Race: Dragonborn
Gain: Advantage on rolls trying to influence other Draconic beings.
Choose a new subrace and specific clan (if you're so inclined)
FACTION: KANZA OR UNALIGNED
Proud heirs of a long-shattered empire, the dragonborn struggle to preserve their racial identity in a world that is no longer theirs to command. They believe themselves to be the most ancient race to walk the land, second in creation after only the dragons themselves, but they are a race in twilight, watching as younger races squabble over the remnants of the power that once was theirs. To be a dragonborn is to stand above the masses of mortals, to be something more—kin to the majestic and mighty dragons, and bearers of the legacy of once great Arkhosia. To play a dragonborn adventurer is to embrace this proud race as your alter ego in the game, to take on the persona of a scion of Arkhosia, armed with a breath weapon and draconic durability to strike down your foes and weather their attacks.
Subraces
Claw Dragonborn
Claw dragonborn grow sharp claws from their hands, which represents the ferocity from their draconic heritage.
Ability Score Increase: Your Strength and Constitution score each increase by 1.
Draconic Feature: Claws. Your hands grow sharp claws. Your unarmed strikes deal 1d4 slashing damage. The damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level.
Draconic Feature: Draconic Ferocity. When you score a critical hit with your unarmed strikes, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
Scale Dragonborn
Scale dragonborn grow an extra layer of thick scales, which provides a durable resistance against outer harms.
Ability Score Increase: Your Constitution score increases by 2.
Draconic Feature: Draconic Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Draconic Feature: Draconic Defense. The scales over your body serves as a natural armor. When you reach 6th level, while you are not wearing armor, your AC equals 11 + your Dexterity modifier. You can wield a shield and gain this benefit. The base AC while not wearing armor increases to 12 at 11th level, and 13 at 16th level.
Tail Dragonborn
Claw dragonborn grow sharp claws from their hands, which represents the ferocity from their draconic heritage.
Ability Score Increase: Your Strength and Constitution score each increase by 1.
Draconic Feature: Claws. Your hands grow sharp claws. Your unarmed strikes deal 1d4 slashing damage. The damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level.
Draconic Feature: Draconic Ferocity. When you score a critical hit with your unarmed strikes, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
Scale Dragonborn
Scale dragonborn grow an extra layer of thick scales, which provides a durable resistance against outer harms.
Ability Score Increase: Your Constitution score increases by 2.
Draconic Feature: Draconic Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Draconic Feature: Draconic Defense. The scales over your body serves as a natural armor. When you reach 6th level, while you are not wearing armor, your AC equals 11 + your Dexterity modifier. You can wield a shield and gain this benefit. The base AC while not wearing armor increases to 12 at 11th level, and 13 at 16th level.
Tail Dragonborn
Tail dragonborn have long, scaly tails, which provides an extra balance as well as combat maneuvers.
Ability Score Increase: Your Strength and Dexterity score each increase by 1.
Draconic Feature: Balanced Proportion. You gain proficiency in the Acrobatics skill.
Draconic Feature: Tail Attack. When you take the Attack action on your turn, you can make one of the attacks with your tail. Your tail is a melee weapon attack that deals 1d8 bludgeoning damage for this purpose. When you hit a creature no more than one size larger than you with your tail, it must succeed on a Strength saving throw or is knocked prone.
The Blackfang have a knack for administrative work they keep a lot of the day-to-day work running efficiently and distribute food and payment quickly and correctly. Within the core lands of the Empire, they are highly admired and receive many gifts from other clans, as a token of gratitude.
Ability Score Increase: Your Strength and Dexterity score each increase by 1.
Draconic Feature: Balanced Proportion. You gain proficiency in the Acrobatics skill.
Draconic Feature: Tail Attack. When you take the Attack action on your turn, you can make one of the attacks with your tail. Your tail is a melee weapon attack that deals 1d8 bludgeoning damage for this purpose. When you hit a creature no more than one size larger than you with your tail, it must succeed on a Strength saving throw or is knocked prone.
Notable Clans in Viriskali
Clan BlackfangThe Blackfang have a knack for administrative work they keep a lot of the day-to-day work running efficiently and distribute food and payment quickly and correctly. Within the core lands of the Empire, they are highly admired and receive many gifts from other clans, as a token of gratitude.
Matriarch: Tygia Denga Blackfang, Head Qadis (Judge) of Viriscali
A minor but growing in respect clan of architects, draftsmen, stonemasons, tinkerers, and other professions which are concerned with the physical creations and artisan works.
Members of note: Donfar
Colors: Brown/Orange
Clan Spellscale
The Spellscale are learned and ponderous wizards and eldritch knights. They perform magical services and are known for thinking things through before acting. They run the repository, sell magic tomes, and various magic items they produce.
Clan Warbringer
Specialty: Extremely military, even for Dragonborn standards. Much of the elite forces the Dragonborn have comes from the Warbringer Clan, including the military advisers and trainers for the other Clans and mercenaries.
Clan Chief: Markax Warbringer
Occupations of note: Qadis (judges), Administration, Scribing, Taxes, Banking, Alchemy, law mages.
Clan IronhideA minor but growing in respect clan of architects, draftsmen, stonemasons, tinkerers, and other professions which are concerned with the physical creations and artisan works.
Members of note: Donfar
Colors: Brown/Orange
Clan Spellscale
The Spellscale are learned and ponderous wizards and eldritch knights. They perform magical services and are known for thinking things through before acting. They run the repository, sell magic tomes, and various magic items they produce.
Patriarch: Arch-Mage Shalbaz, a well known and eccentric wizard. His Familiar a ancient half dragon spirit named Sapp (Blue Dragonborn Sull - Sorcerer).
Locations of Note: Spellscale Clan Home, Arcanium, Repository
Locations of Note: Spellscale Clan Home, Arcanium, Repository
Clan Warbringer
Specialty: Extremely military, even for Dragonborn standards. Much of the elite forces the Dragonborn have comes from the Warbringer Clan, including the military advisers and trainers for the other Clans and mercenaries.
Clan Chief: Markax Warbringer