Dragonborn Species in Faerûn of Forgotten Realms | World Anvil
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Dragonborn

Dragonborn (also known as Strixiki in Draconic; or Vayemniri, "Ash-Marked Ones", in Tymantheran draconic) are people of draconic creatures native to Abeir, Toril's long-sundered twin. During the Spellplague, dragonborn are transplanted from Abeir to Toril, the majority of them living in the continent of Laerakond in the 15th century DR.

Basic Information

Biological Traits

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings and tails. Dragonborn feet end with three strong talon-like claws with a fourth claw in the back, while their hands are similar with three claws with a thumb replacing the rear claw. A dragonborn's head features a blunt snout, a strong brow, and reptilian frills on the cheeks and ears. On the back of the head, a crest of hornlike scales forms what resembled a mess of ropy hair. Dragonborn eyes are usually red or gold in hue.

Dragonborn exhibit many draconic features, including a scaly hide, a large muscular body, the capacity to use a breath weapon, and resistance to the same elemental energy they can breathe, thanks to their draconic heritage. Because of thousands of years of interbreeding, the scales of a dragonborn's hide are scarlet, gold, rust, ochre, bronze, or brown in hue, though a few dragonborn with a stronger draconic heritage had scales resembling those of true dragons —bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. The color of their scales bears little correlation to a dragonborn's draconic heritage, however. The scales are typically in their greatest concentration around forearms, lower legs, feet, shoulders, and thighs, with a very fine leathery covering over the rest of the body. With the proper training, dragonborn can learn to unlock more of their draconic potential, even to the point of sprouting wings with which to fly, like a dragon.

Like dragons, dragonborn are often mistaken for reptiles, but are in fact, warm-blooded draconic creatures. In fact, the internal body temperature of the dragonborn is warmer than that of most similar races, being so hot as to seem feverish to the human touch.

A rare, few individuals are born with tails, but this might be seen as a deformity by other dragonborn.


Ability Score Increase: Strength score increases by 2 and Charisma score increases by 1.
Speed: Base walking speed is 30 feet.
Draconic Ancestry: Choose one type of dragon from the table below. Breath weapon and damage resistance are determined by the dragon type.

Dragon Type Damage Type Breath Weapon
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 (Dex. save)
Breath Weapon: Use an action to exhale destructive energy. The draconic ancestry determines the size, shape, and damage type of the exhalation. When using the breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the draconic ancestry. The DC for this saving throw equals 8 + Constitution modifier + 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 using the breath weapon, it can be used again until completing a short or long rest.
Damage Resistance: Have resistance to the damage type associated with the draconic ancestry.
Language: Can speak, read, and write Common and Draconic.


Variant Traits

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 those dragonborn’s 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.

Ability Score Increase: Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.
Speed: Base walking speed is 30 feet.
Chromatic Ancestry: Choose one type of dragon from the table below. This determines the damage type for other traits.
Dragon Type Demage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Breath Weapon: When taking the Attack action, one of the attacks can be replaced 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 + Constitution modifier + proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with the Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). The number of times one can use the Breath Weapon to proficiency bonus, and all expended uses can be regained after a long rest.
Draconic Resistance: Have resistance to the damage type associated with the Chromatic Ancestry.
Chromatic Warding: At 5th level, as an action, for 1 minute, one becomes immune to the damage type associated with the Chromatic Ancestry. Once this trait is used, one can’t do so again until finishing a long rest.
Language: Can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Source: Fizban's Treasury of Dragons

Gem Dragonborn

Gem dragonborn partake of the heritage of gem dragons. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s 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.

Ability Score Increase: Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.
Speed: Base walking speed is 30 feet.
Gem Ancestry: Choose one type of dragon from the table below. This determines the damage type for other traits.
Dragon Type Demage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic
Breath Weapon: When taking the Attack action, one of the attacks can be replaced with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + Constitution modifier + proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with the Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). The number of times one can use the Breath Weapon to proficiency bonus, and all expended uses can be regained after a long rest.
Draconic Resistance: Have resistance to the damage type associated with the Gem Ancestry.
Psionic Mind: Can send telepathic messages to any creature you can see within 30 feet of you. There is no 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: At 5th level, 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 this trait is used, it cannot be used again until finishing a long rest.
Language: Can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Source: Fizban's Treasury of Dragons

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.

