Race: Dragonborn Subraces

by Thudnfer

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Dragonborn Subraces

Just as there are many kinds of dragons in existence, there are also many kinds of dragonborn that share similar appearances and aspects of personality. Whether your campaign has the presence of the dragons that provide this heritage or not, you can still use these types of dragonborn. Perhaps there are different cultures or clans that were previously unknown, or a series of experiments inherently modified them.

Atom Dragonborn

Made in the image of small but agile dragons, your passion can be as fiery as the fire you breathe.

Common Alignments. Atom dragonborn value personal freedom and independence above all else, and because of this, many are chaotic, neutral, or both.

Dragon Damage Type Breath Weapon
Atom Fire + Radiant (see below) 15 ft. cone (Con. save)

Breath of Desolation. Your breath weapon deals fire damage. When you roll damage for it, you can roll one additional damage dice and deal radiant damage equal to the number rolled.

Variance of Resistance. When you finish a short or long rest, choose fire or radiant damage. You have resistance to that damage type until you finish you finish a short or long rest. This replaces your Damage Resistance ability.

Size. Your size becomes Small.

Aurora Dragonborn

Dragonborn of this type make excellent diplomats or politicians, as they seek to bring about the greatest good.

Common Alignments. Aurora dragonborn attempt to remain neutral in any situation they can, but their innate desire to do good can get the better of them.

Dragon Damage Type Breath Weapon
Aurora Radiant 5 by 30 ft. line (Con. save)

Light that Reveals All. You have advantage on checks to detect illusions, and areas affected by your breath weapon dispel illusions in that area.

Eclipse Dragonborn

Born when the sun and moon are hidden, many dragonborn of this type like to stay in the shadows. Choose between lunar or solar, which will determine your abilities.

Common Alignments. Many eclipse dragonborn are neutral good due to their desire to help others but not draw attention to themselves, but some, especially solar eclipse dragonborn, value the former over the latter.

Dragon Damage Type Breath Weapon
Lunar Eclipse Psychic 5 by 30 ft. line (Int. save)
Solar Eclipse Fire 15 ft. cone (Con. save)

Dark Abound (Lunar). You gain darkvision out to 30 feet and proficiency in Intelligence saving throws.

Channeled Sun (Solar). If you start your turn in sunlight, you can use your action to roll a d6. On a roll of 6, you regain use of your breath weapon if you have already expended it.

Magnetar Dragonborn

Attracted to all things metal, many who sell precious metals and objects made from them have one of these dragonborn as guards or security.

Common Aligments. Due to their avarice, many magnetar dragonborn enjoy getting paid more than the satisfaction of a job well done, lending them towards neutral or lawful alignments.

Dragon Damage Type Breath Weapon
Magnetar Bludgeoning + Pull (see below) 15 ft. radius sphere (Str. save)

Approaching Metal. When you use your breath weapon, all creatures wearing or holding metal within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to your breath weapon damage and is pulled 5 feet towards you. On a successful save, a creature takes half damage and isn't moved.

Metallic Durability. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Vacuuum Dragonborn

The ability to not breathe and survive off of little food makes these dragonborn excellent combatants and scouts.

Common Alignments. Their risk-taking nature makes them inclined towards chaotic aspects, especially in their younger years, but those that serve in a military slowly become lawful.

Dragon Damage Type Breath Weapon
Vacuum Bludgeoning 5 by 30 ft. line (Str. save)

Great Inhale. When you use your breath weapon, all creatures that fail their saving throw are moved 10 feet towards you, being moved half that on a succesful save. Regardless, creatures caught in the area have resistance to thunder damage and can't breathe until the start of its next turn.

Negated Respiration. You don't need to breathe, and only require half the amount of food normally needed to feed someone for a day.

Dragonborn don't generally have subraces, so the following abilities have been chosen to act as part of the "base" dragonborn, meaning that all subraces get the abilities unless otherwise specified:

  • Age
  • Size and Speed
  • Draconic Ancestry
  • Breath Weapon
  • Damage Resistance
  • Languages