Dragonborn

For more information on all races, see: Races

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn seek to become faithful servants to true dragons, others form the ranks of soldiers in their clans, and still others find themselves adrift, with no clear calling in life.   Dragonborn are a race of proud, honorable warriors with strong traditions. They never break an oath, and express their sense of honor by perfecting their skills and brooking no insult. They believe adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences. The drive to behave honorably is paramount to the dragonborn, and their continual drive for self-improvement reveals an additional aspect of dragonborn honor. Thus, breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out.

Basic Information

Anatomy

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of inbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, ochre, or copper-green. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. They are tall and strongly built, often standing close to 6-½ feet tall and weighing 200 pounds or more. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their hands and feet are smiting, talon-like claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor - bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze.   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. While this might seem disadvantageous, the lack of hair and large mouth allow the dragonborn to displace body heat at an effective rate, meaning dragonborn are comfortable in cold climates while remaining no more vulnerable to heat than humans.   A rare, few individuals are born with tails, but this is seen as a deformity by the dragonborn.

Growth Rate & Stages

Young dragonborn, who hatch from eggs like their draconic relatives, grow at an impressively rapid rate, much faster than most other races, reaching the equivalent maturity of a human child of 10 by age 3. Dragonborn nurse their hatchlings for several months before teeth begin to come in. A dragonborn then slowly introduces soft food and then moves toward normal dragonborn eating habits, which contain more meat than is typical of most other races. Their rate of maturation slows dramatically within a few short years and they are not considered physically mature until the age 12, when their bodies reach their adult height and appearance. Not all dragonborn develop a breath weapon but those that do usually obtain it during these years of growth. Psychologically, dragonborn are considered mature as a human adult by age 12, and when they reach age 15, they are considered legally adults in dragonborn society. Once they do reach adulthood, dragonborn can expect a lifespan identical to that of humans.

