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# Dragonborn It had been a long time since time since he had walked the halls of clan Delmirev, the colour red and copper splashed liberally about the place just like its residence. His scales of gold stood out in this hall though it is his home. He pushed his way through the large set of doors to the attendance chamber, the attendants by the door did not sire to do so. Awaiting in the reception hall on a raised pile of pillows was the ancestoral dragon gleaming red. The dragon glanced at him, then looked on curiously. Before him stood a gold Dragonborn clad in armour as he approched looking supremly confident.
### Origin Related to dragons only distantly the dragonborn where in fact born of dragon. Long ago when the first dragons came into being each dragon drained the blood of the Kor, ancient titains of magic, and past it out in goblets so that their people may drink a mouthful while the Dagon, their leaders, saved the entire body for themselves. With each one slain a new brood of dragons was born creating the broods as they are today. As such many clans are ruled by an ancestral dragon or at least those that chose to stay and rule, many decide to abandon their people during the War of Screams. Those that chose to stay are honored while those that now roam separately are treated with disdain, but never to the dragons face. ### Broods Dragonborn were created with the dragons themselves from the blood of the Kor. As such they share the same heritage and the same bloodlines. Dragonborn take after lines called a brood, a line of heritage for dragons, this is the main ancestor for the individual. A dragonborn may have unique colourations and features form varies broods, but will take after one as a dominant, dragons after all have problems sharing. This leads to clans looking very unique as two or more dragon brood-linse in the family would produce entirely unique dragonborn and occasionally genetic throwbacks. If a dragonborn from a different clan or a clanless, referred to as a "scaleless", marries into the clan they benefit from the clan but in name and protection only. Any offspring of the newcomer are looked down upon if they have "The wrong scales". ### Ancestral Clans Once a great empire that spanned worlds the War of Screams destroyed it and all is left are small kingdoms that have formed and fallen each ruled by an ancestral dragon and the clans. Most clans in this age have multiple brood-lines in their clan and amung their ancestral dragons creating a unique mix of varies dragonborn. The clans live in any number of environments assimilating others into there society and by assimilate it is either as slaves or as allies. This is not to say that many are not benevolent in there own way toppling inept governments and protecting those that they see as allies. \columnbreak > ##### Dragons in Setting > As you may have guessed these dragons described in this resource are not those typical in most settings. These ones have a far more varied sense of morality over the good vs evil heroic style ones described in the Monster Manual. However you can adjust them back by making metallic dragon clans as bastions of righteous and chromatic dragon clans as slavers and tyrants. ### Dragonborn **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 100. **Alignment.** Dragonborn tend to extremes, with dragonborn taking on their ancestor’s ideals of resolve and vengeance or benevolence and justice. **Size.** Dragonborn are taller and heavier than humans, standing 6 to 7 feet tall and averaging almost 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. **Natural Armor.** You have tough, scaly skin. When you aren’t wearing Armor, your AC is 12 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armour. **Breath Weapon.** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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 increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. **Draconic Ancestry.** Your creature type is both Dragon and Humanoid. In the same manner as true dragons, dragonborn are divided into a number of different broods, choose one. **Languages.** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. **Racial Class Options.** Class - Dragon Knight Class \pagebreak #### Vuthaurgix (Black) **Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1. **Draconic Ancestry.** Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. **Caustic Brutality.** You add your Constitution modifier to the damage of your breath weapon to a minimum of 1, and deal an extra +1 damage bonus to acid damage other than your breath weapon. #### Ulhar (Blue) **Ability Score Increase.** Your Strength, Dexterity, and Constitution scores each increase by 1. **Draconic Ancestry.** Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. **Ambush.** As an action, you can burrow yourself into sand or other loose soil. Creatures that attempt to detect you take a −5 penalty to their Wisdom (Perception) checks in addition to cover as long as you remain there without moving or taking actions. #### Vivlex (Brass) **Ability Score Increase.