Dragonborn
I thought we were dead for certain, when suddenly, a man in full plate armor shows up. My first thought was alright, we're still gonna die, but we're gonna take some more of these undead with us. Next thing I know, he's popped the visor on his helmet, and breathing out fire! I survived that obviously, but the sight of fire poring out of whoever that was and torching those skeletons, has stuck with me to this day.
Karst, telling the tale of the assault on his town
Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. The result of half-dragon blood diluted through the generations, dragonborn are still a sight to behold. Dragonborn mostly live in enclaves of their kind, whether that's in the Embrace in Asharia or the city-state of Balcrath, or with a group of other dragonborn in a large city.
Draconic Bloodlines
It would be very difficult to not recognize a dragonborn's ancestry. They resemble a dragon put into a humanoid form, though they typically lack wings and a tail. Pure dragonborn, which is to say dragonborn descended from only one type of dragon, have a very sharp shine to their scales, however, centuries of interbreeding have created a more dulled color for most, even if one ancestor is still dominant. Some dragonborn clans however, typically gold or red clans, pride themselves on the purity of their bloodlines, and go to great lengths to not sully themselves by diluting it.
A dragonborn's bloodline imparts many trait to them, such as a devastating breath weapon, tough scales, or other abilities and adaptations, like webbed fingers. Many are also affected by their ancestor's nature, such as red dragonborn being extremely arrogant or silver dragonborn seeking to find ancient and occult knowledge wherever they can.
Dragon's are typically divided into chromatics - blue, black, green, red, and white or metallics - brass, bronze, copper, gold, and silver, but other types exist as well. Brown, gray, and purple dragons are also considered chromatics, even if their origin may not be from this world. In this same way, adamantine, mithral, and steel dragons are considered metallics. There are also even rarer types with even more extraplanar origins, like the turtleborn, who are descended from the great dragon turtles believed to be from the Elemental Plane of Water, or the fey dragonborn, descended from the rare fey dragons native to the Feywild. These rarer dragonborn do not typically mingle with dragonborn society, and are not welcome even if they wished to do so.
Remnants of Greatness
After the collapse of the giant kingdoms, dragons ruled the land. Forming great empires, city-states, and towns, their rule was unchallenged, especially over the fledgling humans. That is, until the Mageplague hit, fusing man and dragon together, and creating the dragonborn. These dragonborn allied with the subjugated humans and some giants and overthrewn the dragons, establishing a new world order. Despite the fact that they disposed of the dragon rulers, dragonborn still act like they are royal, holding their heads high and expressing confidence no matter the situation.
Ancient Legacy
Due to their proud heritage, dragonborn go to great lengths to discover more about it and teach it to their young about their history, gods, and other knowledge. To this day, the sealed ruins of that ancient kingdom they're descended from dot the land, and many dragonborn attempt to explore these ruins, often at the cost of their lives. They have a proud oral tradition, telling the stories of their great ancestors as they fought against the dragons, which has been continued to this day. Many dragonborn dream to put their names among those great warriors, and upon reaching adulthood at 15 attempt to find an occupation that risks their lives for it. Many join different armies or go questing, leading the dragonborn to have a strong martial culture due to the prevalence of military training among them.
Self Sufficient
Most dragonborn firmly believe in supporting the unit (whether a clan, city-state, or adventuring party) over themselves, and for them the best way to do that is to be self-sufficient. Dragonborn like to hunt for themselves, or survive on as little food and water as possible. As a result of this, some dragonborn have evolved to be like their draconic ancestors, and are capable of consuming and surviving on precious metals and jewels, or anything else they need to eat to survive. On the other end of the spectrum however, some dragonborn rebel against this mindset, and are gluttonous and extravagant.
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
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Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
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Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
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Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
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Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Dragonborn Traits
Your dragonborn character shares many traits in common with all other dragonborn.
Ability Score Increase. Your Strength score increases by 1, and your choice of your Constitution or Charisma 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 well over 400 years, with some more in tune with their draconic ancestry living even longer.
Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Some dragonborn are merely playful tricksters however, and those tend to be neutral.
Size. Dragonborn are taller and heavier than humans, standing significantly over 7 feet tall and averaging almost 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Tenfold Shields. A dragonborn's scales, while not quite as a thick as a true dragon's, can divert most blows. When you are not wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon, and damage resistance are determined by the dragon type, as shown in the table. This will also be your subrace.
Draconic Ancestry
Dragon | Damage Type | Breath Weapon |
---|---|---|
Adamantine | Thunder | 5 by 30 ft. line (Dex. save) |
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Brown | Fire | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Gray | Acid | 5 by 30 ft. line (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Mithral | Radiant | 5 by 30 ft. line (Dex. save) |
Purple | Psychic | 15 ft. cone (Wis. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
Steel | Force | 5 by 30 ft. line (Dex. save) |
White | Cold | 15 ft. cone (Con. save) |
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 + your proficiency bonus damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 + your proficiency bonus at 5th level, 4d6 + your proficiency bonus at 11th level, and 5d6 + your proficiency bonus at 17th 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 draconic ancestry.
Languages. You can speak, read, and write one language of your choice 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.
Subrace. Most dragonborn are descended from either a metallic or chromatic true dragon, and sometimes multiple. Choose a subrace, which represents your scale color and racial traits. The chromatics are black, blue, brown, gray, green, purple, red, and white, while the metallics are adamantine, brass, bronze, copper, gold, mithral, silver, and steel. Brown, gray, purple, adamantine, mithral and steel are significantly rarer, either due to their otherworldly origin, or by how they were created or where they live. Dragonborn descended from dragon turtles, as well as mirage, fey, and shadow dragons also exist, though they're very rare as well.
Adamantine
You are descended from the proud and short-tempered adamantine dragons of the Underway.
Ability Score Increase. Your choice of your Constitution or Charisma score increases by 1.
Booming Scales. You can release the thunder stored in your scales. You know the thunderclapSCAG/XGE cantrip. Charisma is your spellcasting ability modifier for it. Additionally, you have advantage on saving throws against being deafened.
Draconic Strength. You have proficiency in the Athletics skill.
Extra Language. You know the Kostebek language.
Black
You are related to the evil-tempered and vile black dragons, who live in the swamps and remains of ancient kingdoms.
Ability Score Increase. Your choice of your Dexterity or Intelligence score increases by 1.
Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.
Vile Nature. Black dragons live in disgusting filth, and have adapted accordingly. You have advantage on ability checks and saving throws to resist disease.
Blue
You are related to the vain and territorial blue dragons, who live in the deserts and coasts, far from society.
Ability Score Increase. Your choice of your Strength or Constitution score increases by 1.
Desert Dweller. You ignore the effects of extreme heat, and have advantage on Constitution checks and saving throws made to resist exhaustion.
Horn. Like blue dragons, you have a very prominent horn on your head. Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strikes.
Brass
Your ancestors were the gregarious and fast learning brass dragons, who live in arid regions.
Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.
Sleep Sand. You can't unwillingly be put to sleep.
Fast Learner. You have a knack for learning new things, even without proper instruction. You know two additional languages of your choice, and have proficiency in the Persuasion skill.
Bronze
You are descended from the friendly and just bronze dragons, who live by the coast.
Ability Score Increase. Your choice of your Wisdom or Charisma score increases by 1.
Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.
Insightful. You are good at reading people. You have proficiency in the Insight skill.
Brown
You are related to the reserved and content brown dragons, who live beneath the sand in the desert.
Ability Score Increase. Your choice of your Strength or Charisma score increases by 1.
Sandy Life. You ignore difficult terrain caused by sand, and you have advantage on saving throws and ability checks against quicksand.
Ambusher. You are good at getting the jump on people. You have proficiency in the Stealth skill.
Copper
Your ancestors were copper dragons, who delight in pranks and tricks.
Friend of the Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Climber. You are skilled at scaling cliffs and walls. You have a climbing speed of 30 feet.
Gold
You are related to the powerful and majestic gold dragons. They dwell underwater or in other hard to reach places, and enjoy the natural beauty of the world.
Ability Score Increase. Your choice of your Dexterity or Charisma score increases by 1.
Amphibious. Gold dragons can live on breath air and water, and so can you. You can breath both air and water.
Golden Gaze. When you lock eyes with a creature, you can flare your eyes with unnaturally bright light. When you make an attack roll, you may choose to do so with advantage. A creature is immune to this effect if it can't see. You regain the ability to do so after finishing a short rest or long rest.
Gray
Your ancestor was a venal and brutish gray dragon, who live in caves and ravines near badlands and dry prairies.
Ability Score Increase. Your choice of your Strength or Charisma score increases by 1.
Slippery Hunter. You have advantage on saving throws against spells and effects that would petrify you, and saving throws against being restrained.
Climber. You have a climbing speed of 30 feet.
Green
You are related to the cunning and treacherous green dragons, who roam the ancient forests.
Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.
Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.
Draconic Resilience. You have advantage on saving throws to resist being poisoned.
Mithral
Your ancestor was one of the most powerful of all the dragons, a mithral dragon. They live mostly in the Astral Sea, and are rarely seen by those on the Material Planes.
Ability Score Increase. Your choice of your Strength or Charisma score increases by 1.
Blinding Resilience. You have advantage on saving throws against being blinded.
Divine Knowledge. You have proficiency in the Religion skill.
Blessed Authority. You know the word of radianceXGE cantrip. Charisma is your spellcasting ability for it.
Purple
You're descended from the forgotten and deadly purple dragons, who made their homes deep in the Underway.
Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.
Strong Mind. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Purple Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Intelligence is your spellcasting ability modifier for it.
Darkvision. 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.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Extra Language. You know the Kostebek language.
Red
You're descended from the strong and greedy red dragons, who live in the mountains.
Ability Score Increase. Your choice of your Strength or Constitution score increases by 1.
Majestic Size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Arrogant. You have advantage on saving throws to avoid being frightened.
Fearsome Nature. You have proficiency in the Intimidation skill.
Silver
You're related to the friendly and cheerful silver dragons, who live in the freezing mountain peaks. Silver dragons seek the lost knowledge of ancient civilizations, and dream of coming across a long abandoned tower or ruin.
Ability Score Increase. Your choice of your Strength or Intelligence score increases by 1.
Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment.
Seeker of Knowledge. Whenever you make an Intelligence check for a skill you do not have proficiency in, you may add half of your proficiency bonus to the check (rounded down).
Steel
You are descended from the sociable steel dragons, who enjoy the company of humans more than other dragons. As a result of this, they frequently live in large human cities, masquerading as wealthy human nobles or merchants.
Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.
Steel Resolve. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
City Learning. You have proficiency in one of the following skills of your choice: Deception, History, Perception, and Persuasion, and Stealth.
White
Your ancestors were the animalistic white dragons, who dwell in frigid climates and savagely take down their prey.
Ability Score Increase. Your choice of your Constitution or Wisdom score increases by 1.
Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Mask of Snow. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Divergent Dragons
These next dragonborn types may not be considered true dragonborn for to certain groups, due to their significantly changed nature. They are not able to take certain feats available to dragonborn descended from so called "true dragons," and may have certain traits that are redundant or conflict with base dragonborn traits. Except where stated, treat these dragonborn as you would any other, except where it explicity says to do different.
Fey
Your ancestor was a rare fey dragon, who are the descendants of dragons who live in the planes of Faerie for extended periods of time. Fey dragons are tiny tricksters, and that has extended to you.
Ability Score Increase. Your Dexterity score increases by 2, and your choice of your Intelligence, Wisdom, or Charisma score increases by 1. This trait replaces the dragonborn's Ability Score Increase trait.
Size. Your size is Small.
Draconic Ancestry. Your breath weapon manifests a weaker version of a fey dragon's euphoria breath. One target of your choice within 10 feet must succeed on a Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. This effect ends if the creature takes damage.
5-6. The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
Fey Magic. You learn one cantrip of your choice between dancing lights, mage hand, or minor illusion. Charisma is your spellcasting ability modifier for it.
Faerie Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Additionally, magic can't put you to sleep.
Extra Language. You can speak, read, and write Sylvan in addition to your other languages.
Mirage
Your ancestor was a mirage dragon, who are dragons irrevocably changed by the magic of the Feywild.
Ability Score Increase. Your choice of your Intelligence, Wisdom or Charisma score increases by 1.
Draconic Ancestry. Your breath weapon is a blast of shadowy energy. This manifests your choice of a 15 foot cone or a 5 by 30 foot line, and requires your choice of a Dexterity or Constitution saving throw. Once chosen, your breath weapon saving throw or range cannot be changed, and it deals psychic damage. Additionally, you have resistance to psychic damage.
Faerie Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Additionally, magic can't put you to sleep.
Extra Language. You can speak, read, and write Sylvan in addition to your other languages.
Shadow
Your ancestor was one of the feared shadow dragons, who are dragons touched by the magic of the dark Shadowfell, and forever changed.
Ability Score Increase. Your choice of your Constitution or Charisma score increases by 1.
Draconic Ancestry. Your breath weapon is a blast of shadowy energy. This manifests your choice of a 15 foot cone or a 5 by 30 foot line, and requires your choice of a Dexterity or Constitution saving throw. Once chosen, your breath weapon saving throw or range cannot be changed, and it deals necrotic damage. Additionally, you have resistance to necrotic damage.
Naturally Stealthy. You have proficiency in the Stealth skill.
Fade Into Shadows. While in dim light or darkness, you can take the Hide action as a bonus action.
Darkvision. 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.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Tlalocoatl
Descended from a rare Tlalocoatl, blah blah, also called Maztican dragons, something about two-headed snakes. Jaguar and snake
Ability Score Increase. Your choice of your Wisdom or Charisma score increases by 1.
Draconic Ancestry. Your breath weapon and damage resistance is one of the following
- A thick burst of steam, that manifests a 15 ft. cone requiring a Dexterity saving throw, dealing fire damage, and being underwater doesn't grant resistance against this damage. Your damage resistance type is fire.
- A blast of ice crystals, that that manifests a 15 ft. cone requiring a Constitution saving throw, dealing cold damage. Your damage resistance type is lightning.
Once chosen, your breath weapon and resistance cannot be changed.
Two-Headed. While not quite like a true Tlalocoatl's hands with one on each end, Tlalocoatl dragonborn have two serpentine heads instead of the one most dragonborn have. You have advantage on saving throws against being blinded, stunned, or knocked unconscious.
Extra Language. You can speak, read, and write Maztican in addition to your other languages.
Turtleborn
You are descended from the rare dragon turtles of the sea. Turtleborn have a large, spiked shell on their backs, and a head akin to that of a dragon turtle.
Ability Score Increase. Your choice of your Strength or Constitution score increases by 1.
Speed. Your base walking speed is 25 feet.
Draconic Ancestry. Your breath weapon is a thick burst of steam. This manifests a 15 ft. cone requiring a Constitution saving throw, and being underwater doesn't grant resistance against this damage. Your breath weapon and damage resistance type is fire.
Natural Divers. Turtleborn are descended from the great dragon turtles, who are only rivaled by the krakens for control of the deeps. You have a swimming speed of 30 feet. Additionally, you can breathe both air and water, and ignore the effects of extreme depths.
Extra Language. You can speak, read, and write Aquan in addition to your other languages.
Art Credits
- Dragonborn - Symbol of Io, by Dennis Crabapple McClain, for Wizards of the Coast
- Dragonborn - Symbol of Bahamut, by Wizards of the Coast
- Dragonborn - Symbol of Tiamat, by Wizards of the Coast
- Dragonborn - Wizards of the Coast
- Dragonborn - Wizards of the Coast
- Dragonborn Martin Kirby
- Dragonborn Devtexture
- Dragonborn Tomasz Christowski
- Dragonborn Tomasz Christowski
- Turtleborn Dragonborn u/arthard
- /u/flamableconcrete for his stains
Special thanks to DeltaSigma1,