Dragonborn
Dragonborn
The eyes and ears of the archdragons, dragonborn were created to learn about a world their masters could not interact with. With all the might and ferocity of the draconic flights and all the freedom of the mortal world, they stand as a link between modern civilization and an ancient time of fire and scales.
Heart of Flame
Dragonborn stand erect, appearing as dragons in humanoid form, lacking only the wings and tails of their kin. Those descended directly from the archdragons, known as first generation, inherit features such as color and horn structure. Dragonborn that are born from the unity of two dragonborn, known as second generation, are often slightly shorter, and can have more unique traits as their lineage continues. In either case, they are still tall and strongly built, often standing close to 6 ½ feet tall, and weighing 300 pounds or more. They have three fingers and a thumb on each hand, sporting smiting, talon-like claws.
Thousands of years ago, with the fall of Tiamat, the gods tricked the archdragons into a deal that trapped them in a desolate land, unable to see or learn about the world around them. When their anger had settled, the most powerful of the dragons thought of a manner to interact and inform themselves of the world as it evolved, creating mortal counterparts that would venture out into distant lands and bring back epics of their journeys and those they met. The world was so large that one simple dragonborn could not achieve this, and so another was created, and another, until an entire population grew under the wings of the archdragons. The dragonborn were not mindless drones, and eventually sired children of their own. As time elapsed, these generations were freed from the burden and obligation that their parents were tasked with, and could live freely as they saw fit.
Dragonborn society usually involves a heavy emphasis on the worship and honoring of their creators. Many dragonborn are not tied to these gatherings, however, living amongst other races as envoys, or even simply as citizens, sharing and partaking in cultures as they move along.
Dragonborn names
Dragonborn are given names upon birth or creation, which are as powerful and resilient as their homeland and language. First generation dragonborn inherit the names of their creators as last names, while second generation may inherit a last name from their parents or any culture they see fit to inherit from.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Hesken, 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, UadjitDraconic Ancestry
Dragon Flight | Archdragon Name |
Black | Othremos |
Blue | Senas |
Brass | Tairais |
Bronze | Thythion |
Copper | Naktar |
Platinum | Alkrizzix |
Gold | Odexes |
Green | Jennuyog |
Red | Kazamus |
Silver | Dormir |
White | Glasera |
Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
Draconic Ancestry
Dragon Type | Damage Type | Breath Weapon |
Black | Acid | 30 ft. line |
Blue | Lightning | 30 ft. line |
Brass | Fire | 30 ft. line |
Bronze | Lightning | 30 ft. line |
Copper | Acid | 30 ft. line |
Platinum | Radiant | 30 ft. line |
Gold | Fire | 15 ft. cone |
Green | Poison | 15 ft. cone |
Red | Fire | 15 ft. cone |
Silver | Cold | 15 ft. cone |
White | Cold | 15 ft. cone |
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 either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
After you use your breath weapon, you can't use it again until you finish a short or long rest.
Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.
Darkvision. You have Darkvision with a range of 60 feet.
Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.