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Dragonborn

The dragonborn are a draconic-humanoid races distantly related to both the lizardmen and kobolds. the dragonborn posses many traits of the dragons and indeed many dragonborn revere their Dragon namesakes. the vast majority of dragonborn live either within the Infernal-Draconic Ascendancy or the wider Wild Isles.  

Physical Description

  Dragonborn resemble in many ways what their name suggests: humanoid dragons. Standing on average around 6'2" – 6'8" (1.88–2.03 meters), dragonborn are impressively tall with a heavy weight to match, commonly possessing a mass of 220–320 lbs (100–145 kg). 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 formed what resembles a mess of ropy hair. Dragonborn eyes were 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. A dragonborn’s scale colouration is largely dependant upon their subrace. 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. Some dragonborn are even born with wings are thicker and more dense scale patterns.   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 allows the dragonborn to displace body heat at an effective rate, meaning dragonborn were comfortable in cold climates while remaining no more vulnerable to heat than humans.  

Lifespan and Maturity

  Young dragonborn, who hatch from eggs like their draconic relatives, and grow at an impressively rapid rate, reaching the equivalent maturity of a Human child of 10 by age 3. Dragonborn nurse their hatchlings for several months before teeth began to come in. A dragonborn is then slowly introduce soft food and then move towards normal dragonborn eating habits, which contains more fish than was typical of most other races.   Their rate of maturation slows dramatically within a few short years and they were not considered physically mature until the age 12, when their bodies reach their adult height and appearance. Not all dragonborn developed a breath weapon but those that did usually obtained it during these years of growth.   Psychologically, dragonborn are considered mature as a Human adult by age 12, and when they reached age 15 they are considered legally adults in dragonborn society. Once they reach adulthood, dragonborn could expect a lifespan identical to that of humans, typically living to the age of 50 and rarely to the age of one hundred  

Dragonborn Abilities

  Dragonborn have a number of abilities that set them apart from the other races. Most potent of all is a dragonborn's breath weapon, which, like that of a Dragon, varied in nature, depending on a dragonborn's draconic heritage. Dragonborn also has a natural resistance to the same kind of energy of their breath weapons.   Some dragonborn have additional abilities. For instance, while most dragonborn have vision comparable with humans, a number have enhanced vision more similar to that of an Elf. Other dragonborn can modify their dragon breath, acquiring two or more other damage types. Others learned to even mix one or more elements together to create a composite breath weapons.  

Ethnicities

  The ethnicities of the dragonborn very physiologically only smally, with the majority of the difference being sociological.   Prismatic Dragonborn through interbreeding, the scales of Prismatic Dragonborn are scarlet, gold, rust, ochre, bronze, or brown in hue, and sometimes even shine multicolored. The color of their scales bears little relation to a dragonborn's draconic heritage, and allows them to manipulate their breath weapons.   Scarred Dragonborn The Scarred Dragonborn are tailless dragonborn, who are more hardy and resilient than other subraces of dragonborn.   True Dragonborn The True Dragonborn believe themselves to be pure, and maintain rigid marriage practices to preserve their scale colours and purity. It is also True Dragonborn that are most commonly born with wings.  

Kingdoms of the Dragonborn

The Infernal-Draconic Ascendancy The Infernal Draconic Ascendancy is the only kingdom of the dragonborn. The Ascendancy is not a majority dragonborn kingdoms but a join kingdom of the dragonborn and tieflings.  

Dragonborn within Human Kingdoms

The dragonborn since the Age of Blood have tended to congregate within the Infernal-Draconic Ascendancy in an effort to rebuild their kingdom and culture; however, since the dragonborn had spread far and wide, and many have since left the Ascendancy dragonborn can be found in a variety of kingdoms.  

The Kingdom of Thaxnoria

Dragonborn are not an uncommon sight within Thaxnoria, as prior to the Age of Conquest the dragonborn possess significant territories within the Are of Runedastil. The dragonborn within Thaxnoria have generally conformed to Human culture and traditions, they are however, taxed at a greater rate than humans and are normally found within ghettos as a result of humans being unwilling to sell or rent to dragonborn rather than law. Dragonborn themselves, are viewed as draconic monstrosities and regarded with fear as a result of their appearance.  

