Dragonborn

Dragonborn Traits

As a dragonborn, you have the following traits.   Ability Score Increase. You may increase one score by 2 and increase another score by 1 or increase three different scores by 1.   Creature Type. You are a Humanoid.   Size. Your size is Medium.   Speed. Your walking speed is 30 feet.  

Dragonborn Variants

 

Chromatic Variant

Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, shown in the table.  
Chromatic Ancestry
DragonDamage Type
BlackAcid
BlueLightning
GreenPoison
RedFire
WhiteCold
  Breath Weapon. When you take the Attack action on your turn, you can replace on of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Draconic Resilience. You have resistance to the damage type associated with your Chromatic Ancestry.   Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.  

Gem Variant

Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.  
Gem Ancestry
DragonDamage Type
AmethystForce
CrystalRadiant
EmeraldPsychic
SapphireThunder
TopazNecrotic
  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 a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended usses when you finish a long rest.   Draconic Resilience. You have resistance to the damage type associated with your Gem Ancestry.   Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.   Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.  

Metallic Variant

Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.  
Metallic Ancestry
DragonDamage Type
BrassFire
BronzeLightning
CopperAcid
GoldFire
SilverCold
  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 a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).   You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Draconic Resilience. You have resistance to the type associated with your Metallic Ancestry.   Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The DC for this breath is 8+ your Constitution modifier + your proficiency bonus. When you use this trait, choose one:  
  • Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
  • Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
  Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.  

Draconblood Variant

A Draconblood Dragonborn is a Chromatic, Metallic, or Gem dragonborn, except the Draconic Resilience trait is replaced by the following traits.   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.   Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide conversation in your favor. When you make an Intimidation or Persuasion check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.  

Ravenite Variant

A Ravenite Dragonborn is a Chromatic, Metallic, or Gem dragonborn, except the Draconic Resilience trait is replaced by the following traits.   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.   Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use htis trait, you can't do so again until you finish a short or long rest.

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