Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

Dragonborn Traits

  • Ability Score Increase. Your Strength score increase by 2, and your 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 to be around 80.
  • Alignment. Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed. Some rare few choose to devote themselves to lesser dragon deities, such as Chronepsis (Neutral), and fewer still choose to worship Io, the Ninefold Dragon, who is all alignments at once.
  • 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 feet.
  • 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.
  • 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.
  • Languages. You can read, speak, and write Common and Draconic
Dragon Damage Type Breath Weapon
Black Acid 5' by 30' line (Dex save)
Blue Lightning 5' by 30' line (Dex save)
Brass Fire 5' by 30' line (Dex save)
Bronze Lightning 5' by 30' line (Dex save)
Copper Acid 5' by 30' line (Dex save)
Gold Fire 15' cone (Dex save)
Green Poison 15' cone (Con save)
Red Fire 15' cone (Dex save)
Silver Cold 15' cone (Con save)
White Cold 15' cone (Con save)

Revenant

  • Ability Score Increase. Your Strength score increase by 2, and your Charisma score increases by 1. This increase replaces the increase from the Dragonborn base Ability Score Increase.
  • Draconic Ancestry. Your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon. The shape of the breath weapon is still determined by the previous choice in Draconic Ancestry.
  • Damage Resistance. You have resistance to necrotic damage. This replaces the Damage Resistance granted from the previous choice in Draconic Ancestry.
  • Relentless Nature. Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
    • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
    • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
    • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.

When your goal is complete, you finally find rest. You die and cannot be restored to life.

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