Path Of The Dragon Heart + Dragonborn Revamped

by Blue4Eternety

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Path Of The Dragon Heart

Path of the Dragon Heart

In some places, dragons are seen as deities to mortals. Within their descendants, the Dragonborn kin, some are courageous enough to seek the path to gain their powers. Some gain the dragon's wisdom and with it a mind sharp enough to cut like a blade. But others gain the dragon's heart and the strength to become a lord of both heavens and earth.

Restriction: Dragonborn Only

Only Dragonborn who have taken the barbarian class may choose the Path of The Dragon Heart. The Dragon Hearted fills a particular niche in Dragonborn society and culture.

Also, two of the features in this subclass are affiliated directly with the Dragonborn race and subrace.

Path Of The Dragon Heart
Barbarian Level Feature
3rd Draconic Mind, Draconic Might
6th Monarch's Weaponry
10th Liege's War Cry
14th Ruler of The Heavens

Draconic Mind

At 3rd level, the dragon's wisdom flourishes within you, expanding your mind to the surroundings. Whenever you are raging and make an Intelligence, Wisdom, or Charisma saving throw, you can add your rage damage bonus to it.

Draconic Might

Additionally, at 3rd level, while you are raging, your scales harden as the power of the dragons flows inside you. You gain a bonus to your AC equal to your rage damage bonus while not wearing any armor or a shield.

Monarch's Weaponry

At 6th level, while you are raging, your breath weapon gains an additional 15 feet to its range if it's a cone area, or 5 feet wide to each side and 30 feet to its length if it's a line. It also gains an extra die of damage.

Additionally, your draconic features grow more prominent, even growing a tail appropriate to your droconic ancestry. You can use either your teeth, claws, or tail as an action or bonus action to make a unarmed attack. You are considered proficient with them and you use your Strength to calculate the attack and damage modifier.

  • Bite. This attack deals 1d4 piercing damage plus 1d4 your breath weapon damage and has a reach of 5 feet.
  • Claw. This attack deals 1d10 slashing damage and has a reach of 5 feet. You must have at least one hand free to use this attack.
  • Tail. This attack deals 1d6 bludgeoning damage and has a reach of 10 feet. Alternatively, you can try to grapple a creature with it instead of dealing damage. Your tail is not dexterous enough to use weapons, shields, or any tool.

Liege's War Cry

At 10th level, you can release a war cry, bringing fear to your enemies and courage to your allies. As an action, while raging, all enemy creatures within a 30-foot radius must make a Wisdom Saving Throw against your Breath Weapon DC or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Additionally, all allies within the same radius gain a number of temporary hit points equal to twice your barbarian level. While a creature has such temporary hit points, they have advantage on attack rolls against any frightened creature.

Once you use this feature, you can’t do so again until you finish a long rest.

Ruler of The Heavens

At 14th level, obtained the mastery of your draconic powers. You gain a pair of wings that give you a flying speed equal to twice your walking speed.

In addition, you suffer no drawbacks from old age, can't be magically aged, and your lifespan extends by 2000 years.

Finally, you add two additional damage dies to your Breath Weapon, or signature Ancestry attacks such as Draining Bite, and all damage dies become a d12, instead of a d10.

Dragonborn Revamped

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.


Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.


Type. You are a Humanoid. You are also considered a dragonborn for any prerequisite or effect that requires you to be a dragonborn.


Size. You are Medium.


Speed. Your walking speed is 30 feet.


Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a area determined by your Ancestry trait. Each creature in that area must make a saving throw determined by your Breath Weapon Properties trait (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic 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 Ancestry trait.


Languages. You can read, speak, and write Common and Draconic.


Ancestries. Dragonborn have a direct ancestry with dragons, with each type granting different abilities. They can be the following:

Chromatic Ancestries
Red
Black
Blue
Green
White
Brown
Purple
Gray
Yellow
Pink
Deep
Metallic Ancestries
Gold
Silver
Bronze
Copper
Brass
Mercury
Iron
Platinum
Gem Ancestries
Amethyst
Emerald
Sapphire
Topaz
Crystal
Obsidian
Planar Ancestries
Shadow
Blight
Faerie
Mirage
Astral
Ethereal
Hellfire
Frostforged

Chromatic Ancestries

Red Ancestry


Ancestry. The damage type associated to you is fire damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw.


