Dragonborn Ancestry
HP: 10
Size: Medium
Ability Boosts: Wisdom, Strength, Free
Ability Flaws: Dexterity
Languages: Draconic, Additional languages equal to Int Modifier from: Celestial, Infernal, Abyssal, Lacumal, Necril, Aquan, Ignan, Terran, Auran. Thermal Vision: you can switch between regular vision and thermal vision as a Free Action with the Concentration trait. See Special Senses for details. Draconic Pride: you have inherited the dragons' sense of pride. You gain +1 to Will Saves to resist emotional manipulation, magical or otherwise. Ancestral Element: each dragonborn is particularly aligned to the element of their draconic ancestors.Blue: electricity
Green: poison
Red: fire
White: cold
Black: acid
Gold: positive
Silver: cold
Bronze: water
Copper: wind
Brass: acid
Blue Heritage: Society
Blue: Electric Arc
Black: Acid Splash
Red: Produce Flame
White: Ray of Frost
Your scales are tough like your draconic ancestors. While unarmored, your Resistance to Slashing and Piercing becomes 2.Electricity: Stunned 1.
Blue: you gain burrowing claws and have a burrow speed of 15ft.
Green: Difficult Terrain caused by plants does not affect you and you do not take damage from thorns or similar things. You treat Greater Difficult Terrain from plant life like regular Difficult Terrain instead.
Red: you gain collapsable wings under your arms that allow you to glide. While gliding, you cannot gain altitude without an updraft, and you lose 10ft of altitude each round. You usually do not suffer damage when landing.
White: you gain special footpads that do not slip on ice.
Black: your hands and feet adapt to swimming. Gain a swim speed of 15ft.
Gold: you gain collapsable wings under your arms that allow you to glide. While gliding, you cannot gain altitude without an updraft, and you lose 10ft of altitude each round. You usually do not suffer damage when landing.
Silver: you gain special footpads that do not slip on ice and you gain a climb speed of 15ft while on ice.
Bronze: your hands and feet adapt to swimming. Gain a swim speed of 15ft.
Copper: you gain burrowing claws and have a burrow speed of 15ft.
Brass: your hands and feet adapt to swimming. Gain a swim speed of 15ft.
If it is a line, then you can choose a number of points along the line equal to your Intelligence Bonus. At each of these points you can bend the line upto 45 degrees. The line cannot at any point bend so that it comes back toward you.
If it is a cone, you can choose not to effect a number of spaces up to your Intelligence Bonus.Crit Success: as if they crit failed their Save.
Success: as if they failed their Save.
Fail: as if they succeeded their Save.
Crit Fail: as if they crit succeeded their Save.
Crit Success: you learn the target's True Name.
Success: you learn part of the target's True Name for 1 hour. They suffer a -2 to Saves vs your spells, and you count as having a lock of their hair for the purposes of magic.
Faliure: you do not learn their True Name.
Crit Failure: you cannot comprehend their True Name. You suffer Mental damage equal to 1d4 per level they have and can never learn their True Name.
Size: Medium
Ability Boosts: Wisdom, Strength, Free
Ability Flaws: Dexterity
Languages: Draconic, Additional languages equal to Int Modifier from: Celestial, Infernal, Abyssal, Lacumal, Necril, Aquan, Ignan, Terran, Auran. Thermal Vision: you can switch between regular vision and thermal vision as a Free Action with the Concentration trait. See Special Senses for details. Draconic Pride: you have inherited the dragons' sense of pride. You gain +1 to Will Saves to resist emotional manipulation, magical or otherwise. Ancestral Element: each dragonborn is particularly aligned to the element of their draconic ancestors.
Dragonborn Ancestral Feats
Level 1
Draconic Lore
You have spent long hours studying the draconic histories of your people. You become Trained in Lore (Dragons). You also become Trained in Religion (Ava'tr) and one other skill appropriate to your Heritage.Eye For Treasure
You know good treasure when you see it. You become Trained in one kind of Crafting of your choice and gain +1 to Recall Knowledge Checks with Crafting. You also gain Crafter's Appraisal as a skill feat (listed below for convenience).Crafter's Appraisal
Use Crafting to Identify Magic on magic items as long as you are trained in the appropriate kind of crafting.Elemental Resistance
You are highly resistant to your Associated Element. Flat Checks you make to remove Persistant Damage of your Ancestral Element's type have the DC reduced by 5. Additionally, when you suffer a Condition from your Ancestral Element, reduce that Condition's value by 1 (min 1).Breath Manipulation
You learn to control your breath, allowing you to use less power more frequently. As long as you have at least one use of your Breath Weapon remaining, you can breathe a minor version of it at will. This functions as an Innate Arcane Cantrip with only the Somatic component of breathing.Draconic Resiliance
Like the dragons who made you, your body is resistant to paralysis and sleep magic. You gain a +1 Circumstance Bonus to Saves against Paralysis and Sleep. If the duration on either effect is longer than 1 round, reduce it by 1 round.Draconic Talons
Your fingers end in long talons. You gain a Claw Unarmed Strike that deals 1d6 and has Agile, and Finesse. It is in the Brawling group.Tough Scales
You have trained in how to use your scales as armor. You are Trained in Unarmored Defense and gain Resistance 1 to Slashing and Piercing while unarmored.Level 5
Dragonscale Armor
Requires: Tough ScalesYour scales are tough like your draconic ancestors. While unarmored, your Resistance to Slashing and Piercing becomes 2.
Draconic Secrets
You have an innate gift with draconic magic. You learn one 1st Level Arcane Spell of your choice and can cast it once per day.Elemental Adept
You have trained extensively with your Ancestral Element. Roll an additional die when dealing damage of your Ancestral Element (if the elemental damage is a flat value, not a die, then add 1 to it instead).Powerful Breath
Creatures who critically fail their Save against your Breath Weapon suffer an additional effect based on your Ancestral Element.Draconic Movement
Like your draconic ancestors, you can move through the environment with ease. You gain a special movement speed based on your Heritage.Level 9
Imposing Figure
Your draconic heritage makes makes you particularly awe inspiring. You learn the Fear spell as an Arcane Innate Spell and can cast it once per day.Arcane Instincts
You have an instinctive knack for sensing magic. You learn the Detect Magic and Read Aura Cantrips as Arcane Innate Spells. When you Read Aura, you also gain a vague idea of the enchantment's purpose.Precision Breath
Your ability to control your Breath Weapon increases.If it is a line, then you can choose a number of points along the line equal to your Intelligence Bonus. At each of these points you can bend the line upto 45 degrees. The line cannot at any point bend so that it comes back toward you.
If it is a cone, you can choose not to effect a number of spaces up to your Intelligence Bonus.