Homebrew Elderborn Dragonborn Species Details
Physical Characteristics:
- Ability Score Increases: You gain a +2 bonus to Intelligence and a +1 bonus to Wisdom or Constitution, reflecting your affinity for magic and resilience against its dangers.
- Size: Elderborn Dragonborn are Medium creatures, standing between 6'0" and 7'0" with a slender, graceful frame suited for intricate spellcasting.
- Speed: Your base walking speed is 30 feet.
- Scales & Texture: Their scales shimmer with an ethereal glow, often reflecting deep purples, silvers, and blues, appearing almost translucent in the presence of arcane energy.
- Eyes: Their eyes glow with an inner light, shifting hues in response to nearby magic, making them appear otherworldly and ancient.
- Horns & Crest: Elegantly curved horns adorned with arcane sigils grow from their heads, occasionally pulsing with latent magic.
- Tail: Their long, sinuous tails assist in balance and are adorned with bioluminescent runes that react to the ambient flow of ley lines.
Society & Culture:
- Homeland: Elderborn Dragonborn are most often found in the floating spires of the Skyborne Dominion, ancient arcane sanctuaries, or deep within leyline nexuses where magic is at its strongest.
- Governance: Their society is meritocratic, governed by the Arcanis Conclave—an assembly of elder mages who ensure that magic is both protected and properly wielded.
- Traditions: They hold grand arcane symposia, where spells are woven into artistic performances, and apprentices prove their mastery through trials of wit and intellect.
- Philosophy: They believe in the eternal pursuit of knowledge, treating the study of magic as a sacred duty. Some see themselves as custodians of reality itself, ensuring balance between forces that mortals barely comprehend.
- Art & Craftsmanship: Elderborn Dragonborn craft intricate magical artifacts, often embedding them into their clothing, armor, and even their own bodies as living conduits of power.
Religion & Mythology:
- Many revere Lumirion, the Arcane Arbiter, a celestial being believed to have woven the first spells into existence.
- Their myths speak of the Eldersong, a lost incantation said to unlock the purest form of magic, only accessible to those who attain absolute enlightenment.
Abilities & Traits:
- Arcane Resilience: You have resistance to force damage and advantage on saving throws against spells and magical effects.
- Breath of the Weave: You can use your action to unleash a pulse of raw magic in a 15-foot cone. Each creature in the area must make an Intelligence saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus), taking 2d8 force damage and being pushed 5 feet back on a failed save, or half as much damage on a success. This damage increases at 6th (3d8), 11th (4d8), and 16th level (5d8). You can use this ability a number of times equal to your proficiency bonus per long rest.
- Leywalker: You can detect the presence of ley lines and arcane anomalies within 1 mile. Once per long rest, you can attune to a leyline for 1 hour, regaining one expended spell slot of 3rd level or lower.
- Runeborn Magic: You know the Mage Hand cantrip. At 3rd level, you can cast Detect Magic once per long rest. At 5th level, you can cast Dispel Magic once per long rest. Intelligence is your spellcasting ability for these spells.
- Scholar’s Insight: You have proficiency in Arcana and History, and you can read ancient draconic script even if it has been magically obscured or altered.
Relations with Other Races:
- Elves & Arcane Scholars: They share a natural affinity with high elves and other magically inclined races, often forming long-lasting alliances with scholars and enchanters.
- Dwarves & Pragmatic Races: More pragmatic societies often view them as aloof, given their pursuit of magical perfection over material craftsmanship.
- Warriors & Mercenaries: Their magical prowess is both admired and distrusted by martial societies, who may see them as too reliant on magic rather than physical might.
Adventurers & Roles in Aetheris: Elderborn Dragonborn are drawn to adventure in search of lost knowledge, forgotten ruins, and leyline disturbances. Many become battle mages, scholars, or magical diplomats, using their arcane mastery to shape the world’s future. Others delve into the mysteries of existence, seeking to unlock the fabled Eldersong and reshape reality itself.
“We are the echoes of the first spells, the keepers of reality’s fabric. In the dance of the Weave, we find both wisdom and power, and through its patterns, we shape the fate of Aetheris itself.”
Elderborn Dragonborn Traits
As a Dragonborn, you have these special traits.Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.
Darkvision
You have Darkvision with a range of 60 feet.
Draconic Flight
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
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