Dragonborn

Dragonborn, otherwise called just Dragons or Promakos, are the most famous and most representative Dragons in Ruin. They were the leaders of the various Dragon Clans for millennia, from as far as ancient history has recorded until the days of the Clans' fall. Their leadership was so due to their draconic features; Where nearly all other Dragons bear the traits of only a single animal, only the very rare mixed-breed bearing more than one, Dragonborn bear the traits of dozens of different beasts. Debates rage and will rage forever over whether this implies the Dragonborn were the first of the Dragons and all others were Dragonborn breeding down, or the last of the Dragons being bred upwards by other Dragons.

When the Collective developed, the Promakos took an apathetic approach to their spread, even within their Clans. They were not afraid of change, but they were also not welcoming of the changes brought by the Collective, and allowed the Dragons below them to integrate as fully or as little as they wished. The semi-aristocratic Dragonborn never really accepted the Collective, even after centuries of coexistence, but they incorporated the brass and leather aesthetic into their otherwise silk and jade aesthetic, in a very strange hybrid look reserved only for themselves.

When the Plague rolled across the world, the Dragons were some of the best prepared. The Watchers alerted them to dangers of all kinds, and because of their small Eternal population, the Dragons bore no confusion that Husks were their enemies. They were the only people to fall to the Plague before the Cursed, but the Dragonborn were the exception to that; The Promakos fought on the front line, only a few falling to the Plague while most fell to the Cursed before they saw their people do the same. They still held out the longest, due to their ancient magics, their new Steam Weaponry, their fortified conclaves, and the Watchers themselves.

Now, after the Fall, the remaining Promakos are runaways, nearly all dying at the hands of the Cursed, save those who hid or fled. They still attempt to lead, many having a distaste for active combat, though people who understand why they've survived are less likely to let them do either. The few warriors who survived the Cursed still live scarred by their battles, and are held in more regard than nearly any other Dragon.

## Mechanics

By sole virtue of being Promakos, you are either Large, Medium, or Small, your speed is 30 feet, you gain a +2 to one ability score and a +1 to another, and you have 15 points to spend on any combination of the following traits. You may not take the same trait multiple times, unless noted otherwise.

***Amphibious (2 Points).*** You may breathe properly in air and water, and you gain a swimming speed equal to your walking speed.

***Darkvision (1, 3, or 6 Points).*** Your eyes are adapted to the dark. For 1 point, you gain 60 feet of Lowlight vision, allowing you to see in dim light as though it were bright light. For 3, you get darkvision to 60 feet. For 6, you gain Superior Darkvision to 60 feet, which allows you to see as though it were always bright.

***Exotic Build (0 Points).*** Your body is built in a strange way which makes many practical tasks difficult. You gain 3 additional points to spend on features, and you choose one of the following; Arms, Head, Legs, Torso. This body part is so different that using items which interact with the body part is more or less impossible unless they are specifically tailored to you. You may take this upto 3 times, choosing different body parts each time.

***Flight (4 Points).*** You possess wings or other such appendages which grant you a flying speed equal to your walking speed.

***Infused Weapons (3 Points).*** Your body produces harmful substances within it. Choose one of the following damage types; Acid, Cold, Fire, Lightning, Poison. When you hit with specific unarmed attacks or natural weapons, you may apply additional damage equal to a number of d6's equal to your proficiency modifier. You may apply this damage weapon a number of times equal to your proficiency modifier. If you take this feature multiple times, you may choose the same or different damage type, with the uses of the same damage type being added together.

***Natural Armor (4 Points).*** You gain Physical Shield equal to 1/3rd your Maximum Hit Points. You regain this Shield at the end of a long rest.

***Natural Weapons (1 Point).*** You gain natural weapons which are Unarmed weapons with which you are proficient, even if you are not proficient in Unarmed weapons. They possess a d4 damage die. You may take this feature upto 5 times, each time after the first increasing the damage die by one step.

***Resistance (3 Points).*** You Shield for one type of damage from the following list equal to 1/3rd your Maximum Hit Points; Acid, Cold, Fire, Lightning. You regain this Shield at the end of a long rest.

***Swiftness (2 Points).*** Your speeds increase by 10 feet. You may take this twice if your Strength, Dexterity, or Constitution scores were improved by your racial bonuses.

***Talent (3 Points).*** You gain proficiency in a skill or tool of your choice. You may take this feature multiple times.

***Unnatural Weapons (5 Points).*** Your body produces harmful substances within it. Choose one of the following damage types; Acid, Cold, Fire, Lightning, Poison. You may emit, exhale, or otherwise create a blast of the substance as an attack a number of times equal to your proficiency modifier. You choose whether it is emitted as a 15 ft. cone, 15 ft. cube, 30 by 5 ft. line, or 10 ft. radial burst around you when you create this weapon. This weapon causes d10's of damage equal to your proficiency modifier, and creatures are in titled to a dexterity or constitution saving throw (As appropriate) to halve the damage. If you take this feature multiple times, you may choose the same or different damage type, with the uses of the same damage type being added together.