Homebrew Ender Dragonborn Species Details
Poor all of us. The End itself is coming apart. The islands cannot hold. The sky is falling. If I try to forget what I’m looking at, it’s beautiful. Really. So beautiful. The towers of Telos are falling like confetti. It is coming. The great tide of memory will wash over me and I will know nothing about all this grief. And do you know? I think I welcome it. I have retreated to the ship. Lying on the deck, I can watch the night tear itself apart. When I close my eyes, I can hear Kan playing somewhere far away. Good. He is alive. I’m glad. He’s coming to find me. To be part of my End. It’s almost here. I can feel it moving through the islands. Completely inevitable. Why fight it? All hail the Great Chaos.
Created by the Ender Dragon to serve as more effective subjects in the war against Order, Ender Dragonborn live in large colonies, where they are trained from birth to enter the Overworld and spread Chaos amongst the realms. While some Ender Dragonborn love living within the structured and hierarchical End Cities, their inherent urge to cause chaos leaves many wanting an escape from their servitude to the Ender Dragon and the Great Chaos.
Children Of The End
Ender Dragonborn resemble the Dragon herself, with void black scales and stony grey horns and osteoderms. They are very tall and somewhat lanky, often standing close to 7½ feet tall and weighing 300 pounds or more. Their arms and legs are slightly longer than you would expect, ending in strong, talonlike claws with three fingers and a thumb on each hand. Most of them have purple eyes, but a rare variant has green eyes. Like Endermen, they have the ability to communicate telepathically amongst themselves and other creatures native to the End. This telepathy may also work between those of other races depending on their willingness. Due to the fact that they do not need to speak, their words and voices are very shaky. Oftentimes, the Great Chaos will send the Ender Dragonborn visions, either voicing their displeasure, or pointing them to where they can find great rewards.
Militaristic Society
To Ender Dragonborn society, the most important goal of an Ender Dragonborn should be to spread chaos and entropy throughout the realms, such is commanded by the Great Chaos. Ender Dragonborn, much like Endermen, exist within a anarchistic society which prioritizes the goals of the Great Chaos over the dreams of any individual dragonborn. In theory, at least. In truth, colonies of Ender Dragonborn are often much more militaristic and hierarchical in nature, led by elder dragonborn who bend the commands of the Great Chaos and the Ender Dragon to fit their own interests. From a young age, Ender Dragonborn are taught how to use a basic weapon of their choice, and are then rigorously trained to master their own innate ability to teleport. Those who do not agree to undergo this harsh training are often left to starve alone on a barren end island, with those who attempt to assist them meeting a similar fate.
A continual drive for self-improvement conflicts with the subservience of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. This fundamentally contradicts with the purpose of their creation.
Desire For More
Many Ender Dragonborn wish to escape from the colonies, and many often do, "dying" on Overworld missions and never returning. Ender Dragonborn that do manage to escape face much difficulty readjusting themselves to their newfound freedom, especially due to their strange appearances and distance from other types of Dragonborn. Many end up as spies or assassins, using their telepathy and teleportation to get into places others might find difficult to reach.
Some Ender Dragonborn are born with green eyes. Green Eyed Ender Dragonborn are a rare occurrence, but they tend to have a much higher sympathy for those outside their species, and have a strong sense of self expression, often through performing arts. This goes against the conformist society that Ender Dragonborn Elders encourage, and they are thus often cast out. They take +3 in Charisma as their ability score increase, and gain proficiency in a musical instrument of their choice.
Ender Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.Darkvision
The End is a dark place, with only the rare End Rod to give you light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Teleportation
You can use a bonus action to teleport to a space within 30 ft. of your current location. The number of times you can teleport per long rest is equivalent to your Dexterity modifier.
Ability Score Increase
Your Dexterity score increases by 2, and your Strength score increases by 1.
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 3, and reach adulthood by 15. They live to be around 80.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet. You have a base burrowing speed of 20 feet.
Draconic Ancestry
You have draconic ancestry.
Breath Weapon
You can use your action to exhale destructive energy. 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. The Ender Dragonborn chooses a point within 20 feet of it and exhales a line of putrid gas towards it. The end of the line becomes the center of a 15ft by 15ft square of lingering gas, that lasts for 1 turn. Creatures caught in the initial exhalation or the square must succeed a Constitution saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. 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 use your breath weapon a number of times per long rest equal to your Dexterity modifier.
Damage Resistance
You have resistance to Necrotic damage, but are vulnerable to Psychic damage.
Languages
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.
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