Nearly four hundred years ago, just out side of living memory for most all races is when the population of Dragon born (alt name) were transplanted to this world Magicae Terrae. Clutches of eggs ranging from few to dozens were gated in from another world or time as orphan refugees from a world known only to the Celestial Courts , perhaps. Raised without any adults to guide or define their own culture they each grew up among and as those societies that raised them. And yet their strong sense of self of their clear relations to Dragons shows in ways, while they do not tend toward any particular alignment most tend to keep collections of something they find value in. While to some it is the company of friends and community, another could be poems and lyrics, while one that shares the same parentage as those others values precious metals and gems. And to some extent they all value and enjoy those last ones as it is no uncommon to find dragon born waxing coins to their bodies much as wild medieval travels have or even lacing rings into sleeping mats. Low to the brigand who expects such that finds a Dragonborn who’s collection is the neck bones of of enemies.
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
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 80.
Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.
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.
Lowlight Vision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Infravision allows a creature to see in complete darkness, though not in or through darkness that is magical in origin up to a set distance.
Draconic Ancestry ~
| Damage * minimum is proficiency bonus. | |
| Natural terrain | One type 1D12* or two types 2D6 |
| Forest | Poison / Slashing |
| Desert | Force / Piericing |
| Sky | Cold / Lighting |
| Subsurface | Thunder / Force |
| Aquatic | Force / Thunder |
| Elemental | One type 1D12 or two types 2D6 * |
| Cold | Cold / Necrotic |
| Fire | Fire / Force |
| Lighting | Lighting / Thunder |
| Celestial court | One type 1D12 or two types 2D6 |
| Void | Radiant* / Force |
| Entropic | Necrotic* / Force |
| Thought | Psychic* / Thunder |
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.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the damage type of the exhalation. ~
When attacking can choose between a
5 by 30 ft. line (Dex. save)
or
15 ft. cone (Dex. save)
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 from the Draconic Ancestry chart ~. The damage increases by adding 1d6 at 6th level, 2d6 at 11th level, and 3d6 at 16th level, to a chosen type rolled. ~
After you use your breath weapon, you can’t use it again until you complete a short or long rest. You can use the breath weapon as part of an attack action as an attack and a number of times per day equal to proficiency bonus. Once a breath weapon is used it can not be used again until the start of your next turn. ~
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Additionally, parts of your skin are covered by a thin sheen of dragon-‐‑like scales. When you aren’t wearing armor, your AC equals 11 + Proficiency Bonus + your Dexterity modifier.
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.