Shaped by Lythaelos by mixing the wisdom of dragons and the cunning of mortals, dragonborn were created to serve as guides and stewards of mortal civilizations in the earliest days of Yophas. Since then, they have largely fallen out of that position in favor of more varied methods of choosing sages and guides for societies, but they do still carry the heritage of dragons.
Proud Dragon Kin
Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings and, sometimes, a tail. Some dragonborn still have vibrant scales matching their heritage, while others have had their biological heraldry dimmed by generational interbreeding. Gem dragonborn have been largely resistant to this -- especially on account of their rarity -- while metallic and chromatic dragonborn have been more effected.
Whether their scales and features show it or not, all dragonborn have a specific draconic heritage that claims dominance over any others. Whichever dragon type that is -- such as red, black, green, white, or blue for chromatic dragonborn -- influences certain aspects of a dragonborn's powers and even personality.
Ancient Wisdom
Dragonborn were granted long lives and wisdom by their ancient heritage; however, this heritage has changed and morphed in various ways over the millennia. While many dragonborn -- especially Drakkinid ones -- still highly value wisdom, forethought, and unity, many more still have come to be molded by different societies and cultures.
As with all races, some dragonborn are still influenced by their divine duties and gifts, but many have strayed, for good and for ill.
Dragonborn Names/Ethnicities
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
You could wish to have your dragonborn influenced by a specific culture or its naming conventions. You can use any culture founds in the Cultures/Ethnicities subcategory of Races, or use the one below -- which is where dragonborn are most commonly found on Emaxus.
Creating Your Character
At 1st level, you choose what race your character belongs to. If you choose a dragonborn, follow the rules found below to make your dragonborn hero -- or villain.
Ability Score Increases
When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section of your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you can your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. Your race tells you what your character's creature type is.
Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.
Dragonborn Traits
All dragonborn, regardless of their lineage, share the following traits.
Age
Dragonborn are graced with some of the longevity of the dragons themselves. Typically, dragonborn mature around the age of 10 and can live just past 200.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Dragonborn Types
Depending on the type of dragon your lineage sires from, you have certain traits that distinguish you from the other lineages. You can be a Chromatic, Gem, or Metallic Dragonborn, with your choice gaining you the traits listed below.
Chromatic Dragonborn
Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in these dragonborns' scaled skin and in the deadly energy of their breath weapons. Theirs is the raw 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 chromatic blood flowing through your veins, 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 the Attack action on your turn, you can replace one of your attacks with an exhalation of elemental 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. The 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
Dragon |
Damage Type |
Black |
Acid |
Blue |
Lightning |
Green |
Poison |
Red |
Fire |
White |
Cold |
Gem Dragonborn
Gem dragonborn partake of the heritage of gem dragons, the direct heirs of Lythaelos themself. The colors and mysterious powers of gem dragons -- amethyst, crystal, emerald, sapphire, and topaz -- gleam in these dragonborns' scaled 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 the blood of the gemstone dragons flowing through your veins, 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 psionic 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 damage. The 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 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
Dragon |
Damage Type |
Amethyst |
Force |
Crystal |
Radiant |
Emerald |
Psychic |
Sapphire |
Thunder |
Topaz |
Necrotic |
Metallic Dragonborn
Dragonborn with metallic ancestry lay claim to the tenacity of 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 the metallic dragon blood flowing through your veins, granting you a special magical affinity. Choose one kind of dragon from the Metallic 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 Metallic Ancestry. On a successful save, it takes half as much damage. The 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 the same as your normal Breath Weapon. 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 knocked prone.
Once you use this Metallic Breath Weapon, you can't do so again until you finish a long rest.
Metallic Ancestry
Dragon |
Damage Type |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Silver |
Cold |
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