Dragonborn Species in Aolara | World Anvil

Dragonborn (dra-gon-born)

Rumoured to born of the blood of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.    

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack the famed draconic wings. The first dragonborn had scales of vibrant hues matching the colours of their dragon kin, but generations of inbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in colour, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 250 pounds or more. Their hands and feet are strong, talon-like claws with three fingers and a thumb on each hand. Sometimes, the blood of a particular type of dragon runs very strong through a dragonborn clan. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, white, lustrous black, or gleaming metallic gold, silver, brass, copper, bronze, or even shining amethyst, crystal, sapphire, emerald or topaz.    

Homelands

It is said that the first dragonborn came to be some 50,000 years ago on the continent of Murath, a land of rugged mountains and ruthless storms. Regardless of the challenges Murath presented, the dragonborn made it their home, erecting grand cities across the continent. It has only been 600 years since the Murathian dragonborn have allowed outsiders to visit their home. As a result, inter-continental trade has blossomed, generating a new and refreshing sense of unity between many of the races of Aolara. Nevertheless, there will always be extremists in Murath that shun progress and continue to exhibit xenophobic tendencies.

Although many are proud of their heritage, not all dragonborn wish to stay in Murath. In their thousands of years on Aolara, dragonborn have spread all over the planet, integrating with other races and constructing various settlements outside of Murath, such as the desert city of Omassu in Eltera.    

Self-Sufficient Houses

Dragonborn value skill and excellence in all endeavours. 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.

It is customary in dragonborn society to form large clans that act as a family and a support system. These clans are called dragonborn houses and are made up of many dragonborn families or varying chromatic, metallic and gem bloodlines. Most of the time a dragonborn house is led by a family of a specific dragonborn colour that has no problem welcoming dragonborn of other colours and creeds into their house. However, unfortunately some dragonborn houses openly refuse others of a different colour or lineage, fearful that they would muddy their pure bloodline. To many dragonborn, your clan name and its house is more important than life itself. Dragonborn owe their devotion and respect to their house above all else, even the gods. Each dragonborn’s conduct reflects on the honour of his or her house, and bringing dishonour to said house can result in expulsion and exile. Each dragonborn knows his or her station and duties within the house, and honour demands maintaining the bounds of that position.

Although hundreds of dragonborn houses exist across Aolara, there are 12 in Murath that nearly all dragonborn strive to be a part of. These 12 houses represent the 12 ideals of dragonborn culture and sit at the top of their society, governing and leading the dragonborn territories of Murath. To be accepted into one of these dragonborn houses, one would have to be of a particular bloodline, or prove themselves to be a valuable asset to the house.
The 12 famed dragonborn houses are:  
House Motfang
Lead by family Motfang, a bloodline of gold dragonborn. They are the current head of the 12, and recognised leader of the dragonborn territories in Murath. Many members of House Motfang are skilled strategists.  
House Frostmaw
A family of white dragonborn with ties to House Uldraacon. House Frostmaw was once leader of the 12, but for reasons unknown, chose to step down and relocate oversees to Eltera. House Frostmaw has not had any real standing in Murath for 190 years. The main Frostmaw family was popular amongst the peoples of Murath for their untold charisma and beauty.  
House Pridaar
Headed by amethyst dragonborn. House Pridaar is believed to be the wealthiest dragonborn clan on Aolara. They run The Eminent Bank, which has branches all over the world.  
House Kilhaza
Led by the famed Kilhaza clan of bronze dragonborn. House Kilhaza are known for being audacious explorers of Aolara and beyond.  
House Ravopraxis
A family of crystal dragonborn that act as seers and oracles across Murath. It is said that they only allow those with 'the second sight' into their house.  
House Beltrin
Headed by a group of blue dragonborn known for their boundless intellect. House Beltrin is made up of academics and scholars of both the magical and non-magical world. The Beltrin Vault holds Murath's largest collection of knowledge and theory. Some believe it could be the largest library on the planet.  
House Scorsunder
A warrior clan helmed by the mighty red dragonborn family, Scorsunder. Renowned for their strength and resolve on the battlefield. House Scorsunder has led the dragonborn armies of Murath for over 1,000 years.  
House Lumisashi
The proud Lumisashi family is run by silver dragonborn. They represent justice, and maintain lawful order across the dragonborn cities of Murath. House Lumisashi are devoted followers of Bahamut.  
House Faermyne
Led by a family of gleaming emerald dragonborn, House Faermyne has spearheaded Murath's inter-continental trade and commerce since its inception some 600 years ago. They have close ties to House Pridaar.  
House Toxan
Spies and secret keepers. House Toxan is marshalled by a family of green dragonborn well known for their stealth and secrecy. They act as the eyes and ears of whoever is leading the 12, observing and informing on other nations across Aolara. It is rumoured House Toxan also runs a thieves guild.  
House Uldraacon
A worker's house uninterested in the political struggles of its nation. House Uldraacon is helmed by a family of black dragonborn famous for their skilled hands and methodical intellect. They make up many of the continent's best architects, tinkerers and magical technicians. Some members of House Uldraacon rival even the master craftsman of Murath's dwarven mountain clans.  
House Hibarum
A welcoming house headed by copper dragonborn. House Hibarum holds no prejudice against dragonborn of different colours. They are seen as the people's house, and are known for their inspirational public speaking. Many believe that House Hibarum should lead both the 12, and Murath's dragonborn territories.    

