Dragonborn Species in Sýnfilde | World Anvil
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Dragonborn

What a curious new oddity they are, the Dragonborn. Back during the First Awakening, Dragons and Humans lived in peace, but things seem to have changed a bit after they came back. The Dragons themselves seem more aloof than usual and worked some kind of ritual soon after their grand return, in the ruins of this city of ours. It has been many years since, and every new year sees more of these Dragonborn and their Kobold fellows flocking to these ruins, rebuilding them to resemble their former glory. It is all the same to me, not being a Human myself, but still I wonder. Sometimes I see Humans and Halflings here but soon enough they're gone and only Dragonborn and Kobolds yet remain. 'Tis strange, I admit. Only conclusion I can reach is that the Dragons' ritual is luring them here and turning them into these Dragon-Human hybrids but to what end?  
-Okren Sikkert, Keeper of the Tomes, Tor Ashar, 89th Year, Third Awakening  
Dragonborn:   ASI: +2 Str, +1 Cha   Age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.   Size: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.   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.
  • Red: Fire - 30 foot cone. (Dex save)
  • Blue: Cold - 30 foot cone. (Con save)
  • White: Lightning - 60x5 foot line. (Dex save)
  • Green: Acid - 30 foot cone. (Dex save)
  • Gold: Radiant - 60x5 foot line. (Con save)
  • Silver: Magical PSB - 60x5 foot line. (Dex save)
  • Black: Necrotic - 30 foot cone. (Con save)
  • Amethyst: Force - 60x5 foot line. (Dex save)
  • Emerald: Poison - 30 foot cone. (Con save)
  • Sapphire: Psychic - 30 foot cone. (Int save)
Breath Weapon: You can use one of the attacks of your attack 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 3d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 4d8 at 6th level, 5d10 at 11th, and 6d12 at 16th level. 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.
Draconic Flight: When you reach lvl 5, you learn to channel the magical energy of your Draconic Ancestry to give yourself temporary flight. As a bonus action, you sprout spectral wings on your back that last for 10 minutes or until you're incapacitated or you retract the wings with a bonus action. During that time you have a flight speed equal to your speed. Your wings appear to be made of the energy of your Breath Weapon. Once you use this trait, you can't use it again until you finish a long rest.   Speed: 30   Damage Resistance. You have resistance to the damage type associated with your ancestry.   Languages: Draconic, local common+any languages you knew in your previous life (if any) Kobold:   ASI: +4 Dex, -1 Con, -1 Str Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.   Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.   Speed. Your base walking speed is 30 feet.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Lucky: When you roll a 1, you can reroll that die.   Languages. Draconic, +any languages you knew in your previous life.

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