** Your Strength score increases by 2, and your Charisma score increases by 1. **Draconic Ancestry.** Your breath weapon deals thunder damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to thunder damage. **Talkative Intellectual.** You may add your proficiency bonus to Persuasion checks made to talk to creatures with an Intelligence score of 14 or higher. In addition, you may be trained in half the time if you have an instructor who can speak. #### Aujir (Bronze) **Ability Score Increase.** Your Strength, Constitution, and Charisma scores each increase by 1. **Draconic Ancestry.** Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. **Dragon of the Coast.** You have a swim speed of 30 feet. In addition, you may eat raw fish and shells without penalty. #### Rachthix (Copper) **Ability Score Increase.** Your Charisma score increases by 2, and your Strength score increases by 1. **Draconic Ancestry.** Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. **Good Host.** You have proficiency in Performance, and can speak, read, and write one extra language of your choice. \columnbreak #### Aurix (Gold) **Ability Score Increase.** Your Wisdom score increases by 2, and your Strength score increases by 1. **Draconic Ancestry.** Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. **Prospector.** You gain advantage on checks made to barter and to identifying gems and their value. You can immediately tell the difference between real and fake currency. #### Achuak (Green) **Ability Score Increase.** Your Charisma score increases by 2, and your Strength score increases by 1. **Draconic Ancestry.** Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage. **Venomous Schemer.** You may add your proficiency bonus to checks made to lie or convince people of a lie. In addition, you can smell poisons with a Perception check and have advantage on checks to identify poisons. #### Charir (Red) **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. **Draconic Ancestry.** Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. **Arrogant Tyrant.** You have advantage on saving throws to avoid being charmed or frightened. #### Ornnder (Silver) **Ability Score Increase.** Your Intelligence score increases by 2, and your Strength score increases by 1. **Draconic Ancestry.** Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. **History of Mortals.** You speak well of history and its lessons. When you take a long rest you may choose a number of allies equal to your proficiency bonus, each ally must be within 30 feet but dose not need to be resting. The first time the chosen allies roll a 1 on a saving throw they may re-roll and use the second result. #### Vythirk (Steel) **Ability Score Increase.** Your Dexterity, Wisdom, and Charisma scores each increase by 1. **Draconic Ancestry.** Your breath weapon deals acid damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. **Gregarious Guardian.** You may choose a humanoid creature and gain advantage on Insight and Persuasion checks and as a reaction may move 10 feet towards the chosen creature. You may do so twice and may not do so again until they take a long rest. \pagebreak #### Aussirv (White) **Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1. **Draconic Ancestry.** Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage. **Glacial Hunter.** You count as being naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide baring extreme cold weather. You also gain advantage on ability checks to move across ice and snow and moving across them doesn’t cost it extra movement. In addition, you can eat raw meat without penalty. #### Yrev (Brown) **Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1. **Draconic Ancestry.** Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Constitution saving throw. You have resistance to fire damage. **Desert Predator.** You count as being naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide baring extreme hot weather. In addition, objects you hide on your person weighing no more than 1-pound are harder to find granting you advantage to hide them. #### Korthres (Purple) **Ability Score Increase.** Your Intelligence score increases by 2, and your Constitution score increases by 1. **Draconic Ancestry.** Your breath weapon deals necrotic damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to necrotic damage. **Superior Darkvision.** Your ancestors made their home in the lightless caves of the world, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. #### Korth (Cobalt) **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. **Draconic Ancestry.** Your breath weapon deals cold damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to cold damage. **Maul** You deal an extra 1d10 damage of weapon to any creature that is prone, stunned or restrained. #### Rasvim (Orichalcum) **Ability Score Increase.** Your Strength, Constitution, and Charisma score increases by 1. **Draconic Ancestry.** Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage. **Magic Sense** As an action you can extend your tongue to taste the air, you can sense the presence of magic of anything within 5 feet.