Black dragonborn druid

Black dragonborn druid DEFAULT


Dragonborn Druid (Circle of the Moon) 2/Paladin (Oath of Ancients) 3

Armor Class 16 (hide armor plus shield)
Hit Points 36
Proficiency Bonus +3
Speed 30 ft
Alignment chaotic good
Languages Common, Draconic, Druidic, Orcish

Ability Scores
Strength          15 (+2)
Dexterity         14 (+2)
Constitution     13 (+1)
Intelligence     8   (-1)
Wisdom           13 (+1)
Charisma         14 (+2)

Melee Attack: Longsword +5 melee (1d8+2 slashing damage, Versatile 1d10)
Melee or Ranged Attack: Spear +5 melee or ranged (1d6+2 piercing damage, range 20/60, versatile 1d8)

Skills Acrobatics +2, Animal Handling +4, Arcana -1, Athletics +5, Deception +2, History -1, Insight +1, Intimidation +2, Investigation +1, Medicine +1, Nature -1, Perception +4, Performance +2, Persuasion +2, Religion -1, Sleight of Hand +2, Stealth +2, Survival +4

Mending, thorn whip

Spells Spell Slots
1st level – 4
2nd level – 2

Typical Druid Spells Prepared (Spell Save DC 12, Spell attack modifier +4): cure wounds, goodberry,purify food and drink

Typical Paladin Spells Prepared (Spell Save DC 13, Spell attack modifier +5): bless, compelled duel, ensnaring strike*, speak with animals*, wrathful smite
*Oath spells are always prepared and do not count against the number of spells you can prepare each day

Equipment wood shield, longsword, 2 spears, hide armor, explorer’s pack, druidic focus, holy symbol, staff, hunting trap, swamp serpent tooth necklace, traveler’s clothes, belt pouch, 10 gp

Class Features
Ritual Casting: You can case a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Wild Shape: As a bonus action, you can magically assume the shape of a beast that you have seen before. You can use this feature twice, regaining expended uses when you finish a short or long rest. You can transform into any creature of CR 1 or lower that does not have a flying or swimming speed. You can stay in a beast shape for 1 hour, at which point you revert to your normal form unless your expend another use of Wild Shape. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, are reduced to 0 hit points, or die.
Combat Wild Shape: You can Wild Shape as a bonus action (as above). Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend on spell slot to regain 1d8 hit points per level of the spell slot expanded.
Circle Forms: See Wild Shape.
Divine Sense: As an action, you can open your awareness to detect forces of powerful good and evil. Until the end of your next turn, you known the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature 3 times. When you finish a long rest, you regain all expended uses.
Lay on Hands: You can heal wounds with a touch of your hands. You can heal up to 15 hit points per day. As an action, you can restore any number of hit points from your pool to a creature you can touch, up to the maximum amount remaining in your pool. You can instead expend 5 hit points from your pool of healing to neutralize one poison or disease affecting a creature. This feature has no effect on undead or constructs. Your pool refreshes after you finish a long rest
Fighting Style (Protection): When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target. You deal an extra 2d8 radiant damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st to a maximum of 5d8. The damage increases by an additional 1d8 if the target is undead or a fiend.
Divine Health: You are immune to disease.
Channel Divinity (Nature’s Wrath): As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a DC 13 Strength or Dexterity saving throw or be restrained. While restrained, the creature repeats the saving throw at the end of each of its turns. Once successful, the creature frees itself and the vines vanish.
Channel Divinity (Turn the Faithless): As an action, you present your holy symbol and each fey or fiend within 30 feet of you that can hear you must make a DC 13 Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also cannot take reactions. It can only use the Dash action to try and escape from an effect that prevents it from moving. If there’s nowhere to run, the creature can take the Dodge action. If the creature’s true form is concealed, that form is revealed while it is turned.  
Oath Spells: You always have the ensnaring strike and speak with animals spells prepared as Paladin spells.

Armor Proficiencies: light armor, medium armor, and shields (druids will not wear armor made of metal)
Weapon Proficiencies: simple weapons, martial weapons
Saving Throws: Intelligence and Wisdom
Skill Proficiencies: Animal Handling, Athletics, Perception, Survival
Tool Proficiencies: Herbalism kit, Horn

Racial Traits
Draconic Ancestry: Black Dragon ancestry
Breath Weapon: You can use your action to exhale destructive energy. You can breathe a 5 by 30 ft line of acid dealing 2d6 points of acid damage to creatures in the line. Creatures that makes a DC 12 Dexterity save take half damage from the attack. After you use your breath weapon you cannot use it again until you complete a short or a long rest.
Damage Resistance: You have resistance to acid damage.

Background: Outlander
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
Bonds: I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws: I am slow to trust members of other races, tribes, and societies.

