Dragonborn | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dragonborn

Ability Score Increase
Size Medium
Speed 30ft

Dragonborn are not of Toril, they were actually created by Great Wyrm Dragons of Laerakonda, transforming humans into subjects more worthy of their mastery. The Creatures born this way were less appreciative of the eternal slavery and worshiping than one might believe. It a move that would shock no one in retrospect, the dragonborn took to slaughtering their masters much like the dragons slaughters the Primordials. A thousand years of sand and blood to gain their freedom through martial efforts. During the Spellplague, or as they know it the Blue Breath of Change, Laerakonda and portions of Shyr were merged back with Toril. The refugees of Shyr came together in the city-state of Myrmyr, continuing their legacy of mercenary works for hire (called Myrmidons). A youth must earn their way as a Myrmidon to be readmitted into Dragonborn society, often to join the Mercenary Companies of Myrmyr, but still commonly to take up the life of a craftsman or merchant.   Dragonborn are also culturally opposed to their dragonic nature, their gods are usually reinvisioned versions; Jazirian is a sentient talking tree instead of his world serpent form, Bahamut was a flame-wrethed lion instead of a platinum dragon, and Io a glowing Prismatic Orb. This cultural condemnation of the dragon is also expressed with the concept of "the Dragon within", with each colour of dragonborn having a personality trait they condemn for themselves. Greens about being manipulative, reds avoid anger, the list is quite extensive. Rather than typical humanoids who keep a consistent set of moral principles, in dragonborn society the colour of your scales is what determines a lesser or greater moral question.   Age: Maturity 15 to 75 years. Maximum age of 90 years.
Size: 6’ to 6’5 tall, 125 to 200 lb.
Names: (male) Arjhan, Balasar, Bharash, Donaar, Ghesh. Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn; (female) Akra, Biri, Daar, Farideh, Harann, Flavilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit; (surnames) Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit.
Senses: Darkvision 60ft
Languages: Draconic    

As shown: Black, Blue, Green, Red, and White Dragonborn  

Common Chromatic

  The Common Chromatic Dragonborn are those associated with the five greater varieties of the Chromatic Dragons. Chromatic Dragons are seen as evil selfish creatures, often expressive a particular negative quality, as well as incredibly greedy. Dragonborn seek to distance themselves spiritually and morally from dragons and thus often attempt to exemplify virtues opposed. Black Dragonborn will attempt to be forgiving and generous, with envy and vengence being their 'Dragon within'. For Blues it's humility and working with or for others, pride and vanity their greater sin. Greens attempt to be honest and forthright, to avoid natural inclinations of deception. Reds attempt to remain calm in all things, to starve the rage in their hearts. And finally Whites try to be considered and methodical, to avoid the appearance of their impulsive and bestial dragon types.   Draconic Resistance: You are resistant to one of five elemental damage types; Acid for Black, Lightning for Blue, Poison for Green, Fire for Red, and Cold for White.   Breath Weapon: When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes 2d8 damage of the type associated with your Draconic Resistance on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

As shown: Brown, Grey, Purple, and Yellow Dragonborn  

Rare Chromatic

  The Rare Chromatic Dragonborn are those with colours associated with the Lesser Chromatic Dragon varieties. These types are often considered not as evil as the greater varieties, at least by the Dragonborn. Thus their "Dragons Within" as considered a much smaller transgression than their Common Chromatic Cousins. Browns attempt to eat humbly, plain bread and dried cheeses and meats, often finding an outlet for their amazing sense of taste in cooking for others. Greys try to keep their tempers in check, with Fang Dragons often renowned for their powerful rages. Purple dragonborns tend towards extreme rationality and mental exercise, but they have a high percentage of sufferers of Schizophrenia and other forms of Psychosis, with an infamous Mental Asylum in Myrmyr run by prominant Purple Dragonborns. Yellow Dragonborn attempt to create communities in major metropolian areas, with a natural tendancy towards isolation and secrecy.   Sandcave Storager (Brown Only): Brown Dragonborn have a Burrowing 20ft speed, as well as advantage on checks related to smell and taste.   Fang's Bite (Grey Only): You have a powerful bite attack which deals piercing damage equal 1d6 + your Strength or Dexterity modifier. You can make a grapple check as a bonus action when using this bite to clamp down on someone.   Touch of Faerzress (Purple Only): All Purple Dragonborn have a telepathic range of 30ft, and resistance against charms.   Inner Serenity (Yellow Only): You have the ability to add 1d4 necrotic damage to your unarmed attacks.   Breath Weapon: When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes 2d8 piercing (psychic damage for Purple Only) damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