Steam Aura. Starting at 5th level, you can use your action to unleash the fire energy within yourself, causing you to burn from the inside out.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Black Ancestry


Ancestry. The damage type associated to you is acid damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Dexterity Saving Throw.


Amphibious. You can breath air and water. Moreover, you have a swimming speed equal to your walking speed.


Ambusher. You are proficient in the Stealth skill. In addition, a creature has disadvantage against your Breath Weapon saving throw if it hasn't taken a turn yet in the current combat.

Blue Ancestry


Ancestry. The damage type associated to you is lightning damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Dexterity Saving Throw.


Burrower. You have a burrow speed of 15 feet.

Green Ancestry


Ancestry. The damage type associated to you is poison damage. Moreover, you have advantage on saving throws against the Poisoned condition.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Amphibious. You can breath air and water. Moreover, you have a swimming speed equal to your walking speed.


Manipulator. You gain proficiency in the Deception and Intimidation skills.

White Ancestry


Ancestry. The damage type associated to you is cold damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Moreover, you gain a climbing speed equal to your walking speed.


Animalistic. You gain proficiency in the Athletics and Survival skills.

Brown Ancestry


Ancestry. The damage type associated to you is acid damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Constitution Saving Throw.


Tremorsense. You have tremorsense with a range of 10 feet. Within that range, you can effectively see anything unless the creature successfully hides from you. Moreover, you can see an invisible creature within that range, unless aren't flying or are incorporeal.

Purple Ancestry


Ancestry. The damage type associated to you is fire and lightning damage.


Breath Weapon Properties. Your Breath Weapon area of attack can be a 15 feet cone or a 30 feet line, with you choosing the area when you use your Breath Weapon trait, with a Constitution Saving Throw. When rolling the damage from it, you only deal fire damage.


Plasma Spear. At 5th level, instead of doing a area attack with your breath weapon, you can make a ranged attack roll with your Breath Weapon against a creature within 120 feet of you. You are considered proficient with this attack and you use your Constitution for its attack and damage roll.

Gray Ancestry


Ancestry. The damage type associated to you is non-magical slashing damage.


Draining Bite. You lose your Breath Weapon trait, instead you have a the Draining Bite trait, which has the following effects:


When you take the Attack action on your turn, you can replace one of your attacks with a powerful bite attack. You are considered proficient with it, and you use your Strength modifier to the attack and damage rolls when you attack with this bite. It deals 1d10 piercing damage on a hit. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At 5th level, this attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you regain hit points equal to the piercing damage dealt by the bite.

You can use your Draining Bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


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.

Yellow Ancestry


Ancestry. The damage type associated to you is fire and lightning.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw. Instead of the damage being related to your Ancestry trait, you instead deal Bludgeoning damage with your Breath Weapon.


Amphibious. You can breath air and water. Moreover, you have a swimming speed equal to your walking speed.


Salt Breath. At 5th level, whenever a creatures fails its saving thrown against your Breath Weapon, it has disadvantage on its attack rolls until the start of your next turn.

Pink Ancestry


Ancestry. As a Pink Dragonborn, you don't have any damage resistance, however, you advantage against effects that cause the Blinded and Charmed conditions.


Bubble Breath. You lose your Breath Weapon trait, instead you have a the Bubble Breath trait, which has the following effects:

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of a slippery slime. 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 becomes blinded until the start of your next turn.

You can use your Bubble Breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Comedic Timing. You can add your proficiency bonus to your initiative rolls.

Deep Ancestry


Ancestry. The damage type associated to you is psychic damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Wisdom Saving Throw.


Nightmare Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, it becomes frightened of you until the start of your next turn.

Once you use your Nightmare Breath, you can’t do so again until you finish a long rest.

Metallic Ancestries

Gold Ancestry

Ancestry. The damage type associated to you is fire.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw.


Weakening Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, it has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the start of your next turn.

Once you use your Weakening Breath, you can’t do so again until you finish a long rest.

Silver Ancestry

Ancestry. The damage type associated to you is cold.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Paralyzing Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, it becomes paralyzed of you until the start of your next turn.

Once you use your Paralyzing Breath, you can’t do so again until you finish a long rest.

Bronze Ancestry

Ancestry. The damage type associated to you is lightning.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Dexterity Saving Throw.


Amphibious. You can breath air and water. Moreover, you have a swimming speed equal to your walking speed.


Repulsion Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, is is pushed up to 15 feet away from you.

You can use your Repulsion Breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Copper Ancestry

Ancestry. The damage type associated to you is acid.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Dexterity Saving Throw.


