Dragonborn
Born of dragons, as their name proclaim s, the
dragonborn walk proudly through a world that greets
them with fearful incom prehension. Shaped by draconic
gods or the dragons themselves, dragonborn originally
hatched from dragon eggs as a unique race, com bining
the best attributes of dragons and humanoids. S om e
dragonborn are faithful servants to true dragons, others
form the ranks o f soldiers in great wars, and still others
find themselves adrift, with no clear calling in life.
P r o u d D r a g o n K i n
Dragonborn look very much like dragons standing erect
in humanoid form, though they lack w ings 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 m ore uniform appearance.
Their small, fine scales are usually brass or bronze
in color, som etim es ranging to scarlet, rust, gold, or
copper-green. They are tall and strongly built, often
standing close to 6 1/2 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 som e dragonborn clans. These
dragonborn often boast scales that m ore closely match
those of their dragon ancestor—bright red, green, blue,
or white, lustrous black, or gleam ing metallic gold,
silver, brass, copper, or bronze.
S e l f - S u f f i c i e n t C l a n s
To any dragonborn, the clan is m ore 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 know s 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 them selves to extreme efforts before they
give up on something. A dragonborn holds mastery of
a particular skill as a lifetime goal. M embers of other
races w ho share the sam e com m itm ent find it easy to
earn the respect o f a dragonborn.
Though all dragonborn strive to be self-sufficient,
they recognize that help is som etim es needed in difficult
situations. But the best source for such help is the
clan, and w hen a clan needs help, it turns to another
dragonborn clan before seeking aid from other races—
or even from the gods.
D r a g o n b o r n N a m e s
D ragonborn have personal nam es given at birth,
but they put their clan nam es first as a mark of
honor. A childhood name or nicknam e is often used
am ong clutchmates as a descriptive term or a term
of endearment. The name might recall an event or
center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh.
Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed,
Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann,
Flavilar, Jheri, Kava, Korinn, Mishann, Nala, Perra,
Raiann, Sora, Surina, Thava, Uadjit
U n c o m m o n R a c e s
The dragonborn and the rest of the races in this chapter are
uncommon. They don’t exist in every world of D&D, and
even where they are found, they are less widespread than
dwarves, elves, halflings, and humans.
In the cosmopolitan cities of the D&D multiverse, most
people hardly look twice at members of even the most
exotic races. But the small towns and villages that dot
the countryside are different. The common folk aren’t
accustomed to seeing members of these races, and they
react accordingly.
Dragonborn. It’s easy to assume that a dragonborn is a
monster, especially if his or her scales betray a chromatic
heritage. Unless the dragonborn starts breathing fire and
causing destruction, though, people are likely to respond
with caution rather than outright fear.
Gnome. Gnomes don’t look like a threat and can quickly
disarm suspicion with good humor. The common folk are
often curious about gnomes, likely never having seen one
before, but they are rarely hostile or fearful.
Half-Elf. Although many people have never seen a half-elf,
virtually everyone knows they exist. A half-elf stranger’s
arrival is followed by gossip behind the half-elf's back and
stolen glances across the common room, rather than any
confrontation or open curiosity.
Half-Orc. It’s usually safe to assume that a half-orc is
belligerent and quick to anger, so people watch themselves
around an unfamiliar half-orc. Shopkeepers might
surreptitiously hide valuable or fragile goods when a half-orc
comes in, and people slowly clear out of a tavern, assuming a
fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but
tieflings are the subject of supernatural fear. The evil of their
heritage is plainly visible in their features, and as far as most
people are concerned, a tiefling could very well be a devil
straight from the Nine Hells. People might make warding
signs as a tiefling approaches, cross the street to avoid
passing near, or bar shop doors before a tiefling can enter.
Childhood Names: Climber, Earbender, Leaper, Pious,
Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
Drachedandion, Fenkenkabradon, Kepeshkm olik,
Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
Nem monis, Norixius, Ophinshtalajiir, Prexijandilin,
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
D r a g o n b o r n T r a i t s
Your draconic heritage manifests in a variety of traits
you share with other dragonborn.
Ability Score Increase. Your Strength score
increases 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 to extremes, making a
conscious choice for one side or the other in the cosm ic
war between good and evil (represented by Bahamut
and Tiamat, respectively). Most dragonborn are good,
but those w ho side with Tiamat can be terrible villains
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.
D r a c o n i c A n c e s t r y
Dragon Damage Type Breath Weapon
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)
Copper Acid 5 by 30 ft. line (Dex. save)
Cold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Dragon turtle ( see pdf)
D r a c o n ia n s
in the Dragonlance setting, the followers of the evil goddess
Takhisis learned a dark ritual that let them corrupt the
eggs of metallic dragons, producing evil dragonborn called
draconians. Five types of draconians, corresponding to the
five types of metallic dragons, fought for Takhisis in the War
of the Lance: auraks (gold), baaz (brass), bozak (bronze),
kapak (copper), and sivak (silver). In place of their draconic
breath weapons, they have unique magical abilities.
Draconic Ancestry. You have draconic ancestry.
C hoose one type of dragon from the D raconic Ancestry
table. Your breath weapon and damage resistance are
determined by the dragon type, as show n in the table.
Breath Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines
the size, shape, and damage type of the exhalation.
W hen you use your breath weapon, each creature in
the area of the exhalation must make a saving throw,
the type of which is determined by your draconic
ancestry. The DC for this saving throw equals 8 +
your Constitution m odifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save, and half
as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level.
After you use your breath weapon, you can’t use it
again until you com plete 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 Com m on
and D raconic. D raconic is thought to be one of the
oldest languages and is often used in the study of magic.
The language sounds harsh to m ost other creatures and
includes num erous hard consonants and sibilants.
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