Dragonborn Species in Xelia | World Anvil
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Dragonborn

History

It is believed that Bahamut had left the knowledge on how to make the Dragonborn and other draconic beings before he left. In doing so he hoped that the future draconic beings could bring good upon the world like he had hoped they would when he first arrived. The Dragonborn was the first species that the Vedalken created and was used as a guide to help them create the rest of the hybrids that inhabit the world. Dragonborn often take up the same traits of their draconic ancestors and can be found from the freezing tundra of the Thunukalathi clans down to the deserts of the Gregar Dynasty.   

Dragonborn Common Traits

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

Speed

Your base walking speed is 30 feet.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Language

You can speak, read, and write Common and Draconic.  

Draconic Ancestry

Chromatic Dragonborn

Chromatic Dragonborns are often regarded as the antisocial ones of the group. Normally keeping a small circle of loved ones they tend to be by themselves and keep interactions with others to a minimum. This is often taken as a sign of them being unapproachable, rude, and having a strong dislike for people. While in reality they just like their isolation and get drained socially from others. Once when you get to know one, they tend to be the most caring people there are; once you are considered family to them, they will stop at nothing to protect you. 

Chromatic Ancestry

You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.
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.

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.  

Gem Dragonborn

Gem Dragonborns are often found in libraries and laboratories as they are very curious people. Their curiosity knows no bounds as they uncover secrets lost to time and make inventions that better the lives of Xelia. It is known that a group of crystal Dragonborn are the ones who discovered warding lanterns. They also were granted minor psionic abilities and flight due to The Turning, which they now use for their studies or to get out of sticky situations. 

Gem Ancestry

You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.  
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.

Psionic Mind

You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

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.  

Metallic Dragonborn

Metallic Dragonborns are often viewed as noble and charismatic, as they tend to often fight for what is right. Just like their dragon counterparts, they try to help those less fortunate than themselves and make the world a safer place. Most metallic Dragonborn still praise Bahamut and often become paladins under him. Others are often blessed from birth with Bahamut's draconic gifts and are sorcerers with the most notable one being Droltir Gregar, an Immortal who runs the Gregar Dynasty. The Gregar Dynasty is where you can find the majority of all Dragonborn, but mostly metallic. 

Metallic Ancestry

You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.  
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). 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.

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.
Genetic Ancestor(s)
Lifespan
80-100 years
Average Height
From 6 to about 7 feet tall. Your size is Medium
Average Weight
200-250lbs
           
         

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