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Your size is Medium. 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. You can use your action to exhale destructive energy.

Your draconic ancestry determines the size, shape, and damage type of the exhalation. 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.

A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

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. How are they connected, if at all?

Draconians are a race specifically from the dragonlance setting, predating Dragonborn I believe. After a deal between the Gods to stop the devastating wars of good dragons vs evil dragons, the dragons were all put to sleep.

Of course they should have checked their enemies alignment, they would have found them unlawful. The forces of evil stole the eggs of the slumbering good dragons, all being metallic, and used dark magics to create the reptilian supersoldiers called draconians.

They would all be colored and vary in ability related to their egg color, with some flavor of tarnished or mottled of color.

Late in the new war that started, the forces of evil were desperate and tried the draconians ritual on evil dragon eggs. However these came out almost entirely tending towards good alignments being titled ''Noble" draconians.

They later mention after the war, some draconians of all colors leaving their evil Masters and over coming their essential brainwashing to be their own race and new nation.

Yeah, I knew all about the hows and whys of the draconian race dragonlance was my first foray into fantasy when I was like 6 , but i appreciate the eloquent refresher course!

Just something to chew on. I'm pretty sure they're separate. Dragonlance vs forgotten realms setting origins. The Dragonborn were created by Io the high dragon god like any other race was created or they span from the growth of Dragonborn of Bahamat who gained Dragonborn shape by proving themselves to Bahamat and I would assume they could potentially reproduce in their new form.

As far as I know they have no connection canonically. This began the tradition of all legitimate rulers of the Cyrodilic Empire referred to as Dragonborn, as only they could wear the Amulet of Kings and light the Dragonfires in the Temple of the One.

Reman Cyrodiil was considered to be the next Dragonborn after Alessia. Upon their defeat, the Akaviri invaders recognized him as Dragonborn and swore unceasing loyalty to him.

Tiber Septim , founder of the Septim Dynasty of Tamriel , was the next individual to be recognized as Dragonborn. His heirs continued the tradition and were all considered Dragonborn Emperors.

This lineage ended with the death of Martin Septim during the Oblivion Crisis. His purpose was to prevent Alduin the World-Eater from consuming all of Mundus and the souls of Sovngarde when the dragon appeared from a temporal warp known as the Time Wound , after having been sent into the future during the Dragon War.

The Last Dragonborn also later defeated the first Dragonborn, Miraak, in Apocrypha after dealing with Hermaeus Mora in order to weaken Mora's disruptive champion.

Sign In Don't have an account? This article contains contentious statements that require additional sources for verification, or it contains a list of sources without any in-line citations.

Please appropriately reference any information in the article, as well as any new additions. Consult in-game books and reliable online databases for fact-gathering.

Statements requiring sources may have a [ source? The clanmaster also has loyal dragonborn agents to act in his or her stead, and to serve as messengers.

Keeping contact can be difficult, but dragonborn of the same clan more easily form cohesive coalitions and enclaves. Marriages are defined by age-old pacts among clans.

Dragonborn parents with weighty responsibilities look to such relations for help fostering children. A whole ward in a large settlement might be filled with dragonborn from allied clans, and each clan could have its own hall like in the old days of Arkhosia.

All this focus on clan comes from the fact that, while family bloodlines can be extensive, the dragonborn family unit is very small.

The typical one contains only two dragonborn: Dragonborn wed to procreate. Although notable exceptions exist to this generality, wedlock ends as soon as the offspring from a union is 3 years old.

If the parents have no reason to maintain proximity, one of them, usually of the same gender as the child, raises and trains that youngster in the ways of people, family, and clan.

Honor demands that a parent teach a child well, and that adults care for the young. Through storytelling, tutoring, and demonstration, the parent instills virtues and skills in the child.

Without such direction, the fierce nature of a dragonborn comes to the fore, resulting in feral savagery. When rightly trained in dragonborn ways, however, a juvenile learns that honor requires respect for elders and other worthies, focused and sincere effort, reliability and fulfillment of oaths, and integrity.

At an early age, he or she understands that chosen actions can bring credit or disgrace to self, family and clan, and even all dragonborn.

Even dragonborn crafters and laborers grow up with discipline, play inspired by lessons and tales of derring-do, and an admiration for brave and principled deeds.

All learn a thing or two about fighting and soldierly ways. They learn to be bold so that they can challenge themselves and those who misuse authority.

Where dragonborn are a small portion of the local population, which is the norm, such tiny families are common.

But where an integrated enclave exists, the process is different, and some dragonborn claim, resembles what life was like in Arkhosia.

