Dungeons and dragons 4th edition dragonborn
Three sample dragonborn adventurers are described below. Torinn is a dragonborn warlord. After his entire clan was wiped out, he left his homeland to seek greater power, so that one day he may return with a clan of his own and restore honour to his name. Thava is a dragonborn sorcerer. Exiled after a terrible accident during her training, she wanders the world seeking out teachers of arcane power, so that one day she may return to her clan and clear her name as an incompetent spell caster.
Patrin is a dragonborn fighter. After his father abandoned the clan, he was charged with tracking him down and slaying him. Succeeding this quest, Patrin would prove he has what it takes to be a warrior loyal to his clan. Dungeons and Dragons Wiki Explore. Community portal Forum Activity.
Explore Wikis Community Central. Register Don't have an account? Dragonborn, Variant 4e Race. Edit source History Talk 0. Editing: Please feel free to edit constructively! Dragonborn in combat Contents. Cancel Save. Fan Feed 1 Gold Piece. A third-party card game entitled Edition Wars satirized this competition. Sales of the June set of core rulebooks exceeded Wizards of the Coast's expectations, requiring them to order additional books to be printed even before the books' release date.
MMORPG designer Michael Zenke , guest blogging for Wired , gave a positive review of 4th edition, mentioning the lack of complicated mechanics such as 3rd edition 's grappling rules, and the martial powers available to fighters being as interesting as magic has always been for spellcasters.
Although, fans of the game were not as nice. Theses changes were to clarify the mechanics of the game, yet fans seemed to have issues with how much focus was on mechanics over lore expansion. Regardless, the real concern was streamlining the character creation process in ways that had fans questioning the design. Even so, this streamlined design paved the path for the streamlined content of 5th edition , which proved to become the most popular edition of the game yet.
Roles Controller Defender Leader Striker. Deva Gnome Goliath Half-orc Shifter. Githzerai Minotaur Shardmind Wilden. Campaign Settings. Dragonborn were first created by dragon gods and other powerful dragons, who melded the traits of humanoid races with the power of dragons. Tiamat , the five-headed goddess of evil dragons, bred twisted dragonblooded monsters to serve her war against Bahamut , deity of good dragons. He began recruiting volunteers from among the humanoid races to undergo the Rite of Rebirth, a ritual which transformed them into sons and daughters of Bahamut.
These were not the first dragonborn ever to walk Toril , but the existence of ancient dragonborn had long faded by history by this point. In the world of Krynn , followers of the evil goddess Takhsis used rituals to corrupt the eggs of metallic dragons, creating a form of dragonborn known as draconians. In the desert world of Athas , the powerful sorcerer-king Dregoth of Giustenal , who assumed draconic form as a stepping-stone to godhood, created the dragonborn over two thousand years ago to serve him as a race of strong sorcerer-mercenaries.
When that city was destroyed, the surviving dragonborn became wanderers and slavers, who call themselves the Dray. The origin of the dragonborn of Eberron are not known, except that they originate on the draconic continent of Argonessen countless millennia ago.
Several other creation myths exist. One says that the dragon progenitor god Io created the dragonborn at the same time he created the greater dragons , so that they might have a servitor race. Another says that the dragonborn arose from drops of Io's blood when that god was cleaved in two, with the halves forming the gods Bahamut and Tiamat.
A third says that the dragonborn pre-date the "true" dragons, and that Io only later created the dragons as weapons at the beginning of the Dawn War. Dragonborn rarely exist in great enough number to form empires of their own. One exception is the dragonborn empire of Arkhosia. Arkhosia was ruled by dragons, whose dragonborn warriors conquered a vast empire.
It built great cities around grand structures carved into the solid rock of mountains and cliffsides, and decorated with draconic imagery. Within those mountainsides lived great dragons and their dragonborn citizens. Its greatest creation was the Serpentus Rift , a glittering city built within a deep canyon, with passageways stretching nearly a full mile underground.
Arkosia crushed numerous less powerful kingdoms and organizations, including the thri-kreen empire of Val-Karri and the star pact warlocks , before eventually falling itself after a series of devastating wars with the tiefling kingdom of Bael Turath. An ancient empire of dragonborn also existed on the continent of Khorvaire in the world of Eberron , some 15, years ago during the Age of Monsters.