As shown: Brass, Bronze, Copper, Gold and Silver Dragonborn  

Common Metallic

  The Common Metallic Dragonborn are those associated with the five greater varieties of the Mellatic Dragons. Metallic Dragons can often be refered to as "Good" dragons, the reality is a bit more complex. Metallic dragons still consider themselves above humanoids, above their morality, and a tendancy towards greed and eating humanoids when their own lofty ideals allow them. They are hardly flawless, and are very much considered an immoral being by Dragonborn. Their 'sins' are more complex ideals than Chromatic Dragonborns, but none the less similarly policed. Brass are social, but try to exemplify Freedom, not for themselves but for all, as their Dragon "sin" is the need to captivate people. Bronzes have an overly inflated sense of justice that often crosses over to revenge, thus they attempt to exemptify Forgiveness. Coppers tend towards trickery and pranking, thus they attempt to exemplify "Darge" (A sort of truthful earnestness and fortrightness where people are comforted). Golds tend towards arcane power and the commanding of others, so they tend towards Empowerment, often through education or politics. Finally Silvers tend towards wonderlust and curiousity, thus their Dragonborn counterparts tend towards Community, often building it literally.   Draconic Resistance: You are resistant to one of five elemental damage types; Thunder for Brass, Necrotic for Bronze, Psychic for Copper, Radiant for Gold, Force for Silver.   Sleep Breath Weapon (Brass Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Roll 5d8, the total is how many hit points of creature are made asleep. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for the next minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being Charmed aren’t affected by this ability. The number rolled increases by 3d8 when you reach 5th level (8d8), 11th level (11d8), and 17th level (14d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Push Breath Weapon (Bronze Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature is pushed back 10ft and knocked Prone on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Slowed Breath Weapon (Copper Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. Their speed is reduced by one quarter (round up) on a failure for the next minute. This affect increases as you level; when you reach 5th level, their speed is reduced by half. At 11th level they can use either an action or bonus action, and their is a 50% chance of doubling the casting time of a spell. At 17th level they cannot take a reaction, and cannot benefit from Multiattack or Extra Attack Features. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Weaken Breath Weapon (Gold Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes a 1d4 penalty to all attack rolls and ability checks for the next minute on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dizzy Breath Weapon (Silver Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes a 1d4 penalty to all attack rolls and ability checks for the next minute on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

