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Dragonborn

Descendants of the world itself.

Written by starzomskiwrites

The amethyst-scaled dragonborn rested her hands on the earth, feeling it thrum within her scales. As her eyes began to glow a deep purple, thorny vines broke out from the earth, snaring the Imperial soldiers intending to detain her. She giggled to herself, readying her stance for the battle ahead.

Dragonborn of Akronis

Dragonborn are not common among the other races of Akronis. They are descendants of mortal races touched by the influences of dragons, but these blessings are few and far between. Most dragon factions are reclusive, have settled far away from the continent of Karator, which is what allowed the Imperials to settle there without much threat. So those of society interacting with dragons, living to tell the tale, and receiving their blessing are very rare. And even still, most of the dragonborn don't leave where the dragons are, instead setting up communities within the habitats of their patrons.   However, some dragonborn descend from those that did return to society. Some dragonborn take residence in Imperial cities, living among polite society while still grappling with their draconic heritage. However they act, all dragonborn feel a deep connection to the earth and the arcane, most having a natural affinity to either or both due to the forces being of draconic heritage themselves.   Due to events in history, Dragonborn do not typically get along with Goliaths or other giant-related beings.

Dragonborn Features

Chromatic Dragonborn

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.   Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Chromatic Ancestry. You trace your ancestry to a chromatic dragon, granting you a special magical affinity. Choose one type of dragon from the following table. This determines the damage type for your other traits as shown in the table.
Heritage Damage
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.   Draconic 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.   Languages. You can speak, read, and write Common and Draconic.

Gem Dragonborn

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Gem Ancestry. You trace your ancestry to a gem dragon, granting you a special magical affinity. Choose one type of dragon from the following table. This determines the damage type for your other traits as shown in the table.
Heritage Damage
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.   Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.   Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.   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.   Languages. You can speak, read, and write Common and Draconic.

Metallic Dragonborn

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet.   Metallic Ancestry. You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the following table. This determines the damage type for your other traits as shown in the table.
Heritage Damage
Brass Poison
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.   Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.   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.   Languages. You can speak, read, and write Common and Draconic.

The First Dragon

Long ago, before even the age of chaos, before the prime material was even born, the Outer Planes were being shaped in the Great Void by the Greater Pantheon. As they were being shaped, their energy slowly pulled itself towards a nexus point, a "center of the planes" so to speak. From this nexus of energy was born Akronis, the First Dragon. Akronis was incredibly powerful, almost equal to that of the Greater Gods, and held the energy of all of the Outer Planes. As the wielder of those powers and that strength, he believed that he had the right to usurp the Gods for control of the planes. Together, the Greater Gods fought him for untold eons, but they were evenly matched. All of this commotion eventually drew Qoztris, the Avatar of the Universe into the battlefield. With one motion, he unraveled Akronis, ending his life and leaving his corpse to rot in the Great Void. Slowly, his corpse began to take new shape, growing life where death once was, becoming the Prime Material Plane. The scattered blood merged with the energies of the Outer Planes, becoming the Infinite Weave surrounding the prime material that brought magic to the mortals that would soon be born there.  

Akronis, the First Dragon.

The Draconic Separation

In the beginning, the dragons of Akronis reflected their Father, the first dragon himself. Due to their nature, following in his fightpath, they all each deemed themselves the only one fit to rule, though how they wished to rule differed from faction to faction. After much infighting on the prime material during the Age of Conquest, different factions of dragons spread out across Akronis. Overtime, those dragons adapted to their environments and ideals, slowly transforming into the fifteen different broods we know today.

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