In such a community, dragonborn foster children communally. Adults watch out for and teach the young, and the young enjoy a broader exposure to an array of dragonborn role models.

A single parent still maintains authority and responsibility for a youngster, but in these situations, the other parent is often close at hand and has some influence as well.

Independence is nurtured in dragonborn youth at every turn. When, at 15 years old, dragonborn adolescents transition into adulthood, they are expected to have integrated the teachings of their childhood into their conduct.

They have a healthy respect for capable individuals of all races, even those they oppose. Their esteem for themselves and their forebears guides them in all they do.

Principled behavior and instilled daring mean dragonborn adults are different from their counterparts among other peoples. Dragonborn society produces fewer petty criminals, but more outright villains—dragonborn are more likely to be bandit lords than pickpockets.

Conversely, dragonborn are numerous among adventurers. They also find places more regularly in the company of those who have unusual or specialized skills, artistic or venturesome.

Regardless of what they do, whether among other dragonborn or not, dragonborn are conscious of how they are responsible for what they do.

A dragonborn weaponsmith aims to be the best, to push the boundaries of his craft, to sell weapons in a scrupulous manner, and to honor those who use his armaments by creating implements of worth.

The dragonborn soldier, in turn, honors armorer, commander, and clan, by performing his or her duties well. He or she does so by taking initiative in training and on the battlefield, and by helping comrades.

Failing to recognize such interconnectivity is a failing of character. This system of honor with awareness and answerability was the strength of the dragonborn when, in Arkhosia, they served dragons.

Some clans still remember the last days of Arkhosia, when the selfishness and cowardice of some dragon lords became all too visible.

Dragonborn from these bloodlines might despise dragons. Most clans remain free from draconic influence. Those few dragonborn who serve dragons are often more barbaric than their kin who live among humans and other races.

Dragonborn have ancient traditions of magic, focusing on war, as well as divine, draconic, and elemental forces.

It is a weapon of the mighty. Wizards and sorcerers are notorious for their secretive and eccentric ways, which makes the professions attractive to dragonborn.

Further, the powers of the wizard and sorcerer are dragonlike in their primordial fury. Many clans have wizardly ways passed down through numerous families among them since the time of Arkhosia.

Dragonborn truly favor divine powers, especially those of the paladin. Investing oneself in the tenets of a faith gives direction and purpose, something many dragonborn crave.

Although doing so ties a dragonborn to a deity or church, it carries little to none of the stigma attached to the eldritch ways of the warlock.

Faith is a personal matter for each dragonborn, and it is an issue in which the dragon deities take prominence.

Erathis, Ioun, and Kord also remain important as symbols of advancement and a progressive, fighting spirit. Bereft of their own temples, most dragonborn practice religion in churches within mixed communities.

They participate in few rites, unless duty, such as that placed on a cleric or paladin, or respect, such as that for a devout friend, compels them to do so.

Clan elders preside over dragonborn marriages and funeral rites, for instance; absent these, family and close friends participate.

Although gods might be invoked at such ceremonies, to call such rites religious would be a mistake. Dragonborn are practical and meticulous about their crafts.

Like dwarves, they create few items for purely artistic reasons, preferring the coupling of functionality and beauty.

One exception to this generality of usability and beauty exists in the case of jewelry. Crafters among the dragonborn take care and time with their work.

A finished work is an expression of the nature and capabilities of its maker. Although completed items are seldom as ornate as the work of dwarves, a dragonborn item almost always has a distinctive flare.

Elemental, draconic, and scale motifs are most common, as are bold colors and precious metals. The love of bold colors and precious metals extends to jewelry, gems, armaments, and even coins.

Many dragonborn crafters are jewelers, gemcutters, smiths, or minters. Clearly an expression of the draconic tendency to hoard valuables, dragonborn adorn themselves with baubles of all sorts, and dragonborn warriors and adventurers seek out the finest gear.

Most dragonborn show reserve and taste in this aspect of personal adornment, rather than garish overindulgence. Improving abilities and competition take precedence in dragonborn leisure activities.

Dragonborn do prefer competitive games. Although team events are fine, contests that have one clear winner are favored. Therefore, a dragonborn hones skill at strategic board games, philosophic riddle contests, improvised storytelling events, and one-on-one sports.

The ferocity of the draconic spirit couples with physical strength and militaristic culture, leading dragonborn to create and participate in sports more violent than many other peoples are used to.

In fact, numerous dragonborn—even nonheroic sorts—form fighting or wrestling clubs, as well as regular contests of weapon skill. Intrepid dragonborn try their hands at actual blood sports, such as gladiatorial matches, pit fighting, and dueling.

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