Classes
There are some Class and Path limits based on both the isolation and the draconic blood. Some particularly human classes or paths just don't exist, nor does a War focus, for the most part. On the other hand, terrain and elemental elements of the draconic blood influence development of classes, making certain paths more likely to have evolved in the first place.
Barbarians:
Generally either Berserker or Storm Herald. Draconic races aren't given to Ancestor worship so much as general Dragon Worship. Nor do they have totem animals...other than Dragons.
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Bards, while not covered in the race section, are quite possible.
Barred:
College of Glamour does not exist on the Dragon Continent. There just isn't that level of contact with the Feywild.
Lizardfolk minds just don't work in such a way that Bards would be considered
Allowed:
Nearly any other College can be joined by Citybred.
Silvers (both Dragon and Kobold) tend towards Lore.
For more rural sorts of Dragonborn or Kobold life is harder. Bards are Valor.
It should be noted that Kobold bards are as rare as Lizardfolk Paladins: They COULD happen...but no one can point to a single instance of where they HAVE happened (outside of Silver dragon/kobold mixed villages, at least). And, no, Computer games don't count.
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Clerics:
There are 4 deities worshiped on the Dragon Continent:
Bahamat : Draconic God of Good
Tiamat: Draconic God of Evil
Semuanya: Lizardfolk God of Survival
Kurtulmak: Kobold God of War and Mining
Semuanya doubles as the Draconic God of Neutrality and as a God of Survival to anyone desiring such a thing. However, Dragonborn tend more towards Druids for Survival issues.
Anyone who Mines might worship Kurtulmak, although mostly that's the Kobold revenue source. War isn't much of an issue. Usually. Don't worry, the humans will find the place soon enough. War follows them everywhere.
Most rural Dragonborn tend towards Druids rather than Clerics (Silver being the exception), although Gold might go either way.
Lizardfolk are split between Druid and Cleric, with some druids worshiping Semuanya, and larger tribes having both druid and cleric.
Kobolds are (almost) exclusively Clerical when it comes to religion, however.
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Druids:
Magic is in the blood of dragons and their kin. So is a tie to the land, however. And don't forget the shapeshifting. How do you think so much of their blood made it into other species, after all?
Dragonborn acknowledge this with Druids of the Land amongst most of their tribes. Deities are all well and good, but churches can be a lot to tote around for nomads, and "Good" doesn't help farmers survive as much Nature does.
Specifics as to which circles and terrains are available based on tribal bloodlines are listed in the Race section.
Be aware, however, that Druids are either Circle of Land, or Circle of Moon shapeshifters. It's as much about the tie to Nature and the magic of the draconic blood.
For much the same reason that Barbarian and Bard Paths are restricted, there are no Dream or Shepard Druids.
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Fighters:
Citybred might be of any Path from the PHB. Xanathar's Paths don't exist on the Dragon Continent...yet.
Tribal Fighters are exclusively Champions, the exception being Silver Fighters who are almost always Eldritch Knights. Tribal Fighters are fairly rare. Usually Ranger is a better Rural option. Again, Silvers being an exception. Barbarian is more common than fighter for most truly rural tribes.
Battlemasters are exclusively Citybred. Frankly most fighters are, as rangers and barbarians tend to become rare or nonexistant in cities.
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Monks:
Are a human class, and rare and geographically isolated even amongst them. Please do not ask to play one. And no, you won't come up with a way to make it possible that I will accept.
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Paladins are almost all Citybred.
Gold tribes might well have more Paladins than Fighters and Barbarians combined.
Silvers prefer Eldritch Knights or Valor Bards to do the same job. They take the whole Sage/Wizard thing to heart. In fact, if a Silver is a Valor Bard rather than a Lore Bard, he's probably the village Paladin equivalent.
Other rural tribes don't generally have Paladins. Rangers are much more useful. Paladins generally come about when there is a specific magical threat. That doesn't rule them out, of course, for any tribe or bloodline. Something has to keep Firenewts in check, for instance.
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Rangers:
The workhorse fighters for the less developed tribes, or even the more developed one that depend on hunters to feed folks.
Gloomstalkers are Kobolds almost exclusively.
Horizon walkers are unknown.
Monster Slayers are rare, and generally the Tribal answer to a need for a Paladin.
Hunters are the default.
Beastmasters tend to crocodiles and larger lizards or smaller dinosaurs. Swamp Lizardmen Rangers are generally Beastmasters with croc companions.
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Rogues:
Citybred of all types, and any Kobold. Also Village Scouts, but not nomadic tribes.
All paths are possible for city dwellers, but tribal Kobolds are almost exclusively Thieves or Scouts, and all villagers are Scouts.
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Sorcerers:
All three races are limited to Draconic Sorcery.
All three races may start as a bloodline specific sorcerer.
Dragonborn may multiclass to sorcerer at any time, without instruction. Lizardfolk and Kobolds might need a bit of help awakening the magic.
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Warlocks:
The only warlocks are the occasional Lizardfolk tempted by Sess'inek. He is a Fiendish Patron, who does not give a Tome Pact to his followers. Chain Pact get a Quasit.
Frankly the draconic blood amongst the locals makes Warlock powers moot. If you already have Arcane powers, you don't need to get it given to you. And if you want clerical powers...become a cleric.
As a result of the above: Warlocks are not available for Players. As with monks: Please don't ask.
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Wizards:
Silver tribes are rural, as it happens, but villagers and Sages. They teach Wizardry, all specialties except War. Generally each village only teaches the one specialty, and it's library focuses on that. Those that taught 2 or more have long since grown into cities and become much more general and much less...well, Silver.
No other tribes teach Wizardry, although all cities do. Most tribes don't see the point. Sorcery is so easy a child can learn it, and doesn't require heavy books to be lugged around, after all.
This message was last edited by the GM at 21:46, Tue 01 Aug 2023.