Earth Elemental, Lesser
Red Corundum Fire Elemental, Lesser
Emerald Water Elemental, Lesser

Notable Clans in Viriskali

Clan Blackfang
The Blackfang have a knack for administrative work they keep a lot of the day-to-day work running efficiently and distribute food and payment quickly and correctly. Within the core lands of the Empire, they are highly admired and receive many gifts from other clans, as a token of gratitude. Matriarch: Tygia Denga Blackfang, Head Qadis (Judge) of Viriscali Occupations of note: Qadis (judges), Administration, Scribing, Taxes, Banking, Alchemy, law mages. Clan Colors: Silver & Black
  Clan Ironhide
A minor but growing in respect clan of architects, draftsmen, stonemasons, tinkerers, and other professions which are concerned with the physical creations and artisan works. Clan Chief: Biazo Clan Ironhide. Clan Colors: Brown/Orange
  Clan Spellbinder
The Spellbinder are learned and ponderous wizards and eldritch knights. They perform magical services and are known for thinking things through before acting. They run the repository, sell magic tomes, and various magic items they produce. Patriarch: Arch-Mage Shalbaz Clan Spellbinder, a well known and eccentric wizard. His Familiar a ancient half dragon spirit named Sapp (Blue Dragonborn Sull - Sorcerer). Locations of Note: Spellbinder Clan Home, Arcanium, Repository. Clan Colors: Blue/White
  Clan Warbringer
Specialty: Extremely military, even for Dragonborn standards. Much of the elite forces the Dragonborn have comes from the Warbringer Clan, including the military advisers and trainers for the other Clans and mercenaries. Clan Chief: Markax Clan Warbringer.Clan Colors: Black & Orange
  Clan Saticar
“Hide in the shadows of your fallen fathers. I choose to walk in the sun.” Flying the banner of a Red Wyvern, Clan Saticar is composed of the Red Dragon Children and the desperate scions of the minor clans. United in their disdain for tradition and honor, the dragonborn of Clan Saticar take pride in their individual strengths and the renunciation of all that the other clans hold dear. Unpredictable and capricious, these dragonborn are as varied as their reasons for exile. Though commonly reviled as villains, not all of the clans folk are wicked. Many that begin simply living their lives as rebels and exiles are driven to evil by the scorn of their kinsfolk. Currently in a Blood feud for leadership between Dushraz Saticar and Ja’zingo which is spilling over into the lives of their kinsmen. Clan Colors: Blood Red. Leader: Disputed...

General Expanded Features:

  You may take this revised standard or swap the ability scores increase and Powerful Build for options available to you under the "Variant Dragonbron Subrace Options" section.  
  • Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can do 2x lifting & carrying rules.
  • 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.
  • Languages: You can read, speak, and write Common and Draconic.
  • Tool Proficiency: You gain proficiency with the Jeweler's tools.
  • Jewelcunning: Whenever you make an Intelligence (Investigation) check related to gem work, the type of gem, or it's value you are considered proficient in the investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition to this Dragonborn have a few gem works that are unique to their culture. which you can also make. Spellcasters (especially sorcerers) who also have the enchanting skill should inquire with the DM about ring magic.
  • Damage Resistance: You have resistance to the damage type associated with your ancestry.
  • Breath Weapon: You can use your bonus action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 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 increase 1d6 at 5th level (3d6), 11th level (4d6), and at 16th level (5d6). After using your breath weapon, you cannot use it again until you complete a short or long rest unless you have a feat that says otherwise. There are many feats to augment your breath weapon; seek out the wisest of your kin to learn more.

Lifting & Carrying Rules

Bronze Dragonborn Barbarian Male

Blue Dragonborn Druid Male

Gold Dragonborn Wizard Female

Green Dragonborn Rogue Male

Draconic Ancestry

 
Dragon Color Damage Type Breath Weapon
Black Acid 5' by 30' line (DEX save)
Blue Lightning 5' by 30' line (DEX save)
Brass Fire 5' by 30' line (DEX save)
Bronze Lightning 5' by 30' line (DEX save)
Copper Acid 5' by 30' line (DEX save)
Gold Fire 15' cone (DEX save)
Green Poison 15' cone (CON save)
Red Fire 15' cone (DEX save)
Silver Cold 15' cone (CON save)
White Cold 15' cone (CON save)

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