So for one of my campaign settings the world is filled with reptilian races only. Naga's (MTG), Tortles, Kobolds, Lizardfolk, and Dragonborn all descended from some drake-like ancestor (Monster Hunter style). In the present day the Dragonborn have come to be the dominant race on the world and are divided into a handful of tribes divided into the 12 Chromatic Clans (Brown, Red, Orange, Yellow, Green, Blue, Indigo, Purple, Pink, White, Gray, and Black), the 12 Metallic Clans (Gold, Silver, Copper, Iron, Nickel, Cobalt, Tungsten, Chromium, Mercury, Mithral, Adamantine/Ebony, and Platinum), and lastly the 12 Crystalline clans. (Currently Ruby, Sapphire, Emerald, Amethyst, Diamond, Topaz, Obsidian, Jade, Lapis, Turqouise, and Nacre).
So I've come to ask what other two gemstones are culturally significant historically? I was thinking Citrine (with a lightning Breath Weapon?) but was also thinking Garnet? (breath weapon unknown. Ont hat note I wanted the Nacre (Pearl) dragon/dragonborn to breath a line of water that calcifies targets over time, not sure what damage type that would be though.
Any thoughts and criticism are welcome, and if you want to know about and of the dragons breath weapons I'll tell you if you ask (most of the chromatic and metallic were taken from their older counterparts in previous editions.)
I'd suggest opal (associated with luck, vision and invisibility) or peridot (harmony, rest, peace, renewal). Moonstone and Sunstone could work too. Garnets are very nice as well though, and biblically associated with bright light - a radiant breath weapon could work.
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I did go with Moonstone actually thank you for the suggestion, and I also found Amber dragons were a thing. I saved Pearl for something else (which I also found that pearl dragons were also also a thing they were just not "gem" dragons?).
Now I'd like some feedback on my last faction, the Catastrophics (based mostly on 4e material). Catastrophic dragonborn have breath weapons more reminiscent of a natural disaster and the twelve kinds are as follows Avalanche, Blizzard, Drought, Flood/Tsunami, Earthquake, Hurricane, Limnic Eruption [Lake Overturn or Gas Burst], Sandstorm, Thunderstorm, Tornado, Volcano, Wildfire.
Each has a breath weapon related to their natural disaster in question and at 5th level can substitute that breath for an "aura of devastation" radius 5-10 feet that lasts a few rounds. I'm having minor issues deciding what damage type some of the breath weapons will deal.
Avalanche: Deals magical bludgeoning damage (rocks and ice chunks)
Blizzard: Cold damage
Drought: Fire damage (desiccating heat), perhaps 1 level of exhaustion (does not stack)
I did go with Moonstone actually thank you for the suggestion, and I also found Amber dragons were a thing. I saved Pearl for something else (which I also found that pearl dragons were also also a thing they were just not "gem" dragons?).
Now I'd like some feedback on my last faction, the Catastrophics (based mostly on 4e material). Catastrophic dragonborn have breath weapons more reminiscent of a natural disaster and the twelve kinds are as follows Avalanche, Blizzard, Drought, Flood/Tsunami, Earthquake, Hurricane, Limnic Eruption [Lake Overturn or Gas Burst], Sandstorm, Thunderstorm, Tornado, Volcano, Wildfire.
Each has a breath weapon related to their natural disaster in question and at 5th level can substitute that breath for an "aura of devastation" radius 5-10 feet that lasts a few rounds. I'm having minor issues deciding what damage type some of the breath weapons will deal.
Avalanche: Deals magical bludgeoning damage (rocks and ice chunks)
Blizzard: Cold damage
Drought: Fire damage (desiccating heat), perhaps 1 level of exhaustion (does not stack)
Flood/Tsunami: Magical bludgeoning*?
Earthquake: Thunder damage (knocks prone)
Hurricane: Unknown
Limnic Burst: Poison (poisonous gas)
Sandstorm: Unknown
Thunderstorm: Lightning
Tornado: Unknown
Volcano: Fire damage
Wildfire: Fire damage
First keep in mind that as Dragonborn breath weapons we are talking relative low (1-3dice) damage at least at low levels so: Flood/tsunami- knock back/falling damage (bludgeoning) foe is driven back 15’ and takes x dice “falling” damage Earthquake - no damage but Dex save to avoid being knocked prone and ground in area is considered difficult terrain for X rounds (time controlled by dice roll) Tornado - falling damage, foes in path make a Dex save or are lifted 1D3 x 10’ in the air then dropped taking appropriate falling damage. ( indoors in 10’ tall rooms & corridors take 1D damage being smashed against ceiling and 1 D damage falling). OR piercing as winds pickup loose debris and drive it through those in the path (tornado straw through telephone pole) Hurricane - choice of Tsunami or Tornado effects Sandstorm - “abrasion” Dex save to avoid or AC reduced by 1, magic armours restore after 1 minute, mundane armours the reduction is permanent.