History: Raatch was born to a small clan on dragonborn living in a small marshy area of the wildlands. He was the son of the village shaman and showed an inclination towards his father’s arts from a young age. He had been groomed to take over his father’s role as protector of the marsh and was undertaking his first solo journey into the spirit realm when disaster befell his small village. A group of monstrous humanoids under the employ a black dragon attacked and wiped out his fellows while he was gone into the swamps to commune with the spirits. The dragon wanted to gain control over an ancient ruin that he had discovered lay deep in the swamp, and the tribe of dragonborn proved to be a good test for the troops he had gathered under his banner.

The spirits told Raatch of the battle during his spirit walk. They told him that no one had been spared, but he could be protected from the same fate if he would take an oath to destroy the dragon and everything he stood for. He would be given abilities that would allow him to become a champion of the natural world and protect it from those that sought to defile it. He swore the oath. Instead of becoming one with the land like his father, the spirits instead blessed him with the ability to take on the powerful shapes of the creatures of the swampland. They also hinted that there was more to be had as he grew in power. He ventured from his homeland, driven by the spirits to test himself and unlock his true power so that he can stand against and destroy the black dragon that took everything from him and become a true champion of the natural world.

Design Notes: I wanted to play around with a higher level character concept than I did last week, and I also wanted to work to familiarize myself a little bit with the multiclassing rules for 5th Edition. They’re very different from the multiclassing rules of 3.X and Pathfinder that I’m more familiar with, but it seems to be very robust and measured in order to keep the game from breaking down. Raatch is by no means meant to be an optimized character build, and I have no idea how he would actually fare on the table, but the character concept of a chromatic dragon born literally fighting against his nature was too much fun for me to pass up exploring.


DnD 5e – The Dragonborn Handbook

Last Updated: June 13, 2021

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Dragonborn were introduced late in 3rd edition as a weird template, and became a full-fledged race in the 4th edition Player’s Handbook. They were introduced to answer the simple criticism that the game is called “Dungeons and Dragons” but there was no easy way to play a dragon. 3rd edition had rules for playing a True Dragon, and there are a number of 3rd-party rules for playing a dragon in 5th edition (including my own interpretation in Monstrous Races (Affiliate Link)), but there is objectively no easier way to play to the draconic theme of the game than to play a dragonborn.

Mechanically, dragonborn are one of the weakest racest in the player’s handbook. At first level their breath weapon is a helpful offensive tool, but the damage scales slowly and the Dragonborn simply doesn’t provide enough racial benefits to compete mechanically with other races. Still, it’s a perfectly viable option for several classes, and you simply can’t compete with the cool-factor of being a humanoid dragon.

Explorer’s Guide to Wildemount introduced two new dragonborn variants: the Draconblood and the Ravenite. Each replaces the standard Dragonborn’s ability score increases and damage resistance, offering several new options to enjoy the race.


RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can’t assume that your game will allow 3rd-party content or homebrew. I also won’t cover Unearthed Arcana content because it’s not finalized, and I can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Classes (Default Rules)

This section assumes that you’re not using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything. If you are using those rules, scroll up to the previous section.


Draconblood offers the crucial Intellgience increase that we need, and the dragonborn’s breath weapon offers a helpful AOE damage effect to complement the Artificer’s spellcasting.


A Strength increase is absolutely crucial for the Barbarian, and the Dragonborn’s breath weapon provides a helpful way to handle crowds of enemies. The standard Dragonborn’s Charisma increase is wasted, but the Ravenite Dragonborn’s Consitution increase works great, and Vengeful Assault offers a great way to get some extra damage output.


College of Valor is easily the best option for a dragonborn bard. Without a Dexterity increase, you’ll want to fight in medium armor, so start with 14 Dexterity and try to keep yourself alive until College of Valor grants you medium armor proficiency at 3rd level.


Nothing about the Dragonborn supports the cleric’s strengths. If you want a divine feel, the Paladin is a much better option.


No Wisdom increase.


A Strength increase works really well for fighters, and the Dragonborn’s breath weapon provides a helpful area damage option for a class that usually doesn’t have a way to handle crowds easily. A Charisma increase works great for the Purple Dragon Knight, but for other subclasses you should strongly consider the Ravenite variant.


The Monk is too MAD to work with a race that doesn’t provide either a Dexterity or Wisdom increase.


The Dragonborn’s ability increases are perfect for the Paladin, and the damage resistance is a nice addition to the paladin’s already spectacular durability.


The Dragonborn racial traits offer nothing which nicely complements the Ranger. You can build strength-based rangers in medium armor, but that’s not enough to make the Ranger a good option for the Dragonborn.


No Dexterity increase.


