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Dragonborn

Traits

  • Ability Score Increases: +1 Strength
  • Size: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • 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.
  • Origin Town: Shurrann, Zoroshi, or Nevoldo

Draconic Ancestry: You have Draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage Resistance are determined by the dragon type, as shown in the table.

DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Breath Weapon: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 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 increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Damage Resistance: You have resistance to the damage type associated with your ancestry.

Physical Appearance

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

General Personality

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Origin Town:

Shurrann

Shurrann has always been a dragonborn settlement. With their tough scales dragonborn were able to withstand the intolerable heat of the desert. They discovered a huge river with fertile soil by the shore deep in the western coast of the desert. This valuable resource is what led to the foundation of Shurrann. The dragonborn conquered the nearby kobold tribes and subjugated them into a working class. Magical items and artifacts would be found in the desert, further inflating the dragonborn sense of self worth. The draonborn in Shurrann are proud of their race and heritage. They have always sought to become skilled at anything they set their mind to. After the Genasi and Tieflings joined Shurrann, a caste system was implemented by the Dragonborn. Kobolds made up the lowest caste of unskilled workers, Tieflings comprised a middle class of artisans, Genasi made up a middle class of religious officials, and the Dragonborn was on top of all of them in a position of leadership.

Bonuses:

Ability Scores: +2 points between Strength, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Intimidation, Performance, or Religion skill.

Heat Acclimation: You have advantage on saving throws against effects that deal fire damage. You resist the environmental effects of extreme heat.

Shifting Sands: You know the Move Earth cantrip.

Zoroshi

Shurrann has the second biggest port in Avensuna, and the trade routes between Shurrann and Zoroshi have always been extremely busy. Over time Dragonborn started to move from Shurrann to Zoroshi to help manage trade between the towns. With so much travel between them dragonborn found it very easy to integrate. Some dragonborn enjoyed the opportunity to live away from the harsh desert and stuffy town of Shurrann. In Zoroshi lots of Dragonborn were able to indulge in a sense of freedom and independence that was usually not allowed in the traditional manners of Shurrann. Many Dragonborn end up joining the crews of ships to sate that urge to explore.

Bonuses:

Ability Scores: +2 points between Strength, Dexterity, Constitution, and Charisma

Skills: Proficiency in the Athletics, Acrobatics, or Sleight of Hand skill.

Maritime Equipment Training: You are proficient with spears, tridents, nets, water vehicles, and one tool, choosing from carpenter, cartographer, navigator, weaver, or woodcutter’s tools.

Swimmer: Your swimming speed is equal to your walking speed, and you have no difficulty swimming in rough waters.

Nevoldo

Nevoldo hung just outside the desert that surrounded Shurrann. Dragonborn are not known for moving too far away from their homeland so Nevoldo was more favorable to them then Isperia. Dragonborn aspire to become extremely skilled at whatever they devote themselves to. For dragonborn interested in becoming master magic users it was only natural for them to move somewhere where that interest could be cultivated.

Bonuses:

Ability Scores: +2 points between Strength, Dexterity, Intelligence, and Wisdom

Skills: Proficiency in the Arcana, Nature, or Investigation skill.

Mental Calluses: You have resistance to psychic damage.

Magic Town: You know the Mage Hand cantrip.