Catastrophic dragons in 4e didn't actually have breath weapons at all, they had weird variable auras, but is there any reason not to just copy their damage types from 4e?
Catastrophic dragons in 4e didn't actually have breath weapons at all, they had weird variable auras, but is there any reason not to just copy their damage types from 4e?
4e monsters didn't always have attributable damage types, for example, any non-elemental damage was considered generic damage and didn't have a type at all. In addition, some catastrophic dragons auras did no damage at all.
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So for one of my campaign settings the world is filled with reptilian races only. Naga's (MTG), Tortles, Kobolds, Lizardfolk, and Dragonborn all descended from some drake-like ancestor (Monster Hunter style). In the present day the Dragonborn have come to be the dominant race on the world and are divided into a handful of tribes divided into the 12 Chromatic Clans (Brown, Red, Orange, Yellow, Green, Blue, Indigo, Purple, Pink, White, Gray, and Black), the 12 Metallic Clans (Gold, Silver, Copper, Iron, Nickel, Cobalt, Tungsten, Chromium, Mercury, Mithral, Adamantine/Ebony, and Platinum), and lastly the 12 Crystalline clans. (Currently Ruby, Sapphire, Emerald, Amethyst, Diamond, Topaz, Obsidian, Jade, Lapis, Turqouise, and Nacre).
So I've come to ask what other two gemstones are culturally significant historically? I was thinking Citrine (with a lightning Breath Weapon?) but was also thinking Garnet? (breath weapon unknown. Ont hat note I wanted the Nacre (Pearl) dragon/dragonborn to breath a line of water that calcifies targets over time, not sure what damage type that would be though.
Any thoughts and criticism are welcome, and if you want to know about and of the dragons breath weapons I'll tell you if you ask (most of the chromatic and metallic were taken from their older counterparts in previous editions.)
Please and thank you.
I'd suggest opal (associated with luck, vision and invisibility) or peridot (harmony, rest, peace, renewal). Moonstone and Sunstone could work too. Garnets are very nice as well though, and biblically associated with bright light - a radiant breath weapon could work.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I did go with Moonstone actually thank you for the suggestion, and I also found Amber dragons were a thing. I saved Pearl for something else (which I also found that pearl dragons were also also a thing they were just not "gem" dragons?).
Now I'd like some feedback on my last faction, the Catastrophics (based mostly on 4e material). Catastrophic dragonborn have breath weapons more reminiscent of a natural disaster and the twelve kinds are as follows Avalanche, Blizzard, Drought, Flood/Tsunami, Earthquake, Hurricane, Limnic Eruption [Lake Overturn or Gas Burst], Sandstorm, Thunderstorm, Tornado, Volcano, Wildfire.
Each has a breath weapon related to their natural disaster in question and at 5th level can substitute that breath for an "aura of devastation" radius 5-10 feet that lasts a few rounds. I'm having minor issues deciding what damage type some of the breath weapons will deal.
Avalanche: Deals magical bludgeoning damage (rocks and ice chunks)
Blizzard: Cold damage
Drought: Fire damage (desiccating heat), perhaps 1 level of exhaustion (does not stack)
Flood/Tsunami: Magical bludgeoning*?
Earthquake: Thunder damage (knocks prone)
Hurricane: Unknown
Limnic Burst: Poison (poisonous gas)
Sandstorm: Unknown
Thunderstorm: Lightning
Tornado: Unknown
Volcano: Fire damage
Wildfire: Fire damage
First keep in mind that as Dragonborn breath weapons we are talking relative low (1-3dice) damage at least at low levels so:
Flood/tsunami- knock back/falling damage (bludgeoning) foe is driven back 15’ and takes x dice “falling” damage
Earthquake - no damage but Dex save to avoid being knocked prone and ground in area is considered difficult terrain for X rounds (time controlled by dice roll)
Tornado - falling damage, foes in path make a Dex save or are lifted 1D3 x 10’ in the air then dropped taking appropriate falling damage. ( indoors in 10’ tall rooms & corridors take 1D damage being smashed against ceiling and 1 D damage falling). OR piercing as winds pickup loose debris and drive it through those in the path (tornado straw through telephone pole)
Hurricane - choice of Tsunami or Tornado effects
Sandstorm - “abrasion” Dex save to avoid or AC reduced by 1, magic armours restore after 1 minute, mundane armours the reduction is permanent.
Wisea$$ DM and Player since 1979.
Catastrophic dragons in 4e didn't actually have breath weapons at all, they had weird variable auras, but is there any reason not to just copy their damage types from 4e?
4e monsters didn't always have attributable damage types, for example, any non-elemental damage was considered generic damage and didn't have a type at all. In addition, some catastrophic dragons auras did no damage at all.