Dragonborn Adventurer Traits
Creature Type: Humanoid
Size: Medium, well over 6 feet tall (about 5–7 feet tall)
Speed: 30 feet
Life Span: 80 years on average
Your draconic heritage manifests in a variety of traits you share with other dragonborn. As a Dragonborn adventurer, you have the following special traits.
Draconic Ancestry. You have draconic ancestry. Your lineage stems from a dragon progenitor. Choose one type the kind of dragon from the Draconic Ancestory table.
Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. Your choice affects your Breath Weapon and Damage Resistance traits, as well as the look of your Draconic Flight. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.
Breath Weapon: You can use your action When you take the Attack Action on your turn, you can replace one of your attacks to exhale destructive energy with an exhalation of magical energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. in either a 15-foot cone or a 30-foot line that is 5 feet wide. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity Save, the type is determined by your Ancestry.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes your Constitution modifier + 2d6 1d10 damage on a failed save, and half as much damage on a successful one. The damage dice increases to 3d6 2d10 at 6th 5th level, 4d6 3d10 at 11th level, and 5d6 4d10 at 16th 17th level. After you use your breath weapon, you cannot use it again until you complete a short rest or a long rest. You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Draconic Flight. When you reach 5th level you learn how 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, until you are Incapacitated or you retract the wings as a Bonus Action. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be of the energy used by your Breath Weapon. Once you use it, you can’t use it again until you finish a Long Rest.
Fizban's Dragonborn Subraces
(Replaces base race trait: Draconic Flight)
Chromatic Subrace: Chromatic Warding
Starting at 5th lvl, as a
n actionBonus Action, you can channel your draconic energy to protect yourself. For1 minute10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this, you can't do so again until you finish a long rest.Metallic Subrace: Metallic Breath Weapons
Enervating Breath: Creatures in the cone must succeed a CON save or be incapacitated to the start of your turn.
Repulsion Breath: Creatures in the cone must succeed a STR save or be pushed 20ft away from you and be Prone
Gem Subrace: Psionic Mind & Gem Flight
Psionic Mind:You can send telepathic messages to any creature you can see within 30ft 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 compreehend 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 used, it can't be used again until finishing a long rest.
Customized Background
Darastrixdaroni Vayemfrahreki Agent
Customized Planar Philosopher (Planescape)
Prerequisite: Planescape Campaign
While Planar Philosophers tend to focus the study of languages and Arcane theory, the Revolutionary League and its Vayemfrahreki allies believe in Praxis, combining theory and practice. As such, your training includes a language, a skill, and the use of tools.
Skill Proficiencies: Arcana and one of your choice
Languages: Abyssal or two one of your choice
Tools: one of your choice
Common choices: Perception, Insight, Stealth, Deception, Investigation, History, Sleight of Hand, Survival; Celestial, Infernal, Deep Speech, Sylvan, Primordial, Gith, Giant; Disguise Kit, Forgery Kit, Thieves' Tools, Cartographer's Tools, Artisan's Tools, Music Instruments, Herbalism Kit, Brewer's Supplies, Alchemist Supplies, Poisoner's Kit, Navigator's Tools, Vehicles: Land, Water, Space.
Description: You are a member of the Sorcerous Order of Dragon Knights or the Darastrixdaroni Clan of Thymanter (of any species), who joined the Vayemfrahreki, "Ash Breathers" in Draconic.
The Vayemniri Darahar, "Ash Marked Dragonborn", take their name from the rain of ashes that fell upon them after blowing up a mountain. By Killing their Red Dragon Great Wyrm oppressor, sister world to Toril in the world of Abeir, they were freed from millenia of slavery.
Equally so, Ash Breathers intend to abolish slavery, overthrow the ruling class and end poverty. Influencing the birth of the Carbonari Federation across Faerun, the Vayemfrahreki spread their class theory, but the true source of their philosophy is a secret to non-veterans.
After proving your revolutionary discipline you were studied Materialist philosophy, learning truths about the multiverse (and beyond). You realized that the point isn't just to interpret the nature of the Planes, but to change it.
At the first stage of training you saw how big the multiverse is once you arrived to Sigil, The City of Doors at the center of the Planes. There you became an ally, or member, of the "Planar Order of the Darastrixdaroni".
At the second stage you were invited to ally with, or join, a secret group called "The Revolutionary League", a veteran sect of the The Hands of Havoc Faction of Sigil. In the League are the remnant survivors of the purge of Sigil in the "Faction War", and now it has little pull on the new faction. The Materialists of the League call the Havoc "The Black Hand", and operate apart from them.
