Dragonborn
The Dragonborn are prideful, destructive creatures born of a primal lineage. Gods of the mortal plane, their very existence is the antithesis of divinity, and denotes the conflict between mortalkind and the gods.
Origin
On leathery wings, a dragon brought a storm of destruction and wrath with it wherever it went. Its roar was a sign of terror and was a prophecy of destruction in the early days of Tetraverium. Before the Titans terrorized Tetraverium, or the Neverending Night of Walpurgisnacht, there was nothing more dangerous than a dragon. The dragons were not a construct of the gods, but instead constructs of the land. Following the destruction of the first mortals at the hand of Teresa, there was a release of powerful primal magic which would warp the land of Tetraverium, forever changing it. It would see the creation of mysterious forests, ocean depths, and horrible monsters the likes of which the gods had never imagined.While the first dragons were constructs of earth, the gods would retaliate. Roughly one thousand four hundred years after the first mortals walked the plane, the gods unleashed their own dragons. They fused divinity and primal magic. They were capable of speech and thought. They could change their shape into mortals. And most importantly; they fought for the side of the gods, and defended the mortals from these horrible beasts. Zanu, God of Creation created the Metallic Dragons; Gold, Silver, Copper, Iron, and Lead beasts of a whole new world.
It was alongside these metallic dragons that the first Dragonborn was created. Initially nothing more than the mortal form that Metallic Dragons transformed into, these Dragonborn began to populate the world.
Over the next few thousand years, the creation of the Metallic Dragons began a rivalry that would spark thousands of years of conflict and bloodshed, between the Chromatic and Metallic Dragons. While the Metallic Dragons appeared much stronger than their Chromatic kin, the Chromatic Dragons were crafty, and fuelled by Primal magic. Through this primal magic, they could evolve. Over the course of thousands of years, they learned how to talk, developed cunning and tactics, and some even learned to turn into mortal forms. This would lead to breeding, and the eventual creation of a whole new lineage: the Chromatic Dragonborn. A Draconic mortal without the same sense of belonging.
It would be years of conflict, violence, and extinction before the world saw any evolution of the Dragonborn form. In the Arzukan Empire, an absurdly wealthy merhcant named Shump Corpus attempted to create the perfect city. As a part of this city, he set out to create the perfect servants: a species of Dragonborn intended to be genetically inferior. Originally called the "Gemlings", these creatures were born of strange, illegal, horrific experiments targeted at impovrished individuals and youths that stunted their growth and fused their bodies with gems mined from deep below the Derelict Mountains. Shump Corpus would eventually be killed by one of his own creations, and the Gemling program would be shut down. However, these creatures would persist as "Gem Dragonborn". They are traditionally smaller than other Dragonborn and manifest strange abilities: telepathy, translucent-ness, and even reading minds; but at a horrible cost. Gem Dragonborns are tormented by uncontrollable power, a disconnect from nature, and horrible nightmares.
Description
The Dragonborn of Tetraverium are prehistoric, severe creatures. They traditionally stand over 6 feet tall, and between 200 and 300 pounds. They have a lifespan of roughly eighty years. They possess heavy, interwoven colored scales of various colors. Metallic dragonborn have cold, metal-like skin. Chromatic dragonborn resemble strong, primary colors. Gem dragonborn have fluorescent, gem-like skin that often shimmers and changes shape. Dragonborn have the heads of Dragons and spiked manes. Their bodies are scaly and their hands end in four sharp claws. Each Dragonborn wields an element corresponding to its color. This element often appears in small bursts out of its mouth, eyes, and form when it is emotional.Socialization
In the early primordial days of Tetraverium, the Dragonborn were renowned and feared due to their monstrous brethren. Dragonborn settled Selestia, demanding tribute. Many, particularly Metallic Dragonborn, would organize religious congregations, promising protection from dragons in exchange for faith. Chromatic Dragonborn rarely received this same reverence. They were feared and associated with their fullbred brethren. Other times, the uneducated populace failed to understand the difference between them and their Metallic brethren, for better or for worse.A few hundred years after the fall of the Titan Fellmoth, the era of titans ended. This sparked the beginning of the era of dragons; and with it, a great and terrible war between the Chromatic and Metallic Dragons. It’s said that for over a thousand years, the skies were black with ash, and the rivers ran red with fire. Most mortals sequestered themselves to the fledgling Forge Empire or the Gierelend Peninsula, leaving Selestia as the battleground. The conflict ended in a duel between the Crowned One, a Platinum Dragon who is said to have carried islands to safety on her back, and Iblis, the Dragon King, an Ancient Red Dragon whose flames could melt the sun. Legends tell of the battle lasting thirty days and thirty nights; but in the end, the clever Chromatic Dragons were victorious. It was upon the victory of Iblis that Teresa, Goddess of Final Judgment would unleash something horrid upon the draconic population.
As the myths go, the gods were furious their prized creations had lost. Teresa unleashed the Dragon Plague, a deadly affliction that caused deadly sores to welter on a dragon's scales, killing them. Once infected, only the most powerful divine magic can save a Dragon. The Dragon Plague killed all Dragons indiscriminately, born out of the god’s anger. By the time the Dragon Plague had passed, the Dragon and Dragonborn population had been devastated.
Only a few decades after the Dragon Plague was unleashed, the world saw the intervention of Galor, God of Enlightenment. Reports on why, precisely, Galor chose to lie to the Dragonborn people vary. Regardless, Galor called the Dragonborn people to the Revered Plateau. There, he revealed that he had created them. More than that, he had imbued them with a special spark of Enlightenment: they were created not just to live, but to rule. Galor left, raising an island into the sky with his disappearance.
