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.
Dragonborn Stats
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Damage Resistance. You have resistance to the damage type associated with your ancestry.
Languages. You can read, speak, and write Common and Draconic.
Dragonborn Features
Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list, this determines the damage and area of your breath weapon, and the type of resistance you gain.
Dragon Colour | Damage Type | Breath Weapon |
Black | Acid | 5′ by 30′ line (DEX Save) |
Blue | Lightning | 5′ by 30′ line (DEX Save) |
Brass | Fire | 5′ by 30′ line (DEX Save) |
Bronze | Lightning | 5′ by 30′ line (DEX Save) |
Copper | Acid | 5′ by 30′ line (DEX Save) |
Gold | Fire | 15′ cone (DEX save) |
Green | Poison | 15′ cone (CON save) |
Red | Fire | 15′ cone (DEX save) |
Silver | Cold | 15′ cone (CON save) |
White | Cpöd | 15′ cone (CON save) |
Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 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 increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you completed a short or long rest.
Dragonborn Subraces
Draconblood (-)
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1. This replaces the Ability Score Increase feature.
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.
Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can’t do so again until you finish a short or long rest.
Ravenite (-)
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. This replaces the Ability Score Increase feature.
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.
Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can’t do so again until you finish a short or long rest.