Finally, at the third stage of induction, you went to the he Bastion of Last Hope, a secret fortress in the Chaotic Plane of Carceri. There you learned that unlike all other philosophies of the Outer Planes, your tendency believes it is Materialism that determines reality, not Idealism. This is why the Vayemfrahreki works to aid the people free themselves in the Material Plane instead.
While there you were infused with Chaotic energies of that Plane, and may have learned the language Abyssal to communicate with its denizens. During your stay you trained in revolutionary tactics and mass movement organizing, before choosing your own path.
Excerpt from The Manifesto of the Conquest of Bread
"As revolutionaries we are convinced, that social environment, social position, and conditions of existence, are more powerful than intelligence or will of the strongest and powerful individuals. This is why we demand not natural but social equality of all as the condition for justice and basis of morality.
That is why we detest power, all power. No one should be entrusted power, inasmuch as anyone invested with authority by force of immutable social law should be an oppressor and exploiter of society.
We are in fact enemies of all authority, for we realize that power and authority corrupt those who exercise them as much as those compelled to submit to them. Under its baneful influence some become ambitious despots, lusting for power, greedy for gain, exploiters of society for their benefit or to benefit their class, and others become slaves.
Does it mean we reject all authority? Perish the thought. In the matter of boots, we defer to the authority of the boot-maker; concerning houses or canals, we consult the engineer. We bow before authority of special knowledge as is imposed by our own reason. Thence results, for science and industry, a need of division and association of labor. We receive and we give, such is life. Each directs and is directed in turn.
But there is no fixed, constant authority, only a continual exchange of mutual, temporary and above all, voluntary authority and subordination. We recognize no infallible authority, even in special questions, whatever respect we may have for the honesty and sincerity an individual, we have no absolute faith in any person or god.
Against Gods, in whose name clerics assume to impose upon us their insolent and pedantic authority, we appeal to the Material world, the real life, of which knowledge is too only a philosophy, but it eagerly aspires toward a new Material, natural philosophy, cleared from all submissive stupidities of metaphysics and theology.
A new logic with no licensed professors nor prophets nor priests, nor drawing its power from each and all, will it found a new church or a new State. It will destroy the last vestiges of this cursed and fatal principal of authority, humanoid and divine. It will grant everyone their full liberty, realizing equality, solidarity, and fraternity of all peoples."
~ Bakunin, founding member of the 1st Gen Revolutionary League of Sigil
Drake's Character Options
Class Skills: Atlethics, Persuasion
Background Skills: Arcana, Perception
Languages: Draconic, Abyssal and Infernal (subclass)
Tools: Smith's Tools
Background Equipment: Emblem of the Vayemfrahreki (portal key), the Manifesto of The Conquer of Bread, the Vayemfrahreki's Faction common clothes, a pouch from
Sigil with 10gp the Planes.
Trinket: "Knife from a relative" (mother's memento)
Draconic Tie: Topaz Dragon Ancestor's Talon (used as Arcane Focus) Fizban's pg16
Background Feature: Revolutionary Activist
You gain the Scion of the Outer Planes feat and must choose the Chaotic Outer Planes. In addition, members of your organization and its supporters may provide you free, modest lodging and food at any of their holdings or the homes of other faction members.
BG Feat: Scion of the Outer Planes (Chaotic)
Your connection to a Chaotic Outer Plane infuses you with its energy giving you resistance to Poison, the Minor Illusion Cantrip (no material components required), and your ability is Intelligence, Wisdom, or Charisma.
Starting Feat (Level 1)
Titan's Might [New] (Beyond 20)
Prerequisite: Requires a Strength of 19 or higher
Perhaps you have the blood of titans, or are blessed by gods. Maybe you trained a powerful physique your whole life, driven by inner demons, or to rival heroes of legend.
- You gain a +1 bonus to your Strength or Constitution score, to a maximum of 22.
- Your unarmed attacks deal 1d6 points of bludgeoning damage, and your carrying capacity goes up one size.
- You can wield a Two-Handed weapon with one hand, and when wielding a Versatile weapon, you can use the two-handed damage die, even if you are wielding it with one hand. Weapons a size larger can be wielded as if one size smaller, without disadvantage.
| Creature Size: Small |
Small + TM or Medium |
Medium + TM or Large |
|---|---|---|
| Light | Light | 1H or Ver |
| 1H or Ver(D) | 1H or Ver or 2H(D) |
2H or Ver+ or L Ver |
| Hvy(D) or Ver+ | 2H or Ver+ or L Ver+ |
L 2H or H Ver+ or H 2H(D) |
| 1H=One Handed Ver=Versatile |
(D)=Disadvantage Hvy=Heavy |
2H=Two Handed L=Large, H=Huge |