Dragonborn

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5e Racial Stats

  • Ability Score Racial Traits: A dragonborn increases one ability score of their choice, that was not already increased by their sub-race by 2.
  • Type: Dragonborn are humanoids with the draconian subtype.
  • Size: Dragonborn are medium.
  • Speed: Dragonborn have a base speed of 30ft.
  • Languages: You can speak, read, and write Common and Draconic.

Blood of the Dragon (varies) (Major)

You were born of the true dragons of the world, tied to raw magical force and majesty of these magnificent beings and their incredible power, you can directly tie your ancestry to these mighty beings, and it is from this bond that you have unlocked your true potential. You receive 1 Spirit point with which you can spend on Dragon Upgrades, chosen upon character creation (see Dragon Upgrades for a list of options and their effects.)

Darkvision (Ex) (Inherent)

You can see in dim light up to 60 feet as though it were bright light, and in darkness as though it were dim light.

Dragonblood (Su) (Major)

You have Advantage on saves and checks made against Poison, Paralysis, and magical Sleep effects.

Dragon Wings (Ex) (Inherent)

You have large leather wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to twice your height. All armor and back accessories must be tailored to accommodate your wings. These wings while not able to produce flight, do allow you to glide. You are able to glide up-to four times the distance of any fall you would suffer, gliding costs the same amount of the movement it would normally require if you were flying, or half this number when lowering in verticality. If you possess a natural Fly speed, your Fly speed improves by 10 feet.   Additionally, you do not take damage from falling from any distance so long as you have room to spread your wings, and whenever you take the Dash action, you can use your wings to propel yourself forward, doubling your base walking speed until the start of your next turn. You can use your wings this way a number of times equal to your Proficiency bonus, regaining all expended uses after you complete a long rest. You can spend 2 points of Stamina to activate this ability, you may do so, even if you are out of uses.  

Dragonborn Subraces

Vutha - Black

  The Vutha are the descendants of black dragons.
  • Ability Score Racial Traits: The vutha increases their Dexterity score by 2.
  • Poison Resistance (Ex) (Major): You gain resistance to poison damage.
  • Breath Weapon (Su (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of poison. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Poison damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Ulhar - Blue

The Ulhar are the descendants of blue dragons.
  • Ability Score Racial Traits: The ulhar increases their Charisma score by 2.
  • Lightning Resistance (Ex) (Major): You gain resistance to lightning damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of lightning. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Lightning damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Achuak - Green

The Achuak are the descendants of green dragons.
  • Ability Score Racial Traits: The achuak increases their Wisdom score by 2.
  • Acid Resistance (Ex) (Major): You gain resistance to acid damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of acid. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Acid damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Charir - Red

The Charir are the descendants of red dragons.
  • Ability Score Racial Traits: The charir increases their Charisma score by 2.
  • Fire Resistance (Ex) (Major): You gain resistance to fire damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of fire. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Fire damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Aussir - White

The Aussir are the descendants of white dragons.
  • Ability Score Racial Traits: The aussir increases their Constitution score by 2.
  • Cold Resistance (Ex) (Major): You gain resistance to cold damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cold of frost. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Cold damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Auraj - Brass

The Auraj are the descendants of brass dragons.
  • Ability Score Racial Traits: The auraj increases their Charisma score by 2.
  • Fire Resistance (Ex) (Major): You gain resistance to fire damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of fire. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Fire damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Aujir - Bronze

The Aujir are the descendants of bronze dragons.
  • Ability Score Racial Traits: The aujir increases their Wisdom score by 2.
  • Lightning Resistance (Ex) (Major): You gain resistance to lightning damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of lightning. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Lightning damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Rach - Copper

The Rach are the descendants of copper dragons.
  • Ability Score Racial Traits: The rach increases their Dexterity score by 2.
  • Acid Resistance (Ex) (Major): You gain resistance to acid damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of acid. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Acid damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Aurix - Gold

