A creation originally intended for a use similar to the Kobold, Dragonborns come from the magic of feral dragons. When the dragons were first creating their servants, they experimented, using larger creatures, too much magic, which led to the creation of hordes of Dragonborn. Despite not being related to dragons by blood, the Dragonborn resemble them in form and mind. Wingless bipedal dragons--scaly, bright-eyed, and thick boned, with horns on their heads. Adorned with scales of hues across the spectrum they make the world a more vibrant place. --- **Creature Type -** Humanoid, Dragon **Size -** Medium (~5-7ft tall) **Speed -** 30ft **Lifespan -** 170 years on average **Hit Points Increase -** Your maximum hit points increase by 8 <br> *As a Dragonborn you may choose from the following traits.* ***Draconic Ancestry.*** Your lineage stems from a dragon progenitor. Choose the kind of dragon from the following table. Your choice impacts your Breath Weapon and Draconic Resistance as well as your origin. | Dragon | Damage Type | | Dragon | Damage Type | | :--------------: | :---------: | --- | -------- | ----------- | | Black, Copper | Acid | | Amethyst | Force | | Blue, Bronze | Lightning | | Crystal | Radiant | | Brass, Gold, Red | Fire | | Emerald | Psychic | | Green | Poison | | Sapphire | Thunder | | Silver, White | Cold | | Topaz | Necrotic | <font color="#c3d69b">Draconic Saves:</font> If a feature requires a creature to make a saving throw, the DC is equal to 8 + your Constitution modifier + your Proficiency Bonus ***Breath Weapon. (2)*** When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity Saving Throw against a your Draconic Saves DC. On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. You can use your Breath Weapons a number of times equal to your Proficiency Bonus per long rest. ***Improved Breath Weapon. (1-3)*** You can use a lineage point to increase the damage your Dragonborn Breath Weapon deals by 1d10 for each point used. ***Draconic Resistance. (1)*** You have resistance to the damage type determined by your Draconic Ancestry trait. Once per long rest as reaction to taking damage of the type determined by your Draconic Ancestry trait you attempt to draw it into yourself gaining a number of temporary hit points equal to the amount reduced due to resistance or your constitution score, whichever is lower. These temporary hit points do not apply to the damage taken and appear as a shimmer of their respective energy over your scales. **Natural Weapons. (1)** Your claws and teeth are natural weapons, which you can use to make unarmed strikes. They use the following stat blocks: - Lacerate (Claws, _Melee_) - _Hit:_ 1d8 slashing - Bite (Teeth, _Melee_) - _Hit:_ 1d8 piercing ***Draconic Influence. (0)*** You gain proficiency in your choice of Culture, Persuasion, Deception, Insight, or Intimidation. ***Draconic Sorcery. (1)*** You know one cantrip of your choice from the [[Arcanist]] spell archetype. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (Choose when you gain this feature). ***Forceful Presence. (1)*** You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make an Intimidation or Persuasion check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. You also gain the *Menacing Roar* action, which uses the same usage. - Menacing Roar (*Bonus Action*) - Each creature of your choice within 10 feet that can hear you must succeed on a Wisdom saving throw against your Draconic Saves DC or become Frightened of you until the end of your next turn. ***Vengeful Assault. (1)*** When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can’t do so again until you finish a short or long rest. You may also expend an Inspiration charge to use this feature. ***Powerful Build. (1)*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Draconic Origins.*** You select one sub-lineage, granting you additional trait options. --- ## Assorted Origins *As a Dragonborn, you select a sub-lineage which grants you access to additional traits* #### Chromatic Created in the vision of the chromatic dragons, these dragonborn often have opaque, colored scales. Blacks, blues, greens, reds, and whites are covered by this origin. ***Draconic Maw. (0)*** *Requires Natural Weapons and Breath Weapon traits.* Your bite attacks from your natural weapons may deal the damage type associated with your draconic lineage, instead of piercing, and always count as magical for the purpose of overcoming resistance. ***Shieldscales. (2)*** *Requires Draconic Resistance trait.* Your scales can harden briefly, shielding you from elemental attacks. For 1 minute, you become immune to the damage type associated with your draconic lineage. You can use this trait once, regaining use of it after a long rest. You may also expend an inspiration charge to activate this ability. #### Metallic ***Enervating Breath. (1)*** *Requires Breath Weapon.* You gain an additional way to use your Breath Weapon. When you use this breath weapon as an attack, each creature in a 15-foot cone must succeed on a Constitution Saving Throw or become incapacitated until the start of your next turn. ***Repulsion Breath (1)*** *Requires Breath Weapon.* You gain an additional way to use your Breath Weapon. When you use this breath weapon as an attack, each creature in a 15-foot cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. #### Gem ***Psionic Mind. (1)*** You can send telepathic messages to any creature you are aware of within 30 feet of you. The target understands the message regardless if they share a language with you, and may respond in kind. You cannot communicate through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood.