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Dragonkin

Note: all dragonkin characters have the type dragon in addition to humanoid.

Dragons are creatures of myth and legend. They are might and magic incarnate, formed by the gods purely for their wonder. Like giants, they survived the Sundering. Unlike giants, they fought for their survival in the {REQUISITE GOD WARS}, so great was their power. Though the original dragons' numbers on the Prime Material have dwindled, they thrive elsewhere in the multiverse, and uncountable new types of dragons have come into being since the Sundering. Those who claim descent from—or any form of ancestral connection to—them are fiercely proud of their heritage.

Dragonborn

Draconic magic suffuses the entire multiverse, and there is evidence to support that this was true even before the Sundering. It is impossible to verify, as even those who lived in the Realm That Was have conflicted memories of the time. Our team posits that more than elemental magic, more than mortality and divinity, more than life and death, dragons are foundational to existence.
Treatise on the Permation of Draconic Energies and Magics in the Multiverse and Beyond, Karnxesaus et al, Prismatix University

Draconis Mortalis

Dragonborn are the descendants of ancient dragons; or they are the result of draconic gods' efforts in the {REQUISITE GOD WAR}; or they are a bipedal cousin of true dragons; or they are large lizards grown sentient.
Though their origins are steeped in mystery, dragonborn are a very real part of the world today. They appeared on the Prime not long after orcs and occupy a similar niche in the history of the world. Some of the oldest astronomical institutions are joint efforts between orcish nomads and dragonborn sorcerers.
Interestingly, all known dragonborn are associated with one of the four types of dragons that existed pre-Sundering. While rumors of other kinds of dragonborn have always popped up wherever modern dragons do, these reports are unverified.

Draconic Majesty

Dragonborn are tall, broad mortals with thick scales and natural magical defenses, much like true dragons. Also like true dragons, they vary dramatically in color and form.
Age. Dragonborn mature in their late teens and live less than a century.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. Before the Sundering, dragons were loosely grouped into four families: astral, chromatic, gemstone, and metallic. While there are uncountable types of dragons today, these groupings still exist and are considered "traditional" dragons. However dragonborn came to be, you are connected to one of these families. Your traits, while similar, are unique to your draconic family and dragon type. For your Draconic Ancestry, choose one of the following families, and a type of dragon within that family. If a trait requires a creature to make a saving throw, the DC forthat saving throw equals 8 + your proficiency bonus + your Constitution modifier

Astral Dragonborn

Astral dragons lived among the stars, sentient constellations and stellar formations. The cosmic dragons with galaxies across their wings, luminous dragons with bodies of starlight, nebulous dragons with their delicate power, and impossible-to-classify mercurial dragons all belong to this draconic family. They are the children of {ASTRAL DRAGON GOD}, whose existence rises and falls with the astral tides. When the world was Sundered, they were the first denizens of the Astral Sea, and early astronomers sought their knowledge and guidance above all others. Today astral dragons are rare, having been hunted to near-extinction by the githyanki. Their legacy lives on in you.
Choose one astral dragon type from the Astral Ancestry table below. Their magic runs in your veins and determines the damage type for your breath weapon and damage resistance.
Astral Ancestry
Dragon Damage Type
Cosmic Psychic
Luminous Radiant
Mercurial Necrotic
Nebulous Force
Breath Weapon. As an action, you can breathe out a sparkling mist that fills a ten foot radius around you and dissapates at the end of your next turn. As a bonus action, you can cause each creature within that radius to make an Intelligence saving throw. On a failure, they take 2d6 of the damage type associated with your Astral Ancestry, and half as much damage on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Astral Resistance. You have resistance to the damage type associated with your Astral Ancestry.
Trait Name. Starting at 5th level, the creatures within the radius of your breath weapon are surrounded by a glowing corona of light. The creatures cannot benefit from invisibility, and attacks against them have advantage if the attacker can see them.
Chromatic Dragonborn
Chromatic dragons are the creations of Tiamat. In the Realm That Was, there were as many chromatic dragons as there were colors to be seen. But as Tiamat fought and bled, and as she cut off her own dying heads, all the dragons of that color died too. Today only Black, Blue, Green, Red, and White remain. Chromatic dragons and their dragonborn embody the raw power of the elements and uphold the theatrical ferocity of nature.
Choose one chromatic dragon type from the Chromatic Ancestry table below. Their magic runs in your veins and determines the damage type for your breath weapon and damage resistance.
Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Breath Weapon. As an action, you can exhale magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. 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 to 2d10 when you reach 5th level, 3d10 at 11th level, and 4d10 at 17th level. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Damage 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.