The Aurix are the descendants of gold dragons.
  • Ability Score Racial Traits: The aurix increases their Intelligence score by 2.
  • Fire Resistance (Ex) (Major): You gain resistance to fire damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of fire. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Fire damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Orn - Silver

The Orn are the descendants of silver dragons.
  • Ability Score Racial Traits: The orn increases their Charisma score by 2.
  • Cold Resistance (Ex) (Major): You gain resistance to cold damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of frigid gas. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Cold damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Pab - Brine

The Pab are the descendants of brine dragons.
  • Ability Score Racial Traits: The pab increases their Charisma score by 2.
  • Acid Resistance (Ex) (Major): You gain resistance to acid damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of acid. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Acid damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Kaden - Cloud

The Kaden are the descendants of cloud dragons.
  • Ability Score Racial Traits: The kaden increases their Wisdom score by 2.
  • Thunder Resistance (Ex) (Major): You gain resistance to thunder damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of thunderous energy. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Thunder damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Raelgil - Crystal

The Raelgil are the descendants of crystal dragons.
  • Ability Score Racial Traits: The raelgil increases their Intelligence score by 2.
  • Radiant Resistance (Ex) (Major): You gain resistance to radiant damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of radiant light. When you use your breath weapon, each creature in the area of the exhalation must make a Charisma saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Radiant damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Ixen - Magma

The Ixen are the descendants of magma dragons.
  • Ability Score Racial Traits: The ixen increases their Constitution score by 2.
  • Fire Resistance (Ex) (Major): You gain resistance to fire damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 15 ft. cone of magma. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Fire damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.

Whedabra - Umbral

The Whedabra are the descendants of umbral dragons.
  • Ability Score Racial Traits: The whedabra increases their Dexterity score by 2.
  • Necrotic Resistance (Ex) (Major): You gain resistance to necrotic damage.
  • Breath Weapon (Su) (Minor): When you take the Attack action on your turn, you can replace one of your attacks to exhale a 5 ft. by 30 ft. line of negative energy. When you use your breath weapon, each creature in the area of the exhalation must make a Charisma saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus or your Spell Save DC, whichever is higher. A creature that fails this save suffers a number of d12 points of Necrotic damage equal to your Proficiency bonus, a creature that succeeds on this save suffers half damage. You can use your breath weapon a number of times per long rest equal to your Proficiency bonus. You can spend 4 points of Stamina to activate this ability; you may do so even if you are out of uses.
 

Dragon Upgrades

Ash Sight (Ex) (Minor) (1 point; Magma or Red)

Your draconic heritage grants you the ability to see through ash and smoke as if they were transparent, they no longer obstruct your view.

Cloud Sight (Ex) (Minor) (1 point; Blue, Cloud, or Gold)

Your draconic heritage grants you the ability to see through fog and clouds as if they were transparent, they no longer obstruct your view.

Devil Sight (Su) (Minor) (1 point; Umbral)

Your draconic heritage grants you the ability see normally in darkness, both magical and nonmagical, to a distance of 90 feet. This improves any existing or gained Devil's Sight by 30 feet.

Draconic skin (Ex) (Minor) (1 point)

Your draconic heritage showcases as a form of thickened dragon scales protecting your body in key locations. You gain a +1 Natural bonus to AC.

Dragon Weaponry (Ex) (Inherent) (1 point)

Your draconic heritage manifests as a pair of sharpened claws or a savage bite, chosen at character creation. If you choose Bite, your fangs possess the following attack scheme (1d6 Piercing damage, 20x3 Crit, Penetration 2, and the Brutal and Cracking (2)), while the claws utilize (1d4 Slashing, 19x2 Crit, Penetration 0, and the Finesse, Light, and Parrying). You can select this feature twice, gaining both listed natural attacks when you would do so.

Dunerider (Ex) (Minor) (1 point; Blue or Brass)

You ignore difficult terrain caused by a natural desert environment.

