My Documents
Become a Patron!
**Ability Score Increase.** Your Strength score increases by 2, also your Constitution and Charisma scores increase 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 180. **Alignment.** Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who 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. **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. **Draconic Ancestry.** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. ##### Draconic Ancestry | 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) | | Gold | Fire | 15 ft. cone (Dex. save) | | Green | Poison | 15 ft. cone (Con. save) | | Orange* | Radiation | 5 by 30 ft. line (Con. save) | | Purple* | Fire | 5 by 30 ft. line (Dex. save) | | Red | Fire | 15 ft. cone (Dex. save) | | Silver | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) | | Zirconium* | Cold | 15 ft. cone (Con. save) | *These are my own homebrew types of dragons that I will probably post later. **Breath Weapon.** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When 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 modifier + 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 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can't use it again until you complete 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 Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. \pagebreak ### Dragonborn Feats ##### Improved Breath Weapon Prerequisite: Dragonborn You have focused on improving your natural breath weapon, allowing you to either take your time for a more powerful attack or quickly fire it off in addition to another action. You gain the following benefits: - Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. - You may use your breath weapon as a bonus action. - If you choose to use your action for your breath weapon instead of your bonus action, then it's damage dice are changed to d8s. ##### Enhanced Breath Weapon Prerequisite: Dragonborn You have focused the intensity of your breath weapon to add an additional effect based on the kind of damage it does. You gain the following benefits: Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. Depending on your Draconic Ancestry, you also gain the following benefit: - **Acid.** Your acid burns away your foes defenses. Creatures that fail the saving throw against your Breath Weapon have their armor class reduced by 2 until they replace their armor or take a short or long rest. - **Cold.** Your cold freezes enemies in their path. Creatures that fail the saving throw against your Breath Weapon have their speed reduced to 0 until the end of your next turn. - **Fire.** Your fire leaves lingering flames on its victims. Creatures that fail the saving throw against your Breath Weapon take an additional 1d6 fire damage on the start of their turn, a creature can use its action to put out the flames on itself or another creature. - **Lighting.** Your lightning causes a lingering effect in your victims. Creatures that fail the saving throw against your Breath Weapon have disadvantage on attack rolls until the end of your next turn. - **Poison.** Your poison is noxious enough to cause agonizing sickness in others. Creatures that fail the saving throw against your Breath Weapon become poisoned until the end of your next turn. - **Radiation.** Your breath irradiates your victims causing them to suffer the effects of higher radiation. Creatures that fail the saving throw against your Breath Weapon take a negative 1d4 to attack rolls and ability checks for the next minute. \columnbreak ##### Draconic Physique Prerequisite: Dragonborn Your muscles and scales are strengthened allowing you both better defense and physical ability. You gain the following benefits: - Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. - Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. -You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ##### Dragon Steps Prerequisite: Dragonborn Like dragons you have adapted to the environment allowing you to better survive and move through it. You gain the following benefits: - Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. - Choose two of the following: You gain a climb speed equal to your movement, you gain a swim speed equal to your movement, you suffer no penalty to nonmagical difficult terrain. ##### Draconic Magic Prerequisite: Dragonborn You have awoken the draconic magic in your veins to allow you limited spellcasting ability. You gain the following benefits: - Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. - You know a cantrip that does the same damage type as your draconic ancestry. When you reach 3rd level, you can cast the Cause Fear spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Enlarge/Reduce spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. ##### Draconic Resistance Prerequisite: Dragonborn The power of dragons flow through you, allowing you to overcome what you normally wouldn't be able to. You gain the following benefits: - Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20. - When you fail a saving throw you can use your reaction to reroll that saving throw with advantage. Once you use this trait you cannot use it again until you finish a long rest. \pagebreak > ##### Special Thanks and Notes > I'm sure I was inspired by other things I've seen but I don't think I straight took anything but I'm not sure if something is super close to someone else's work let know and I'll look into it and add credits as needed. > > As for Draconic Physique I made that because I feel Dragon Hide is trash!!! #### Radiation Stuff This is based on the work of Kanekuo rules and attacks that use them could cause a creatures Radiation Score to increase at the GMs discretion. Just talk to your players about it first, Pretty Please with Sugar on top!