Dragonborn

### Brief

There are three original purposes for dragonborns, they since have had their own rich cultures and mini civilizations and often have broken away from their cosmic manipulation. Dragonborns are commonly splinters of dragons souls, or very rarely the form some clestrials or Dragons choose to take. They are immortal in the sense of when they die (if not reincarnated) or their task is completed they rejoin their parent celestial/elemental dragon. Real dragons that are often manifestations of divinity for either law or chaos, elementals or sometimes just very minor deities representing themselves in the draconic forms, often have dragonborn followers. These deities are allowed to reproduce and produce demicelestrials which are weaker dragons that share almost all characteristics except as powerful magic. Dragonborns are allowed to reproduce in a similar way but also end up with watered down magical bloodlines.

The first dragonborns were the first Chromatic Dragonborns, these were the White, Blue , Red, and Green. White dragonborns represent the air specifically cold air causing things to freeze, Blue represents the sea and storms , some blue dragonborns have the affinity for the seas while other lightning. Red was fire and Green was earth but often more so nature. These first 4 dragonborns were tasked with being guardians of knowledge and helping use the elements to shape the planes and guide the first mortals into existence. The elemental dragonborns are the most neutral , they have the same goals of keeping knowledge and even magic safe, but they are the dragonborns that diverged and started their own cultures, often interbreeding and evolving creating various other chromatic dragonborns.

#### **The Metallic Dragonborns**

The Metallic Dragonborns are tasked with keeping balance, they are all reflective because they are meant to show how events around them doesn't create a bias. They are creatures of logic, hard truths, and balance. They are historically criticized for watching terrible things unfold and not lifting a finger to help. They are often found in temples or monasteries, living lives of isolation until called upon. They have also been the cause of great massacres, and divine healing. This is because if they witness an act of Law, they must cause an equal amount of chaos and vise versa. Their main colors are Silver, Bronze, Copper, and Platinum. You’ll rarely see Brass , Iron, Mithril, and Steel as well, but these have different duties and will be talked about secondly. Silver,Bronze, Copper, and Platinum are the balance keepers each tasked with semi unique tasks. Silver Dragonborns are tasked with making sure the lives of mortals stay in balance as well as the types of souls. Bronze Dragonborns are tasked with making sure the planets energy or nature stays in balance. Copper Dragonborns are tasked with making sure the magic and the spirit plane are balanced. Platinum Dragonborns are tasked with keeping timelines and divine intervention balanced. They are all quite rare and often considered evil by humans for the horrors they witness, they are almost never recognized for keeping the balance and their “good deeds”.

The lesser metallic dragonborns are the results of mixed breeding or other celestials playing with existence. They don’t try to balance the cosmos, instead they tend towards either law or chaos. They all have their own paths that they hope will lead them to ascending into the celestial realms. Brass Dragonborns are war loving and try to reach ascension through martial practice. Brass Dragonborns stand nearly 10 feet tall weighing almost twice as much as normal Dragonborns. Iron Dragonborns are lovers of craftsmanship, they spend their entire life trying to become grandmaster engineers and smiths. They are the fiercest of the metallic dragonborns or even dragons, they are quick to anger and have a deep thirst for revenge and holding grudges. Mithril Dragons are the rarest of all dragons and dragon borns, they were crafted by the first dwarves and giants as offerings to the trinity. The trinity added their essence into these dragons and their following dragonborns. Each mithril has a bit of all three celestials in them, they try to ascend themselves through gathering wealth and protecting the planet Loria. Lastly is the Steel Dragonborns, they are the most powerful lesser metallics. They believe in ascension by gathering magic,relics,history, and natural history. Steel dragonborns have been the most powerful magic users as well as political advisors.

#### **The Gem Dragonborns**

The Gem Dragonborns care little about balance, ascension, or the elements. They are the products of pure existence, they are birthed from the various planets in the 7 mortal planes own manifestation through chemistry. Some cults refer to the dragons formed by these means as the New Gods, but that is a different book. There has been sightings of dragonborns from every possible gem known to man. The most common are Emerald, Sapphire, Ruby, Amethyst, Diamond, Citrine, Turquoise , Jade and most common of them all Amber. They are all mystical creatures with a divine connection with their planet that birthed them. It is said they can often tap into the future and past of a location. Some follow Chaos, some law, most are neutral with their only goals to protect their planet or ascend. Almost all other dragonborns hate the gem dragons, in fact the high metallic dragonborns almost hunted them to extinction. The reason for this hatred is that the Gem Dragons are souls created virtually out of thin air, they are new and are not from either law or chaos pedigrees. They are considered great off balances due to their ability to do whatever they want/pure freedom. Gem Dragons may be basically extinct but their dragonborn servants/guardians are slightly more common. There are legends of a few Gem Dragons that have exceeded into ascending into new celestials, even one or two Gem Dragonborns reincarnating as Dragons.