Earthen Lord (Ex) (Minor) (1 point; Crystal, Magma, or Umbral)

You gain a Climb speed equal to your Walk speed and a 10 foot Burrow speed.

Flight (Ex) (Major) (1 point)

You have large wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to twice your height. All armor and back accessories must be tailored to accommodate your wings. You have a Fly speed of 40 feet. In order to fly, you cannot be over-encumbered or wearing medium or heavy armor.

Glacial Stalker (Ex) (Minor) (1 point; Silver or White)

You ignore difficult terrain caused by a natural arctic environment.

Green Sight (Ex) (Minor) (1 point; Green)

Your draconic heritage grants you the ability to see through vibrant foliage such as leaves and bushes, but not tree trunks, as if they were transparent, they no longer obstruct your view.

Ignite (Su) (Minor) (1 point)

As a Bonus Action, you can ignite yourself with the element of your ancestry. For the next minute, all of your martial attacks deal additional damage equal to your Proficiency bonus of the same damage type as your breath weapon; additionally, during this time, you are infused with this energy, causing any creature making a melee attack against you while within 5 feet to suffer 1d6 points of damage of the same type as your breath weapon. You can use this feature once, regaining this use after completing a Long Rest. You can activate this feature even while out of uses by expending 5 points of Stamina.

Lifesense (Minor) (1 point; Umbral)

Your draconic heritage grants you the ability to sense the life energies of living creatures within 10 feet. This does not ignore line of effect, but only detects creatures that are living, thus Undead and most Constructs are ignored by this sight.

Mountain Climber (Ex) (Minor) (1 point; Copper, Crystal, or Red)

You ignore difficult terrain caused by a natural mountain environment.

Ocean Lord (Ex) (Major) (1 point; Brine)

You gain a Swim speed equal to double your Walk speed and gain the ability to breathe both air and water.

Prehensile Tail (Ex) (Minor) (1 point)

Your tail is a prehensile appendage, that you can use to grab and hold small objects, and to anchor yourself to terrain. You cannot wield a weapon in combat using your tail, but you can use your tail to retrieve a stowed object, pick up an object within 5 feet, or stow an object as a Bonus Action. The object can weigh no more than double your strength score.

Progenitor (Su) (Minor) (1 point)

A dragonborn gains proficiency in the History and Society skill.

Royal Blood (Su) (Minor) (1 point)

Your draconic heritage grants you Proficiency in Intimidation and Persuasion.

Swampstride (Ex) (Minor) (1 point; Black)

You ignore difficult terrain caused by a natural swamp environment.

Truth Sense (Su) (Minor) (1 point; Silver or Gold)

Your draconic heritage grants you the ability to see through deceptions with ease. Whenever you would be required to make a save to see through an Illusion, you do so with Advantage, additionally, when you would roll an Insight check to see through deception, you can spend 3 points of Stamina to do so at Advantage.

Waterborne (Ex) (Minor) (1 point; Black or Bronze)

You can breathe both air and water, and you gain a Swim speed of 40 feet.

Watersight (Ex) (Minor) (1 point; Black, Brine, or Bronze)

Your draconic heritage grants you the ability to see through water, both murky and clear, as well as mist and fog without obstruction, as if they were transparent, they no longer obstruct your view.

Woodland Step (Ex) (Minor) (1 point; Green)

You ignore difficult terrain caused by a natural forest environment.

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
17 years +1d2 years (18 - 19 years) +1d4 years (18 - 21 years) +2d3 years (18-23 years)

Young Middle Age Old Venerable Maximum Age
3 years 35 years 80 years 130 years 130 + 2d20 years
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female 5' 1" +2d12" (5' 3" - 7' 1") 135lb. +2d12x7 (149lb - 303lb)
Male 5' 4" +2d12" (5' 6" - 7' 4") 170lb. +2d12x7 (184lb - 338lb)

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