Project Bloodthorn and Mad Science| The Gremnock Dragonborn and their creation, the Silverwater Warforged!
Added 2021-01-23 19:00:08 +0000 UTC# Gremnock Dragonborn
# Brief
The Gremnock are not native to the continent. Three Hundred years ago, fleeing the persecution of their own people, the Gremnock family of dragonborn made their way to a hidden land where they could live out their wildest dreams and pursue their mad science.
They constructed a grand city in the sky made of brass and copper and steam.
Primarily metallic dragonborn.
Created the silverwater warforged.
### Gremnock Dragonborn Traits
***Ability Score Increase.*** Your Intelligence score increases by 2 and your Constitution score increases by 1.
***Age.*** While the Gremnock are dragonborn, their lifespan has been altered over time. Theoretically, a Gremnock dragonborn can live for up to 200 years.
***Alignment.*** Gremnock dragonborn are scientists that push the boundaries of what is possible, often without proper safety measures or consideration.
***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 ft.
***Language.*** You can speak, read, and write Common and Draconic.
***Arcane Training.*** You learn one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
***Breath Weapon.*** You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level.
After using your breath weapon, you cannot use it again until you complete a short or long rest.
***Damage Resistance.*** You have resistance to the damage type associated with your ancestry.
***Draconic Ancestry.*** You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
***Mad Science.*** You have proficiency in the Arcana skill and with one artisan's tool of your choice from alchemist's supplies, smith's tools, and tinker's tools.
# Silverwater (Warforged Variant)
### Brief
The silverwater are among the youngest races of the continent. They were created by the gremnock family of dragonborn to serve as soldiers and police, but have since gained proper sapience. A violent revolution occurred where the silverwater fought for their independence. A peace treaty was signed and now the silverwater live amongst their creators in a tense, but peaceful relationship.
### Silverwater Traits
Your character gains capabilities.
***Ability Score Increase.*** Your Dexterity score increases by 2 and your Intelligence score increases by 1.
***Age.*** Silverwater are seemingly ageless beings. While they do require small amounts of magic to sustain themselves, they can live for several hundred years at least. You are immune to magical aging effects.
***Alignment.*** The silverwater were made to enforce the laws of the mad dragonborn family known as the Gremnock. While they are no longer forced to do so after successfully fighting for their freedom, many silverwater still lean towards law.
***Size.*** The size of silverwater varies, but their standard model is usually 6 feet tall or more and weighs around 170 pounds. Your size is medium.
***Speed.*** Your base walking speed is 30 ft.
***Language.*** You can speak, read, and write Common, Draconic, and one other language of your choice.
***Amorphous.*** You can move through a space as narrow as 1 inch wide without squeezing.
***Constructed Resilience.*** You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep
***Sentry's Rest.*** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
***Semisolid.*** You have advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks to avoid being grappled.