Slowing Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, it can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last until the start of your next turn.

Once you use your Slowing Breath, you can’t do so again until you finish a long rest.

Brass Ancestry

Ancestry. The damage type associated to you is fire.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Dexterity Saving Throw.


Sleep Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, it falls unconscious until the start of your next turn. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Once you use your Sleep Breath, you can’t do so again until you finish a long rest.

Mercury Ancestry

Ancestry. The damage type associated to you is fire and poison.


Breath Weapon Properties. Your Breath Weapon area of attack is a 30 feet line with a Dexterity Saving Throw. Instead of the damage being related to your Ancestry trait, you instead deal Radiant damage with your Breath Weapon.


Flaming Breath. At 5th level, whenever a creatures fails its saving thrown against your Breath Weapon, it ignites. An ignited creature takes 1d10 fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire.

Iron Ancestry

Ancestry. The damage type associated to you is fire.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw. Whenever you roll your Breath Weapon damage dies, the first is of fire damage, the second of lightning damage, the third of fire damage, and so on.


Sleep Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever a creature fails this saving throw, it falls unconscious until the start of your next turn. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Once you use your Sleep Breath, you can’t do so again until you finish a long rest.

Platinum Ancestry

Ancestry. As a Platinum Dragonborn, you don't have any damage resistance, however, you advantage against effects that cause the Frightened and Charmed conditions.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw. Instead of the damage being related to your Ancestry trait, you instead deal Radiant damage with your Breath Weapon.


Platinum Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. Roll your current Breath Weapon's dies; A creature in the area of your Platinum Breath regains a number of hit points equal to it.

Once you use your Platinum Breath, you can’t do so again until you finish a long rest.

Gem Ancestry

Amethyst Ancestry

Ancestry. The damage type associated to you is force.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Strength Saving Throw.


Spellcasting (Psionics). You know the Mind Sliver cantrip. Once you reach 3rd level, you can cast the Misty Step spell once. Once you reach 5th level, you can also cast the Protection from Evil and Good spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells and you require no spell components.

Emerald Ancestry

Ancestry. The damage type associated to you is psychic.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Intelligence Saving Throw.


Spellcasting (Psionics). You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Detect Thoughts spell once. Once you reach 5th level, you can also cast the Major Image spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells and you require no spell components.

Sapphire Ancestry

Ancestry. The damage type associated to you is thunder.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Topaz Ancestry

Ancestry. The damage type associated to you is necrotic.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Desiccating Breath. At 5th level, whenever a creatures fails its saving thrown against your Breath Weapon, it h has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage until the start of your next turn.



Crystal Ancestry

Ancestry. The damage type associated to you is radiant.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Spellcasting (Psionics). You know the Guidance cantrip. Once you reach 3rd level, you can cast the Command spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Hypnotic Pattern spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells and you require no spell components.

Obsidian Ancestry

Ancestry. The damage type associated to you is fire.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw.


Fear Aura. Starting at 5th level, you can use your action to unleash a fear indulging aura among other creatures near you. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Planar Ancestries

Shadow Ancestry


Ancestry. The damage type associated to you is necrotic damage.


Breath Weapon Properties. Your Breath Weapon area of attack can be a 15 feet cone or a 30 feet line , with you choosing the area when create your character, Also the Saving Throw is of your choice when creating your character.


Superior Darkvision. Your darkvision has a range of 120 feet.


Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.


Shadow Stealth, You gain proficiency in the Stealth skill. While in dim light or darkness, you can take the Hide action as a bonus action.

Blight Ancestry


Ancestry. The damage type associated to you is necrotic damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Putrid Cloud. Starting at 5th level, you can use your action to unleash a necrotic cloud that decomposes nearby living beings.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, each creature within 10 feet of you take necrotic damage equal to half your level (rounded up). In addition, when a creature starts it's turn withing this area, it must succeed on a Constitution Saving Throw or become poisoned until the start of your next turn. The save DC for this area is 8 + your Constitution modifier + your proficiency bonus.

Once you use this trait, you can't use it again until you finish a long rest.

Faerie Ancestry


Size. Your size is Small instead of Medium.


Ancestry. As a Faerie Dragonborn, you don't have any damage resistance, however, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.