Little is known about them today, except that a few ruins of their civilization are believed to exist in the jungles of Q'barra , where many lizardfolk and dragonborns still live. After the fall of Arkhosia, many dragonborn were killed in bloody attempts to re-establish their empire or conquer new land.
Many of the suriving dragonborn integrated into the relatively cosmopolitan human empire of Nerath , but suffered under laws forbidding the gathering of large groups, which ultimately limited the ability of dragonborn society to pass on their cultural heritage. Other dragonborn retreated into the deserts, with refugee camps developing into permanent nomadic communities. Dragonborn are uncommon in most worlds, and usually integrate into other societies.
However, dragonborn have close ties to others of their ancestral clans, and each clan strongly values its particular traditions. The deeds of an individual are believed to reflect on their clan, and bring honor or dishonor to all of its members. Members of an honorable clan find themselves having to live up to a high reputation. Honored ancestors include war heroes, benevolent rulers, artisans and diplomats. Dragonborn of dishonored clans may hide or denounce their membership.
Dishonorable ancestors include traitors, deserters, and those who brought ruin on their people by magical accident. Such honor and dishonor can last for centuries. Some dragonborn clans serve a true dragon , living in the wilderness as its servants or minions. Dragonborn enjoy games and contests, both physical contests and mental. These include violent sports such as forms of fighting and wrestling, but also more thoughtful challenges such as board games, riddle contests, and improvised storytelling.
Games with a single clear winner are favored, rather than team sports. Many dragonborn follow Bahamut , the Platinum Dragon, deity of good-aligned metallic true dragons. The most dedicated paladins and clerics of Bahamut take him as an ideal of truth, justice, mercy, and light in the darkness.
Rarely, an individual is born with platinum-colored scales, a symbol of Bahamut's favor and often taken as a sign that one is destined to serve the Platinum Dragon. Evil dragonborn often worship Tiamat , goddess of chromatic dragons. They are highly valued among the cults of the Red Hand , and serve in Tiamat's armies.
Dragonborn tend to pick one side or the other in any moral cause. A rare exception is the Temple of Io's Children , a dragonborn religion of neutrality which argues that Bahamut and Tiamat are two aspects of the same original deity. Some dragonborn worship a common deity in an unusual, even heretical aspect which does not match mainstream teachings.
In the wilderness, dragonborn often follow animistic religions which worship nature spirits, particularly ancient dragon spirits. Some clans in civilized realms still practice this tradition. For many dragonborn, religion is highly personal. Dragonborn art combines functionality with beauty. Like the dwarven craftsmen, it is rare for dragonborn to create paintings or other decorative works, although they do prize jewelry, gold, and gemstone adornments, which are worn in a reserved and tasteful manner.
Their tools, weapons, and other items are always made with great care and skill. Dragonborn works tend to use bold colors and make use of precious metals and gemstones. Common motifs include dragons, elements, and scales. Their art lacks the standards of ornate detail found in dwarven work, but dragonborn craftsmen nonetheless place great importance on quality, believing that a work reflects its creator.
The ancient cities of dragonborn contained elaborate, grand stone structures carved from solid rock cliffs and mountains, and engraved with unmistakable draconic imagery. In many lands, dragonborn are wanderers descended from ancestral empires which fell centuries ago. Such individuals often become mercenaries or adventurers, and are disproportionately likely to take up the adventuring lifestyle.
Dragonborn value the challenge of adventure, the ability to hone their skills through practice, and the opportunity to earn glory and reknown. Some dragonborn become adventurers when the elders of their clan choose them for an important mission.
Others are born to no clan, and make it their goal to found or join a worthy group. Dragonborn make strong party leaders. Wizards are uncommon, though tend to have adeptness with illusion magic. Many dragonborn find that the power of sorcery comes readily to them. Some have difficulty controlling this power safely; for others, mastery of their ability is easy. Naturally, most dragonborn sorcerers draw their power from their draconic bloodline, and their magic often takes an audible or visual form reminiscent of dragons.
A few dragonborn still practice the ancient monastic ways of the Order of the Ninefold Path. Dragonborn gladiators are prepared to fight to the death. When outnumbered, they focus on the most wounded opponent to kill them first. This tactic is not specific to all dragonborn, although they favor melee combat in general. Psionics is a rare art among the dragonborn. Dragonborn with psychic ability often perceive the thoughts of others as voices in their head, and many dragonborn clans interpret psionic ability as a form of madness.
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