Draconic Bloodline makes a lot of sense thematically for the Dragonborn, and betwen the two you can damage resistance to two damage types. The Dragonborn’s breath weapon provides a helpful complement to the Sorcerer’s spellcasting, but expect to rely more on spells. Either the standard Dragonborn or the Draconblood variant works great, so choose whichever you prefer.


Like the Sorcerer, the Warlock benefits from the Dragonborn’s Charisma increase and damage resistance, and since the Warlock has fewer spell slots to spend on AOE spells, the Dragonborn’s breath weapon is more impactful. The Strength increase is tempting for Pact of the Blade warlocks, but Strength is largely worthless for Hexblades and if you’re building Pact of the Blade without Hexblade you’re doing something really weird. Either the standard Dragonborn or the Draconblood variant works great, so choose whichever you prefer.


The Draconblood variant offers a +2 Intelligence increase, making the Draconblood Dragonborn a viable wizard. The dragonborn’s breath weapon offers a helpful area damage option similar to burning hands, but expect to rely primarily on spells and to stay well away from melee. If you want an Intelligence-based dragonborn spellcaster, the Artificer is a better choice.


Dragon FearXGtE

Making creatures frightened of you for a full minute is considerably more impactful than a little bit of damage, and expanding the AOE to a 30-foot radius is great. Paladins and Fighters should consider this once their primary ability scores are approaching 20, especially if they have an odd-numbered ability score. Warlocks might also consider it to help pad their limited spell slots.

Dragon HideXGtE

Sorcerer may be the best candidate for this. Dragon Hide will replace the need for Mage Armor, freeing up one of your limited slots for spells known, but unless you’re investing heavily in Dexterity your AC is still going to be terrible.

  1. Merrie melodies 1935
  2. P toluidine
  3. Treasure garden base

D&D Beyond ran some data collection on its website in 2020 to determine the most popular classes, and druids came out right at the bottom. Are they a bad class? Of course not! In fact, they outshine other classes in a good few areas. Perhaps what makes druids so unpopular is that they don’t fill any particular defined role, leaving that choice up to the player. Let’s take a look at how you might shape a Dragonborn druid into the character you want to play.

How to Make a Dragonborn Druid

Regardless of what sort of Druid you play, using class features and magic is fun and if you want the most use out of yours, you’ll need to prioritize Wisdom as your main stat. After that, you’re free to stat your druid in any direction you choose. That said, we’re going to try to build an optimal Dragonborn druid, and to use the natural strength bonus of the Dragonborn to great effect, we’re going to build a martially focused druid. We’ll prioritize strength after wisdom, and constitution after that to help with concentration spells and to keep ourselves standing. Dexterity next will help with our armor class, and intelligence and charisma afterward.

Druid circles (subclasses) can vary rather wildly, so you have a choice here. If you chose to prioritize your other statistics, consider the Circle of the Moon, which will allow you to shapeshift into beasts that are stronger than you in terms of combat. If you’re looking for utility, consider the Circle of Dreams. The Circle of Spores is a good choice if you prefer not to rely on shapeshifting, whereas the Circle of Stars and Circle of Wildfire focus more on spells. For our martial character, we’ll take The Circle of Spores.

How to Play a Dragonborn Druid

Druids do not like to use metal, so we’ll thematically follow that and use a quarterstaff. Most druids would use the shillelagh cantrip, allowing it to deal 1d8 damage, making it a magic weapon, and allowing them to attack with their spellcasting ability instead of strength. We can get the 1d8 without that by simply wielding it with two hands, saving your bonus action for spells like healing word, flame blade, or grasping vine. For most other druids, however, shillelagh is a fantastic choice.

The druid’s wild shape ability, even if you’ve not made it a focus in your build, should not be taken for granted, as transforming into an animal gives you a fresh pool of hitpoints to expend and often comes with the utility of animal skills your druid might not have themself. Druid spells also tend to be rather unique, only seldomly being acquired by other classes, so be sure to look for opportunities to use yours.

How to Roleplay as a Dragonborn Druid

Many people I’ve observed creating druids tend to talk about them as if they all need to be outcasts of society, shunning civilization in favor of the wilds. The truth is, the Player Handbook casts druids as those who maintain balance. While they do share a bond with nature, it isn’t always to the exclusion of all else. Talk to your DM about the druidic nature of avoiding metal, which has little bearing on the game and is based on real-world folklore, and discern if you want your druid to care about that or not. Consider how your character became a druid, what was their life like before? Do they still have any connections to it? As a Dragonborn, do you serve the lands owned by your clan, or have you departed them to serve some greater purpose?

D\u0026D 5E Character Creation: Dragonborn Druid (Circle of the Land) 6 - Angko-rra


Dragonborn druid black


Handbooker Helper: Dragonborn (Quick Build)


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