Gemstone Dragonborn

Gemstone dragons are the beloved creations of {GEM DRAGON GOD}, lost to the Sundering. Amethyst, crystal, emerald, jade, onyx, opal, sapphire, and topaz dragonborn carry the legacy of one of the greatest powers of the Realm That Was.
Choose one gemstone dragon type from the Gemstone Ancestry table below. Their magic runs in your veins and determines the damage type for your breath weapon and damage resistance.
Gemstone Ancestry
Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Jade Force
Onyx Necrotic
Opal Radiant
Sapphire Psychic
Topaz Necrotic
Breath Weapon. As an action, you can exhale magical energy in a 5 foot by 30 foot line. Each creature in the line must make a Dexterity saving throw. On a failed save, the creature takes 1d10 damage of the type associated with your Gemstone Ancestry. On a successful save, it takes half as much damage. This damage increases to 2d10 when you reach 5th level, 3d10 at 11th level, and 4d10 at 17th level. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Damage Resistance. You have resistance to the damage type associated with your Gemstone Ancestry.
Psionic 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.

Metallic Dragonborn

Metallic dragons are the most numerous and varied, though their dragonborn are only slightly more common than the others. Unlike other dragonborn, the breath weapon of those with Metallic Ancestry isn't an exhalation of damaging energy. Instead, it's a roar that causes debilitating effects to those who hear it.
Choose one metallic dragon type from the Metallic Ancestry table below. Their magic runs in your veins and determines the damage type for your damage resistance.
Metallic Ancestry
Dragon Resistance Type Roar Effect
Bismuth Poison Weakening
Brass Fire Sleep
Bronze Lightning Repulsion
Cobalt Lightning Paralyzing
Copper Acid Slowing
Gold Fire Weakening
Lead Poison Slowing
Silver Cold Paralyzing
Titanium Cold Sleep
Zinc Acid Repulsion
Breath Weapon. As an action, you can emit a roar that has negative effects on those nearby. Your Metallic Ancestry will offer one of the following options:
  • Paralyzing. Each creature within 15 feet of you must succeed on a Constitution saving throw or be paralyzed for 1 round. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. The duration increases to 3 rounds at 6th level, 5 rounds at 11th level, and 1 minute at 16th level.
  • Repulsion. Each creature within 15 feet of you must succeed on a Strength saving throw or be pushed 5 feet away from you. The distance each creature is pushed increases to 10 feet at 6th level, 20 feet at 11th level, and 30 feet at 16th level.
  • Sleep. Each creature within 15 feet of you must succeed a Constitution saving throw or fall unconcious for 1 round. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. The duration increases to 3 rounds at 6th level, 5 rounds at 11th level, and 1 minute at 16th level.
  • Slowing. Each creature within 15 feet of you must make a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. This effect lasts for 1 round. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. The duration increases to 3 rounds at 6th level, 5 rounds at 11th level, and 1 minute at 16th level.
  • Weakening. Each creature within 15 feet of you must make a Constitution saving throw. On a failure, the creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 round. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. The duration increases to 3 rounds at 6th level, 5 rounds at 11th level, and 1 minute at 16th level.
You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Damage Resistance. Even though your breath weapon doesn't deal damage, you have resistance to the damage type associated with your Metallic Ancestry.
Natural Armor. Your scales are as hard as any armor. When you aren't wearing armor, your AC equals 14 + your Dexterity modifier. You may use this score to determine your AC if your armor would leave you with a lower score. A shield's benefits apply as normal.

Kobold

The smallest dragon is still a dragon.
— Kobold proverb

Draconis Modicus

Kobolds are almost as much of a mystery as dragonborn. The difference is a single clue: the original kobolds of the Prime Material Plane all came from {MOUNTAIN RANGE}. Digs and excavations have revealed resonant draconic energies permeating the mountains, as well as bone and scale fragments that match no living dragon or dragon type. Planar scholars have reason to believe that, like the Titansgrave Mountains of {CONTINENT}, the {MOUNTAINS} are the resting place of fallen {RGW} warriors. Draconic ones, in this case.

Little Dragons

Kobolds have fine scales that bear a variety of colors and patterns, ridged tails, and long snouts. They are among the smallest of mortals but unmistakably draconic.
Age. Kobolds mature in their mid teens and live 70 to 80 years.
Size. Your size is small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet 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.
Nimbleness. Smaller than most on your adventures, you can move through the space of any creature that is a size larger than yours.
Unnoticed. Creatures larger than you tend to dismiss you out of hand. Your first attack in combat has advantage if the target is at least one size larger than you.


Cover image: by Athevra via Adobe Spark

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