As shown: Cobalt, Iron, Mercury, and Steel Dragonborn  

Rare Metallic

  The Rare Metallic Dragonborn are those with coloured after the Lesser Metallic Dragon varieties. These types are often considered not as virtuous as their greater varieties, but also being significantly less common and more hunted for their unusual biological properties. Their "Dragons within" are often more subtle than their greater cousins, giving them more leniency in their daily lives and goals. Cobalt Dragons tend towards claiming ownership of ruins of ancient civilsations and collecting their historical objects, so Cobalt Dragonborn have a virtue of Travel; but often avoiding hot and humid climates (a shared trait). Iron Dragons tend towards wanting to be feared and respected, with Iron Dragonborn finding comfort in Brothehood and Performance. Mercury Dragons tend towards changing their life and environment as often as most change clothing, with their Dragonborn attempting to find solid dependable careers that give them a sense of permanency. Finally Steel Dragonborn tend to undermine authority, with Steel Dragonborn attemping to shore up the pillars of society.   Aquatic Explorer (Cobalt Only): Cobalt Dragonborn have a Swim 30ft speed, as well as advantage on History checks.   Dulling Breath Weapon (Cobalt Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes a 1d4 penalty to all attack rolls and ability checks for the next minute on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Iron Sense (Iron Only): You are immune to surprise from weapons made of metal.   Sleep Breath Weapon (Iron Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Roll 5d8, the total is how many hit points of creature are made asleep. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for the next minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being Charmed aren’t affected by this ability. The number rolled increases by 3d8 when you reach 5th level (8d8), 11th level (11d8), and 17th level (14d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Mercurial Skin (Mercury Only): Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become Poisoned for 1 minute. A Poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Blinding Breath Weapon (Mercury Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature is Blinded on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Greyhawk Infiltrator (Steel Only): You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.   Charming Breath Weapon (Steel Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature is Charmed on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

As shown: Amethyst, Crystal, Emerald, Moonstone, Obsidian, Sapphire, and Topaz Dragonborn  

Rare Gemscale

  The Gemscale Dragonborn are exceedingly rare, and entirely new. The seven varieties of gemstone dragons, after years of seclusion and research, have decided once again to venture out into the world at large. Many, rather than risk their own neck, have stolen the magic from their Abeir cousins. The Dragons of Laerakonda not only had the newer magic of the Dragonmarks, but had records of their process for creating Dragonborn, forbidden as it was by their kind. The Gemstone dragons used these rituals to fashion their own Dragonborn, only selecting humanoids willing and loyal to them. They have no culture, no saga of dragonslaying, merely their own minds and hearts as we all stumble to understand their place in the world.   Draconic Resistance: You are resistant to one of five elemental damage types; Force for Amethyst, Radiant for Crystal and Moonstone, Psychic for Emerald, Fire for Obsidian, Thunder for Sapphire, and Necrotic for Topaz.   Gemstone Psionics: All Gemscale Dragonborn have a telepathic range of 30ft.   Gravity Breath Weapon (Amethyst Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature is knocked Prone and pulled 10ft on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Brilliant Breath Weapon (Crystal Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature is Blinded on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Disorienting Breath Weapon (Emerald Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. When the creature takes an attack roll or ability check for the next minute, they must roll a 1d4 and reduce the total by the number rolled. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dream Breath Weapon (Moonstone Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Roll 5d8, the total is how many hit points of creature are made asleep. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for the next minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to Sleep aren’t affected by this ability. The number rolled increases by 3d8 when you reach 5th level (8d8), 11th level (11d8), and 17th level (14d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Molten Breath Weapon (Obsidian Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. Their speed is reduced by one quarter (round up) on a failure for the next minute. This affect increases as you level; when you reach 5th level, their speed is reduced by half. At 11th level they can use either an action or bonus action, and their is a 50% chance of doubling the casting time of a spell. At 17th level they cannot take a reaction, and cannot benefit from Multiattack or Extra Attack Features. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dizzy Breath Weapon (Sapphire Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes a 1d4 penalty to all attack rolls and ability checks for the next minute on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Desiccating Breath Weapon (Topaz Only): When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in either a 15-foot cone or a 30-foot line. Each creature in the area must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. A creature takes a 1d4 penalty to all attack rolls and ability checks for the next minute on a failed save. The area of this affect increases when you reach 5th level (30-foot cone or 60-foot line), 11th level (45-foot cone or 90-foot line), and 17th level (60-foot cone or 120-foot line). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

DM Notes

If you are choosing a class without much of a use for their Bonus Action, talk to your DM about potentially changing the Breath Weapon into a Bonus Action *instead* of replacing an attack.


Created by

Falme.

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Race

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