Additional Information

Social Structure

Dragonborn have a well-known dedication to honor, but how deeply rooted this trait is 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, it is considered outright repulsive.   Part of the roots of this honorable attitude lie 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 the race 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 races who approach life in the same manner. As a result, most dragonborn adventurers come to their way of life through a desire to prove themselves and win respect from their brethren.   Other races see dragonborn as proud or even arrogant because of this dedication to excellence and high standards. It is true that dragonborn are typically proud of their race's accomplishments. However, dragonborn are also more than willing to recognize with respect the accomplishments of other races in turn, whether or not the race in question is an ally or enemy.   More so than other races, dragonborn often wear their hearts on their sleeves, typically hiding neither anger nor joy. Dragonborn are enthusiastic about life, particularly success, and brood about failure for only a short time before their disappointment is shaped into a strong drive for improvement. Only a handful of dragonborn actually demonstrate traits that might be considered timid or reserved, and the vast majority of the race have no qualms asking for what they need or taking time to improve themselves. Trust is a major factor in the lives of all dragonborn and each expects others to be just as open and forthcoming with them as they are.   Perhaps paradoxically, given the often rigid conditions of their society, dragonborn have a strong sense of independence and self-worth. Most dragonborn, however, do not view this as a need to break away from society as other individuals might, but rather to shape it for the better through their own unique strengths and weaknesses. Likewise, dragonborn see themselves as responsible for those around them, with the group ultimately reflecting on the individual. In this way, the successes and failures of each dragonborn are the successes and failures of the group they associate with, giving dragonborn a very collective sense of self while retaining their individuality. Ultimately, dragonborn hold themselves accountable for their choice of allies and poor judgment is considered no excuse for failing to uphold the standards all dragonborn hold themselves to.   Good dragonborn are fairly common, but dragonborn are as fallible to evil as any other race. The passionate nature of dragonborn can make the race brutal or vengeful and given to hasty choices that are morally compromising. The dragonborn sense of worth can likewise lead to greed and egotistic selfishness. But while dragonborn can turn to evil, most dragonborn villains retain the scruples and values that define the race, including respect and courtesy to enemies.   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 and, in fact, most dragonborn do so. So widespread is this value of honor and honesty that it is commonly believed that dragonborn never break their word.   Like dwarves, dragonborn are usually practical about the arts. Few items are created for purely artistic reasons, instead having a functional purpose behind them. Despite this, like the dwarves, 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.   Not all dragonborn art is purely pragmatic in nature, however, and the dragonborn have a love for jewelry as well. Jewelers, gemcutters, smiths, and minters have a respected place in dragonborn society. Dragonborn often adorn themselves with baubles of all sorts in subconscious imitation of dragons. Like dragons, dragonborn have a craving for precious metals and jewels that can seem like hoarding, though most dragonborn possess a culturally-instilled restraint rather than engaging in the gross over-indulgence that many wyrms do.   Like the dragonborn approach to art, the race's attitude towards leisure activities is very practical, and when dragonborn aren't at work, they are often engaged in sports with a training component to them. Often competitive, these sports often lack teams, with the most popular games ending in victory for one, clear winner. Many of these sports are also violent, particularly by the standards of many other races, and wrestling is extremely popular with the race, as are, to a more limited extent, blood sports such as gladiator games or pit fighting. Not all dragonborn sports are so physical, however, and the race is also fond of strategic board games, riddle contests, or improvised storytelling events. In all cases, the dragonborn emphasis for recreation is on the triumph of the individual and the improvement of practical skills.   Clan and family bloodlines are both preserved among dragonborn and are highly important to dragonborn culture as a whole. Both are different, though the distinction is subtle to non-dragonborn. Family refers specifically to actual blood relatives, as far as 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, clan is usually considered more important and it is to the clan that dragonborn owe their most loyalty.   Clans are led by wizened, aged clan-masters chosen for their ability to lead who 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 good will to his or her clan, improving this 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.   This pressure to either right the wrongs of the past or continue a clan's glory can define a dragonborn's life. Some dragonborn flee from the imposing responsibilities their clan puts on them, choosing infamy over such a burden. Others accept the responsibility or even turn it into an additional drive for their ambition, hoping to one day become the clan-master.   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 many races have, instead wedding purely for reproductive reasons. Once a dragonborn child reaches 3 years old, the wedding is typically dissolved, with the parent who is the same sex as the child rearing it for the remainder of its childhood.   The parent–child relationship during the formative years between the marriage's dissolution and the child's adulthood are incredibly important. Parents, along with other adults from the community, are expected to not simply act as loving caretakers but teachers as well, using storytelling and direct action to instill the virtues of society within a child. In addition to scholarly studies and moral lessons, parents are also expected to focus the drive of a child and teach them basic martial skills for the purpose of defense. Dragonborn believe this in-depth mentorship is necessary not only for the child's education but also for their morality. It is thought that without this imposed discipline, a dragonborn's fierce passions might give way to a feral savagery. Within a large dragonborn community, the parent maintains the position of authority, but other adults are allowed to act as surrogate parents and teachers, giving a young child multiple examples to learn from.   Dragonborn who embrace religion are well-suited to the path of a paladin. Making the creed and commandments of a god a code by which they can live is in many ways attractive to dragonborn, so long as they are able to get past their natural aversion to 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 gives them. Likewise, paladins, unlike clerics, represent an almost martial career path and one that blends well with the militaristic culture of the race.

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 clutch mates as a descriptive term or endearment. The name might recall an event or center on a habit.
  Male Names: Arjhan, Bharash, Ghesh, Heskan, Kriv, Nadarr, Rhogar, Shedinn, Torinn.
  Female Names: Akra, Biri, Kava, Mishann, Nala, Raiann, Sora, Surina, Thava.
  Childhood Names: Climber, Earbenden Leaper, Pious, Shieldbiter, Zealous.
  Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit.

Interspecies Relations and Assumptions

Dragonborn value honor, skill, and excellence in all endeavors one undertakes. First and foremost, honor is tied to battlefield conduct, much like a knight’s rules of chivalry, but it also extends into every part of a dragonborn’s life. This dragonborn propensity sometimes leads others to wrongly view dragonborn as arrogant and proud. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. This allows them to integrate easily into other cultures, especially those that hold similar values, albeit with some difficulty due to their appearances. Many find a home among humans and dwarves, which tend to have martial and law-abiding societies.   Dragonborn recognize tieflings as worthy companions or opponents, admiring their strength and tenacity as friends or enemies. Their relationship with lizardfolk is one of mixed reception. They are admired for their similarly strong traditions and communities, but are seen as unambitious and lazy. Dragonborn have built marvels of rock and stone, ziggurats and towers that paint the ambitions of their people for all to see, while the lizardfolk yet choose to live in squalor and mud. Given that many kobolds lack concepts of honor in favor of cowardice, dragonborn hold little respect for the miniscule creatures who would grovel at their feet. Any claim that either share kinship with the dragonborn by way of reptilian or draconic ancestry is met with ridicule by most.