Ability Score Increase: Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.
Speed: Base walking speed is 30 feet.
Metallic Ancestry: Choose one type of dragon from the table below. This determines the damage type for other traits.
Dragon Type Demage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
Breath Weapon: When taking the Attack action, one of the attacks can be replaced with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + Constitution modifier + proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with the Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). The number of times one can use the Breath Weapon to proficiency bonus, and all expended uses can be regained after a long rest.
Draconic Resistance: Have resistance to the damage type associated with the Metallic Ancestry.
Metallic Breath Weapon: At 5th level, you gain a second breath weapon. One of the attacks can be replaced with an exhalation in a 15-foot cone. The save DC for this breath is 8 + Constitution modifier + proficiency bonus. When using 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 this trait is used, it cannot be used again until finishing a long rest.
Language: Can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Source: Fizban's Treasury of Dragons

Additional Information

Social Structure

Clan and family bloodlines are both preserved among dragonborn and are highly important to dragonborn culture as a whole. They are different, though the distinction is subtle to non-dragonborn. Family refers specifically to actual blood relatives, as far as it can be traced, whereas clan, in the dragonborn context, refers to a confederation of families united by mutual purpose in ages past, organized along military lines. Of the two, the clan is usually considered more important and it is to the clan that dragonborn owed their most loyalty, particularly in Tymanther.

Clans ware led by wizened, aged clan-masters chosen for their ability to lead. These clan-masters are looked to for guidance by their lieges. Dragonborn do not forget the past, and ties to clan and family determine much about how one dragonborn is viewed by others. All clans have reputations, for good and ill, that often last for generations. A dragonborn's actions are expected to bring favor and goodwill to their clan, improving the reputation. For this reason, dragonborn typically go by their clan names rather than their family names, hoping to bring honor and glory to their clan.

Overall, compared with clan ties, family is secondary and private to dragonborn, as reflected by the fact that most dragonborn family names are kept secrets shared with only the closest friends and other family members. The usual family unit is quite small, often composed of only two individuals: a mated pair or a parent and its child. Dragonborn marriages are arranged by the clan leaders along old pact lines. Dragonborn lack the association of love with marriage that other cultures have. Instead, weddings are purely for reproductive reasons. Once a dragonborn child reach 3 years old the marriage is typically dissolved, with the parent who is the same sex as the child rearing it for the remainder of its childhood.

Geographic Origin and Distribution

Dragonborn are most commonly found on Abeir, where the vast majority of the race dwell. There, as well as in Laerakond, dragonborn are enslaved by draconic overlords who rule over much of Toril's lost twin. However, some dragonborn nations do exist that have wrested themselves away from draconic rule. The largest of these was Tymanchebar on Abeir, whose center of power was wrestled away from Abeir by the Spellplague and transplanted to the ruins of Unther. Most dragonborn believe that Tymanchebar has been destroyed and reconquered by the dragon lords of Abeir, no longer having the protection of its mighty citadels and armies.

By 1479 DR, Tymanther, the dragonborn nation formed from this expatriate of Abeir, is the strongest center of dragonborn culture on Toril.

Civilization and Culture

Naming Traditions

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

Major Language Groups and Dialects

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.

Culture and Cultural Heritage

Dragonborn have a well-known dedication to honor, but how deeply rooted this trait remains debatable. However, all dragonborn tend to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable among dragonborn, but it is considered outright repulsive. The dragonborn drive for honor carries on into the culture of the race. Among dragonborn, the most horrible crime is oath-breaking; honesty is expected whenever a deal is struck. Commitment to a word is expected to be carried out to the letter and all parties in a transaction are held accountable and responsible for failings. Ultimately, those who fail to meet their word are expected to accept the consequences. So widespread is this value of honor and honesty that it is commonly believed that dragonborn never break their word.

Part of the roots of this honorable attitude lay in the dragonborn's drive for self-improvement. The draconic nature of dragonborn gives them a strong self-consciousness and a tendency for strong emotions. Both of these combine to make dragonborn particularly wanting for the approval of others. Dragonborn place great value on the skill of an individual, including themselves. Failing at a task is anathema to dragonborn and as a result, they can sometimes push themselves to unhealthy extremes of effort. This aspect of the dragonborn mind means few of dragonborn take a laid-back approach to any skill or ability, striving always to become the masters of a particular skill, and dragonborn respect those among other people who approach life in the same manner.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. 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.

Dragonborn society in the nation of Tymanther has a strong and abiding hatred of dragons, perpetuated by terrifying tales of draconic cruelty and retelling of the dragonborn struggle for freedom on Abeir. Though the dragons of Toril has nothing to do with this horrid past that haunted them, the dragonborn are not particularly forgiving in this regard, and individuals who take up dragon-hunting for whatever reasons are honored as heroes among the Tymantherans.

