Dragonborn, the Ash-Marked Ones
Born of dragons, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.
~ Player's Handbook, pg. 32
Dragonborn Traits
Ability Score Increase. Your Constitution score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Draconic.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your natural armor.
Draconic Ancestry. Choose one kind of dragon from the Chromatic Ancestry table or the Metallic Ancestry table. If your DM allows Gem Ancestry, you may choose from the options on that table.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with with an exhalation of destructive energy in a 30-foot line that is 5 feet wide, or a 15-foot cone (your choice). Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry.
Chromatic Ancestry
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
Gem Ancestry
| Dragon | Damage Type |
|---|---|
| Amethyst | Force |
| Crystal | Radiant |
| Emerald | Psychic |
| Sapphire | Thunder |
| Topaz | Necrotic |
Metallic Ancestry
| Dragon | Damage Type |
|---|---|
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
Art Credit
Jhadir, dragonborn sorcerer by u/Meetwad
Dragonborn Feats
Chromatic Warding
Prerequisite: Dragonborn (chromatic)
In tune with your draconic roots, you've developed similar defenses to that of real dragons.
You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain a +1 bonus to AC while using your natural armor.
- As an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this ability, you can’t do so again until you finish a long rest.
Dragon Fear
Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, a creature becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's save is successful, it cannot be frightened of you in this way for the next 24 hours.
- You can use your Breath Weapon trait one additional time between long rests.
Dragonic Weapons
Prerequisite: Dragonborn
You manifest claws and fangs reminiscent of your draconic ancestors. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain a +1 bonus to AC while using your natural armor.
- You grow retractable claws and fangs. Extending or retracting these natural weapons takes no action. Your maw deals 1d8 piercing damage on a hit. You can use your bite in place of an unarmed strike, but only once per turn. Your claws have the finesse and light properties, and each deal 1d6 slashing damage on a hit. You can use your claws in place of unarmed strikes.
Art Credit
Griffemort, dragonborn thief by u/Istrandar
Gem Flight
Prerequisite: Dragonborn (gem)
In tune with your draconic roots, you develop new psionic abilities. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain the ability to telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.
- You can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this ability, you can’t do so again until you finish a long rest.
Metallic Breath Weapon
Prerequisite: Dragonborn (metallic)
In tune with your draconic roots, you learn new ways to manifest your Breath Weapon. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to activate an alternate breath attack targeting all creatures in a 15-foot cone (DC 8 + your Constitution modifier + your Proficiency Bonus). Whenever you use this feat, choose one:
- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
- You can use your Breath Weapon trait one additional time between long rests.