Galor’s words would become the foundations of Drakelah: a fast-spreading faith that guided many civilizations in Selestia. It placed Galor and true enlightenment above all else. It also placed Dragonborn above the other mortal species. It encouraged devout prayer, charity, the tempered study of arcane magic, and the routine pilgrimage to Muqa, the floating island created by Galor. It would eventually lead to the Arzukan Empire, a wealthy mercantile empire built upon the founding principles of Drakelah. Dragonborn struggled during the Titan Wars: after their monstrous counterparts were hunted to near extinction by the Forge Empire, they continued to face persecution for centuries to come at the hands of the Forge Empire. The Titan Wars would not only create danger, but generate a stigma about all Dragonborn that would never quite be erased. They did a lot to erase the separation between Metallic and Chromatic Dragonborn, a distinction they still struggle with today.
Living in Tetraverium
Most Dragonborn still possess ties to their draconic heritage. Many can communicate with dragons; a very small number can even transform into them. Only a fraction of Metallic Dragonborn maintain a connection to the divinity that spawned them. Their heritage still haunts them: some Dragonborn are still hounded by the stigma against them, or the last remaining vestiges of the Dragon Plague.Dragonborn today are most commonly found in the Arzukan Empire. Beyond the Empire, they inhabit the Tribes of Domufuerte, the Veritas Mountains, or the Holy Kingdom. They have become more than a monstrous lineage spawned from dragons; they are a unique people, complete with long lineages and a storied history. The Drakelah faith has grown infamous over the years, particularly through its association with the Gray Genocide: the systematic murder of the Orcish people in the Arzukan Empire during its war with the Holy Kingdom. Today, some followers of Drakelah look to modernize the faith by viewing it more as a metaphor, and becoming more accepting of non-draconic lineages. Others still champion the old ways.
The different species of Dragonborn often keep to their own circles, and vestiges of the animosity of the Savage Wars remain. Chromatic Dragonborn are frequently soldiers, warriors, or raiders. They tend to find themselevs lower in social and economic standing, and those that rise above do so by integrating into the mercantile society of the Metallic Dragons or disregarding it and forging their own path. The exception is the Sultan: for as long as it has stood, the Arzuka Family have been a lineage of Red Dragonborn.
For the most part, the Metallic Dragons stand on top in modern Arzukarn society. Capital is king: and the Metallic Dragons traditionally possess the greatest supply of finance. They rule the markets, controlling major businesses and waging war in the Golden Market. There is a longstanding hiearchy amid the metallic dragon races. Gold is the best, followed by Silver, Copper, Iron and Lead. This hiearchy can be subverted, with the legendary Corpus Family being a combination of Black and Lead Dragonborn. However, many more dragons make assumptions about others solely based on the quality of their scales. This has encouraged the ancient practice of Alchemy within Draconic society, with Dragons desperate to find a way to transmute themselves into greater social standing.
Gem Dragonborn represent the odd exception to much of this acceptance. They remain an oddity in most Dragonborn circles - a reminder of ancient experiments long forgotten. Many Gem Dragonborn ironically end up being employed by the Corpus Family: they offer superior rates and utilize their unique abilities better than anyone else. Other Gem Dragonborn are relegated to the bowels of the Arzukan Empire or nearby circles. They continue to struggle with their own disobedient, painful physiology while feared by the populace.
Subraces
There are three subraces of Dragonborn. The Metallic Dragonborn possess the last vestiges of divinity in their blood. The Chromatic Dragonborn are primal creatures: scrappy and angry, they often have less control over their power. Gem Dragonborn are the result of an old experiment to create the “ideal servant” by Shump Corpus. They are now tormented by their monstrous forms.Mechanics
If you choose Dragonborn as your species, you gain the following traits:
Ability Score Improvement: You can increase one Ability Score by 2 and one Ability Score by 1.
Creature Type: Your creature type is Humanoid.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can read, speak, and write Common and Draconic.
Subraces: When you choose this species, choose one of the following subraces:
BLACK = Acid
BLUE = Lightning
GREEN = Poison
WHITE = Cold
RED = Fire
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.
Fear-Inspiring: You gain proficiency in the Charisma (Intimidation) skill.
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.
IRON = Acid
COPPER = Lightning
LEAD = Poison
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).
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 Metallic Ancestry.
Awe-Inspiring: You gain proficiency in the Charisma (Persuasion) skill.
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:
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 Transmission: Starting at 3rd level, you can call upon your innate psionic abilities. You know the Detect Thoughts spell, and can cast it using your spell slots. Additionally, once per long rest, you can cast the spell without expending a spell slot. When you cast the spell in this way, it requires no components. Your spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you create the character).
Creature Type: Your creature type is Humanoid.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can read, speak, and write Common and Draconic.
Subraces: When you choose this species, choose one of the following subraces:
Chromatic Dragon
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.BLACK = Acid
BLUE = Lightning
GREEN = Poison
WHITE = Cold
RED = Fire
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.
Fear-Inspiring: You gain proficiency in the Charisma (Intimidation) skill.
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.
Metallic Dragonborn
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.IRON = Acid
COPPER = Lightning
LEAD = Poison
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).
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 Metallic Ancestry.
Awe-Inspiring: You gain proficiency in the Charisma (Persuasion) skill.
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.
Gem Dragonborn
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.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 Transmission: Starting at 3rd level, you can call upon your innate psionic abilities. You know the Detect Thoughts spell, and can cast it using your spell slots. Additionally, once per long rest, you can cast the spell without expending a spell slot. When you cast the spell in this way, it requires no components. Your spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you create the character).
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