However, though this hatred of dragons is strong, even carrying over to a condemnation of the worship of good dragon gods, like Bahamut, many dragonborn hope that life on Toril would help them escape the tragedies of their history. In part because of their distrust of dragons, but also because of a general desire to forge a bright future for their people devoid of war, the Tymantheran dragonborn work hard to earn the friendship of races around the world and few prejudices other than the hatred of dragons plagued the dragonborn race. Dragonborn efforts are partially successful but the sudden appearance of the dragonborn and the alien nature of their culture make many wary of their motives.

Like dwarves, dragonborn are usually practical about the arts. Few items are created for purely artistic reasons. Usually, items have a functional purpose behind them. Despite this, dragonborn arts are not at all ugly or mundane in appearance and dragonborn craftsmen take time and care in creating new works. As pieces representative of the skill of a craftsman, dragonborn art pieces often possess a distinctive flair that is draconic or elemental in nature and they are often embroidered with jewels or precious metals. Jewelers, gemcutters, smiths, and minters have a respected place in dragonborn societies. Ironically, dragonborn often adorn themselves with baubles of all sorts in subconscious imitation of the very same dragons they resent

Common Customs, Traditions and Rituals

Having come from Abeir, dragonborn have a very different approach to religion than the other cultures. On Abeir, divine influence is rare and mysterious, contrary to Toril where it has been relatively common in past ages. Since Abeir is dominated by the primordials who are, according to myth, driven into hiding by the mighty dragon lords that reigned over most of the planet, the dragonborn feel less beholden to gods than the members of other races. For this reason, many dragonborn are entirely agnostic, with no strong feelings one way or another about the gods.

Dragonborn who embrace religion, however, are well-suited to the path of a paladin. Making the creed and commandments of a god a code by which they can live by is in many ways attractive to dragonborn, so long as they are able to get past their aversion to being beholden to a superior authority they have no control of. If they do join the faithful, dragonborn can become quite devoted in their chosen church, craving the direction and purpose it give them.

Common Taboos

To honorable dragonborn, it is most heinous to break an oath. Those who do must accept any consequence of such an act.

Dragonborn who worship gods are usually expelled from their clans because traditionalist dragonborn believe worshiping such beings is equal to selling themselves to dragon slavery again.

History

Regardless of the origin of the race, dragonborn have been the slaves of dragons for millennia. Occasionally clans would rise in rebellion but only a few, such as the nation of Tymanchebar, were ever successful.

During the Spellplague (beginning 1385 DR), Tymanchebar was believed destroyed, wiped out following the transplantation of its center from Abeir to Toril. Despite this tragedy, the Abeiran expatriates of the new nation of Tymanther remained strong, and by 1479 DR formed a strong and steady homeland for the dragonborn of Toril that began to see acceptance among its neighbors. Some dragonborn migrated from Tymanther to other lands on Toril, though most that are not a part of the nation remain enslaved by dragons, either on Abeir or within the new continent of Laerakond.

Common Myths and Legends

The origin of the dragonborn race was uncertain and shrouded in myth. Faerunian sages of the 1470s DR believe that dragonborn are either the original inhabitants of Unther, who are transformed into draconic beings after being exposed to the energies of the Spellplague, or experiments created by the followers of Tiamat in the ruins of Unther. Such beliefs are wrong, however, as dragonborn are denizens from Abeir.

Some legends of Abeir told that Io, the first and greatest of the dragon gods, created the dragonborn as servants for the first dragons. These stories related that the dragonborn, like dragons, were formed from the essence of both the Astral Sea and the Elemental Chaos, though their nature overall favored the elemental over the astral, just like dragons. Yet another, less popular tale told that Io was killed in the war between the gods and the primordials and that the dragonborn sprang from his spilled blood. A slight variation on this is common among the dragonborn of Tymanther, who believe they were bred by the dragon lords of Abeir for a cruel fate as slaves.

The Platinum Cadre posits an alternative theory in their efforts to spread the worship of Bahamut, that the dragonborn are the ancient creations of the Platinum Dragon. However, most of the order is ridiculed or even openly persecuted for their beliefs since, to the dragonborn of Tymanther, the idea of a good dragon, let alone a good dragon god, is completely alien. However, dragonborn are in fact related to the dragonborn of Bahamut, but only
a handful of old dragons know about this relationship.

Interspecies Relations and Assumptions

The dragonborn of Tymanther have a known tolerance for races of all kinds, extending their courtesy even to races who are generally disliked, such as Tiefling.
Lifespan
80 years
Average Height
1.9 - 2 m
Average Weight
100 - 150 kg
Average Physique
Scaly Medium Humanoid

Why go on an adventure?

  • Do you have a desire to prove yourself and win respect from your brethren?
  • How about hunting dragons that plagued your ancestral histories?
  • Or you simply want to bring glory to your clan's reputation?
  • Maybe you have enough of the pressure from home and want to be completely independent of all that burden?

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