#### **Other:**  Light, Shadow, Magma, and Stone.

Black Dragonborns- They are the minions of chaos trying to offset the balance.

Gold Dragonborns- They are the minions of law trying to offset the balance.

Purple Dragonborns- Are keepers of the Astral Planes making sure things stay balanced outside of time and space, very similar to Platinum Dragonborns. However Purple Dragonborns tend to have their own self interests , and it isn't uncommon for an evil streak of them wanting to destroy the 7 mortal planes so that there is more astral in the astral plane.

Light Dragonborns- are manifestations of the light infinites

Shadow Dragonborns- are manifestations of the dark infinites

Magma Dragonborns- are a myth

Stone Dragonborns-  created by magic, either accidentally or by sorcerers/wizards.

A full list of known Dragons and Dragonborn colors would take another whole book, there are over 100 different color/types of dragons and dragonborns in both lore and recorded history.

### Shared Features

Stats: +1 Wis +2 Cha +2 Str

* **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 6 Months, and reach mature a adulthood by 5. They live nearly indefinitely.

* **Alignment:** Wildly varies usually not evil or good just neutral versions of chaos and law.

* **Size.** Dragonborn are taller and heavier than humans, standing well over 8 feet tall and averaging almost 250 pounds. Your size is Medium.

* **Speed.** Your base walking speed is 30 feet.

**Languages.** You can read, speak, and write Common ,Celestrial ,and Draconic.

### Shared Abilities:

* **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.

* **Draconic Flesh**: Your Unarmored AC is 15

### Sub-Races:

#### Amber Dragonborn

##### Brief:

Amber is a Gem Dragonborn, therefore they care very little about cosmic balance comparatively. They have an obsession with security and often tends to be either neutral good or evil with the attentions of bringing security either physical or financial to others or taking it. They thrive in deserts and are one of the more common Dragonborns one may encounter in their lifetime. They tend to have very sharp wits and religiously try to even out their chaotic/lawful actions to a 1:1 ratio. They tend to have a calm demeanor with a million mile stare, they often live as wanderers and hermits trying to avoid cold climates or dangers they cannot handle. Their nature are not to be brave and foolish but instead to be prudent and strategic.

They put their parent deity before all else like all other Dragonborns, and often feel as if they are tasked for a specific purpose, they are tools of the divine and if they feel directionless it causes immense anxiety and can lead to them meditating for days or years.

Amber Dragonborns are prone to OCD accompanied by either narcissism or social anxiety.

##### Features

**Associated Deities**:**Pick One**

Mutotian- God Of Trade

* Advantage On All Bartering, 1/LR can roll a d20 to change metal into a different type (RNG)

Horlin- Sanctuary & Strength

* Choose +1AC or +2 Strength score

Dragons Of The Fire Plane

* Learns Fireball can cast the amount your level is (Max 10) / Long Rest. ----

**Breath:** Fire Damage 5' by 30' line (DEX save)

**Resistance:** Fire

I**mmunity**: Fear

##### Abilities

**Sand Slide**- When Falling you can make a DC16 Int roll as a reaction and create a slide of sediment to bring you to the nearest safest terrain surface. 1/LR

**Sand Burrow**- BA 1/LR When standing on sand you can burrow into it, you can move your normal dash speed and can’t reappear until your next turn. You must reappear in sand that is connected to the sand you disappeared in.

**Lucky Amber**- Gain Feat Lucky

#### Golden

**Resistance:** Radiant

**Immunity:** Fear

**Abilities**

**Lightport**- When Falling you can make a DC16 CHA roll as a reaction and create a beam of light to bring you to the nearest safest terrain surface. 1/LR Limit 50 ft

**Law & Order** - BA 1/LR  Range 15ft You can heal someone with a Lawful Alignment for their level + 1 of their hit dice , Chaotic Alignment Takes 1d12 Dmg, Neutral Alignment nothing

**All The Glitters** - Gain Feat Ritual Caster