Euphoria Breath. You lose your Breath Weapon trait, instead you have a the Bubble Breath trait, which has the following effects:

When you take the Attack action on your turn, you exhale a gas that causes creatures to fall into a blissful stupor. When you use your breath weapon, each creature in a 15-foot cone must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature that fails its save is overcome with happiness, and is incapacitated until it takes damage or until the start of your next turn. Creatures that cannot be charmed are immune to this effect.

You can use your Euphoria Breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mirage Ancestry


Size. Your size is Small instead of Medium.


Ancestry. The damage type associated to you is psychic damage. Additionally, you have advantage on saving throws against being charmed.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Wisdom Saving Throw.


Psychic Aura. When a creature you can starts its turn within 10 feet of it, you can use your reaction to expend a use of your Breath Weapon, with it making a Wisdom saving Throw against it. On a failure it takes the damage of your Breath Weapon and, on a failure, it only takes half as much damage.

Astral Ancestry


Ancestry. As a Astral Dragonborn, you don't have any damage resistance, however, you have advantage on saving throws against being charmed.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Dexterity Saving Throw. Instead of the damage being related to your Ancestry trait, you instead deal Slashing damage with your Breath Weapon.


Winged. You have a flying speed equal to your walking speed while you aren’t wearing heavy armor.

Ethereal Ancestry


Ancestry. The damage type associated to you is force damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Ethereal Magic. Starting at 3rd level, you can cast the Vortex Warp spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Blink spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this Ancestry).

Hellfire Ancestry


Ancestry. The damage type associated to you is fire and poison damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw. Whenever you roll your Breath Weapon damage dies, the first is of fire damage, the second of poison damage, the third of fire damage, and so on.


Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Frostforged Ancestry


Ancestry. The damage type associated to you is cold damage.


Breath Weapon Properties. Your Breath Weapon area of attack is a 15 feet cone with a Constitution Saving Throw.


Abyssal Forged. You gain a +1 to AC.


Abyssal Lash. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest. Once you've used this feature and want to use again, you may take the full damage of your current weapon and then attack a creature within range.

Feats

Dragon Fear

Prerequisite: Dragonborn

  • Increase your 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 proficiency bonus + your Constitution or Charisma modifier [You choose when you use this feat]). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Empowered Dragon's Breath

Prerequisite: Dragonborn

You gain an additional use to your Breath Weapon like-trait, such as the original Breath Weapon, Pink Dragonborn's Bubble Breath trait or the Copper Dragonborn's Slowing Breath trait, and regain all uses on a short or long rest. Whenever you use your Breath Weapon-like trait, you can spend additional uses of it to add the following benefits, spending multiple uses simultaneously:

  • You add an additional damage die.
  • Your Breath Weapon DC increases by one.
  • You ignore damage resistances. If two additional uses are spent on this benefit, you ignores immunities.
  • The area of effect of your breath weapon increases by a additional 15 feet, if it's a cone, or by 30 feet if it's a line.

True Legacy

Prerequisite: Dragonborn

You gain the following traits depending on your Ancestry:

  • Chromatic Ancestry:
    Chromatic Warding. 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 Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

  • Metallic Ancestry.
    Change Shape. As an action, you can cast Alter Self at will. Constitution is your spellcasting ability for this spell. Moreover, it's duration lasts until you lose concentration.

  • Gem Ancestry.
    Psionic Mind. You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature. Moreover, creatures cannot read your thoughts and emotions unless you allow them.

  • Planar Ancestry.
    Planar Resistance. As a reaction, you can use your reaction to give yourself resistance to any incoming damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.





















































Dragon Hide

Prerequisite: Dragonborn

  • Increase your Dexterity, Constitution, or Wisdom score by 1, up to a maximum of 20.
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. If you have the Unarmored Defense feature, you gain a +2 to your AC instead. You can use a shield and still gain this benefit.
Path Of The Dragon Heart

A dragon-aligned dragonborn barbarian path and a complete rework of the dragonborn race! Killing two birds with one stone, or more like frying a whole flock with your breath weapon.

Artist Credit:
Cover Art: Cayley Davidson Rowell
Page 2: nzkn art
Page 3: ThanhVT
Page 4: Tomasz Chistowski
Page 5: Sam Santala
Page 6: Cookie
Page 7: Gabriel de Mello Faria
Page 8: Kurolines
Page 9: Cookie
Page 10: Daria Kalashnikova
Back Art: Mabs_Gabs

Additional Blue's Tavern Brews Homebrew content can be found for free on GM Binder and even additional ones behind a small charge on my Patreon.