Velgan Empire

Dragonborn within the Velgan Empire face and have faced economic, social, and political discrimination for centuries. The dragonborn of the Velgan Empire are legally required to work and only receive a fraction of the pay a Human may receive for the same work.What income the elves are able to gain is taxed at a rate of forty percent, a better figure than the elves, as the dragonborn conform better to elgan society. The dragonborn are much like the other elder races, are forced to live within ghettos in poverty, and are subjected to racial discriminantion and violence.  

Kasari Dominion

The dragonborn of the Kasari are a relatively common sight, though they possess not semi-autonomous region of their own they are effectively equal citizens of the Dominion. The dragonborn to face, non-systematic racism from the population who may still fear the dragonborn for their appearance. The dragonborn’s propensity towards magic has lead to friction and whole groups of dragonborn being confined to restrictive Arcane Bastilles. Generally however, the Kasari Dominion, as well as some of the Free State, is perhaps the most positive place for dragonborn otherside of their ethnic nation-state.  

Yhess Kingdoms

The Yhess Kingdoms are unique, race rarely matters, what matters is power and wealth should an individual have one or both their races is of no importance. The dragonborn within have broadly adopted the social, cultural, and religious practices of the Yhess, and as in many other kingdoms are regarded as loyal to the kingdom which they reside within. Much like with the other races, the dragonborn as most commonly slaves, being well regarded as warriors, labours, and arcane slaves, while they also exist as slave masters who are regarded as impersonal and economic.  

Atarsid City-States

The Dragonborn are remarkably rare to the Atarsid Isles, as the dragonborn typically dislike the hotter climate of the Isles. Those that do reside within the Isles are typically slaves, with almost no master among them.

Dragonborn Traits

Dragonborn, Orginal Traits

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.   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.   Draconic Ancestry. You are distantly related to a particular kind of Dragon. Choose a type of Dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.  
Dragon Color Damage Type Breath Weapon
Black Acid 5' by 30' line (DEX save)
Blue Lightning 5' by 30' line (DEX save)
Brass Fire 5' by 30' line (DEX save)
Bronze Lightning 5' by 30' line (DEX save)
Copper Acid 5' by 30' line (DEX save)
Gold Fire 15' cone (DEX save)
Green Poison 15' cone (CON save)
Red Fire 15' cone (DEX save)
Silver Cold 15' cone (CON save)
White Cold 15' cone (CON save)
  Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. HBInstead, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.   Damage Resistance. You have resistance to the damage type associated with your ancestry.   Languages. You can read, speak, and write Common and Draconic.

Dragonborn, Chromatic

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.   Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Chromatic Ancestry. You trace your ancestry to a chromatic Dragon, granting you a special magical affinity. Choose one type of Dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table.

Chromatic Ancestry

Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
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 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.   Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Dragonborn, Metallic

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.   Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Metallic Ancestry. You trace your ancestry to a metallic Dragon, granting you a special magical affinity. Choose one type of Dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table.

Metallic Ancestry

Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
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).   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.   Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Dragonborn, Gem

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.   Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Gem Ancestry. You trace your ancestry to a Gem Dragon, granting you a special magical affinity. Choose one type of Dragon from the Gem Ancestry table. This determines the damage type for your other traits as shown in the table.

Gem Ancestry

Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic
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 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 Gem Ancestry.   Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.   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.   Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Prismatic Dragonborn

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.   Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Draconic Resistance. You have resistance to one damage type of your choice from Acid, Cold, Fire, Lightning, or Poison.   Prismatic 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. When you replace one of your attacks you choose which damage type the attack deals from Acid, Cold, Fire, Lightning, or Poison damage. Each creature in that area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type chosen. 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.   Social Adept. When you make a Deception or Persuasion check, you can do so with advantage once per long rest.   Draconic Resistance. You have resistance to a damage type of your choice from Acid, Cold, Fire, Lightning, or Poison.   Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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