Subraces

Primal-Blooded (Crystal)

Crystal dragonborn partake of the heritage of crystal dragons, otherwise known as primal dragons. The colors and mysterious powers of crystal dragons—amethyst, 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.

Typical Alignment: Neutral Good
Ability Modifiers: +2 Constitution, +2 Wisdom, -2 Dexterity
Primal Breath Weapon: Crystal dragonborn instead choose one of the following damage types for their breath attacks. The damage die with these breath weapons is reduced to 1d4, scaling per Breath Weapon. This trait alters Breath Weapon and replaces Energy Resistance.
  • Amethyst (Force - 5 by 20-ft. line)
  • Emerald (Positive Energy - 5 by 20-ft. line)
  • Sapphire (Sonic - 5 by 20-ft. line)
  • Topaz (Negative Energy - 5 by 20-ft. line)

Alternate Racial Traits

Replaces Breath Weapon

Ferocious Maw

Some dragonborn have stronger and more developed maws than other members of their race, and can use them to make attacks. Dragonborn receive a primary bite attack that deals 1d6 points of piercing damage. This trait replaces Breath Weapon.

Replaces Keen Senses

Imposing Presence

With imposing figures and garish appearances, dragonborn easily inspire fear in the common man. Dragonborn receive a +2 racial bonus to Intimidate skill checks. This trait replaces Keen Senses.

Racial Traits

+2 Constitution, +2 Charisma, -2 Dexterity
Dragonborn are physically hearty and strong-willed, but are not as nimble as other races.

Dragonborn
Dragonborn are humanoids with the dragonborn subtype.

Medium
Dragonborn are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Dragonborn have a base speed of 30 feet.

Senses
Dragonborn get low-light vision and darkvision with a range of 60 feet.

Breath Weapon
A number of times per day equal to the dragonborn’s Constitution modifier (minimum 1), the dragonborn can exhale destructive energy as a standard action. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a Reflex saving throw. The DC for this saving throw equals 10 + half the dragonborn’s hit die + the dragonborn’s Constitution modifier. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. The damage increases by 1d6 for every 2 levels above 1st the dragonborn has (to a maximum of 5d6 at 9th level). Once used, this ability has a 1 minute recharge period before it can be used again. Uses of this ability are renewed after resting for 8 hours, although these hours do not need to be consecutive.
  • Black (Acid - 5 by 20-ft. line)
  • Blue (Electricity - 5 by 20-ft. line)
  • Green (Acid - 5 by 20-ft. line)
  • Red (Fire - 5 by 20-ft. line)
  • White (Cold - 5 by 20-ft. line)
  • Brass (Fire - 15-ft. cone)
  • Bronze (Electricity - 15-ft. cone)
  • Copper (Acid - 15-ft. cone)
  • Gold (Fire - 15-ft. cone)
  • Silver (Cold - 15-ft. cone)
Claws
Dragonborn have strong claws capable of rending flesh from bone. Dragonborn receive two primary claw attacks that deal 1d4 points of slashing damage.

Dragon-Blooded
By virtue of their blood, dragonborn are resistant to certain magical enchantments that a true dragon would simply ignore. Dragonborn receive a +2 racial bonus on all saving throws against paralysis and sleep effects.

Energy Resistance
Dragonborn receive energy resistance 5 to the same energy as their breath weapon.

Keen Senses
Dragonborn receive a +2 racial bonus to Perception skill checks.

Scaled Hide
Dragonborn receive a +1 natural armor bonus due to their hardy scales.

Languages
Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose any of the following: Dwarven, Elven, Giant, Gnoll, Gnomish, Goblin, and Orcish.

Average Lifespan
80 years

Average Height
5 ft. 11 in. – 6 ft. 10 in.

Average Weight
190 – 250 lbs.

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