Dragonborn Traits

 
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 live to be around 80.  
Alignment
A Dragonborn's choice of alignment tends to follow the beliefs of their maker. Whether that be the good and honourable teachings of Bahamut, the wicked and greedy commands of Tiamat or the true neutrality of Sardior. However to many Dragonborn, their draconic ancestry plays no role in their moral choices.  
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.  
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.  
Draconic Ancestry
You have draconic ancestry. Choose one of the following dragonborn subraces, Chromatic, Gem, or Metallic.    

Dragonborn Subraces

 

Chromatic Dragonborn

Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons and their tyrannical mother, Tiamat. The vibrant colours of black, blue, green, red and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the blazing elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.  
Chromatic Ancestry
You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.  
Breath Weapon
When you take an 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.  
Draconic Resistance
You have resistance to the damage type associated with your Chromatic Ancestry.  
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.  
Chromatic Ancestry
DragonDamage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Gem Dragonborn

Gem Dragonborn partake of the heritage of gem dragons, who are believed to be heirs of Sardior, The Blazing Ruby. The colours and mysterious powers of gem dragons-amethyst, crystal, emerald, sapphire, and topaz-gleam in these dragonborn's smooth, stone-like skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery-but also the desiccation of despair.  
Gem Ancestry
You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.  
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.

This damage increases by 1d10 when your 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.  
Draconic Resistance
You have resistance to the damage type associated with your Gem Ancestry.  
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.  
Gem Ancestry
DragonDamage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Metallic Dragonborn

Dragonborn with metallic ancestry lay claim to the tenacity of the platinum lord Bahamut, and the metallic dragons-brass, bronze, copper, gold, and silver-whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.  
Metallic Ancestry
You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type of your other traits, as shown in the table.  
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 Metallic 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.  
Draconic Resistance
You have resistance to the damage type associated with your Metallic Ancestry.  
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. 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.   Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.  
Metallic Ancestry
DragonDamage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Dragonborn

Type - Humanoid   Size - Medium   Alignment - N/A   Preferred Terrain - N/A   Abilities - Draconic Ancestry
Click here to return to Races of Aolara

-Black Dragonborn
   

       
-Crystal Dragonborn
       

     
-Gold Dragonborn


         
-Emerald Dragonborn
       

   
-Bronze Dragonborn
 

       
-Red Dragonborn
     

     
-Green Dragonborn


       
-Copper Dragonborn

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