Red dragonborn

Dragonborn

I thought we were dead for certain, when suddenly, a man in full plate armor shows up. My first thought was alright, we're still gonna die, but we're gonna take some more of these undead with us. Next thing I know, he's popped the visor on his helmet, and breathing out fire! I survived that obviously, but the sight of fire poring out of whoever that was and torching those skeletons, has stuck with me to this day.

Karst, telling the tale of the assault on his town


Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. The result of half-dragon blood diluted through the generations, dragonborn are still a sight to behold. Dragonborn mostly live in enclaves of their kind, whether that's in the Embrace in Asharia or the city-state of Balcrath, or with a group of other dragonborn in a large city.

Draconic Bloodlines

It would be very difficult to not recognize a dragonborn's ancestry. They resemble a dragon put into a humanoid form, though they typically lack wings and a tail. Pure dragonborn, which is to say dragonborn descended from only one type of dragon, have a very sharp shine to their scales, however, centuries of interbreeding have created a more dulled color for most, even if one ancestor is still dominant. Some dragonborn clans however, typically gold or red clans, pride themselves on the purity of their bloodlines, and go to great lengths to not sully themselves by diluting it.


A dragonborn's bloodline imparts many trait to them, such as a devastating breath weapon, tough scales, or other abilities and adaptations, like webbed fingers. Many are also affected by their ancestor's nature, such as red dragonborn being extremely arrogant or silver dragonborn seeking to find ancient and occult knowledge wherever they can.

Dragon's are typically divided into chromatics - blue, black, green, red, and white or metallics - brass, bronze, copper, gold, and silver, but other types exist as well. Brown, gray, and purple dragons are also considered chromatics, even if their origin may not be from this world. In this same way, adamantine, mithral, and steel dragons are considered metallics. There are also even rarer types with even more extraplanar origins, like the turtleborn, who are descended from the great dragon turtles believed to be from the Elemental Plane of Water, or the fey dragonborn, descended from the rare fey dragons native to the Feywild. These rarer dragonborn do not typically mingle with dragonborn society, and are not welcome even if they wished to do so.

Remnants of Greatness

After the collapse of the giant kingdoms, dragons ruled the land. Forming great empires, city-states, and towns, their rule was unchallenged, especially over the fledgling humans. That is, until the Mageplague hit, fusing man and dragon together, and creating the dragonborn. These dragonborn allied with the subjugated humans and some giants and overthrewn the dragons, establishing a new world order. Despite the fact that they disposed of the dragon rulers, dragonborn still act like they are royal, holding their heads high and expressing confidence no matter the situation.

Ancient Legacy

Due to their proud heritage, dragonborn go to great lengths to discover more about it and teach it to their young about their history, gods, and other knowledge. To this day, the sealed ruins of that ancient kingdom they're descended from dot the land, and many dragonborn attempt to explore these ruins, often at the cost of their lives. They have a proud oral tradition, telling the stories of their great ancestors as they fought against the dragons, which has been continued to this day. Many dragonborn dream to put their names among those great warriors, and upon reaching adulthood at 15 attempt to find an occupation that risks their lives for it. Many join different armies or go questing, leading the dragonborn to have a strong martial culture due to the prevalence of military training among them.

Self Sufficient

Most dragonborn firmly believe in supporting the unit (whether a clan, city-state, or adventuring party) over themselves, and for them the best way to do that is to be self-sufficient. Dragonborn like to hunt for themselves, or survive on as little food and water as possible. As a result of this, some dragonborn have evolved to be like their draconic ancestors, and are capable of consuming and surviving on precious metals and jewels, or anything else they need to eat to survive. On the other end of the spectrum however, some dragonborn rebel against this mindset, and are gluttonous and extravagant.

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

  • Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

  • Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

  • Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

  • Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits

Your dragonborn character shares many traits in common with all other dragonborn.

Ability Score Increase. Your Strength score increases by 1, and your choice of your Constitution or Charisma score increases by 1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach Adulthood by 15. They live well over 400 years, with some more in tune with their draconic ancestry living even longer.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Some dragonborn are merely playful tricksters however, and those tend to be neutral.

Size. Dragonborn are taller and heavier than humans, standing significantly over 7 feet tall and averaging almost 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Tenfold Shields. A dragonborn's scales, while not quite as a thick as a true dragon's, can divert most blows. When you are not wearing armor, your AC is 12 + your Constitution 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 apply as normal while you use your natural armor.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon, and damage resistance are determined by the dragon type, as shown in the table. This will also be your subrace.

Draconic Ancestry
DragonDamage TypeBreath Weapon
AdamantineThunder5 by 30 ft. line (Dex. save)
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
BrownFire5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GrayAcid5 by 30 ft. line (Dex. save)
GreenPoison15 ft. cone (Con. save)
MithralRadiant5 by 30 ft. line (Dex. save)
PurplePsychic15 ft. cone (Wis. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
SteelForce5 by 30 ft. line (Dex. save)
WhiteCold15 ft. 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 + your proficiency bonus damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 + your proficiency bonus at 5th level, 4d6 + your proficiency bonus at 11th level, and 5d6 + your proficiency bonus at 17th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write one language of your choice and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subrace. Most dragonborn are descended from either a metallic or chromatic true dragon, and sometimes multiple. Choose a subrace, which represents your scale color and racial traits. The chromatics are black, blue, brown, gray, green, purple, red, and white, while the metallics are adamantine, brass, bronze, copper, gold, mithral, silver, and steel. Brown, gray, purple, adamantine, mithral and steel are significantly rarer, either due to their otherworldly origin, or by how they were created or where they live. Dragonborn descended from dragon turtles, as well as mirage, fey, and shadow dragons also exist, though they're very rare as well.

Adamantine

You are descended from the proud and short-tempered adamantine dragons of the Underway.

Ability Score Increase. Your choice of your Constitution or Charisma score increases by 1.

Booming Scales. You can release the thunder stored in your scales. You know the thunderclapSCAG/XGE cantrip. Charisma is your spellcasting ability modifier for it. Additionally, you have advantage on saving throws against being deafened.

Draconic Strength. You have proficiency in the Athletics skill.

Extra Language. You know the Kostebek language.

Black

You are related to the evil-tempered and vile black dragons, who live in the swamps and remains of ancient kingdoms.

Ability Score Increase. Your choice of your Dexterity or Intelligence score increases by 1.

Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.

Vile Nature. Black dragons live in disgusting filth, and have adapted accordingly. You have advantage on ability checks and saving throws to resist disease.

Blue

You are related to the vain and territorial blue dragons, who live in the deserts and coasts, far from society.

Ability Score Increase. Your choice of your Strength or Constitution score increases by 1.

Desert Dweller. You ignore the effects of extreme heat, and have advantage on Constitution checks and saving throws made to resist exhaustion.

Horn. Like blue dragons, you have a very prominent horn on your head. Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strikes.

Brass

Your ancestors were the gregarious and fast learning brass dragons, who live in arid regions.

Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.

Sleep Sand. You can't unwillingly be put to sleep.

Fast Learner. You have a knack for learning new things, even without proper instruction. You know two additional languages of your choice, and have proficiency in the Persuasion skill.

Bronze

You are descended from the friendly and just bronze dragons, who live by the coast.

Ability Score Increase. Your choice of your Wisdom or Charisma score increases by 1.

Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.

Insightful. You are good at reading people. You have proficiency in the Insight skill.

Brown

You are related to the reserved and content brown dragons, who live beneath the sand in the desert.

Ability Score Increase. Your choice of your Strength or Charisma score increases by 1.

Sandy Life. You ignore difficult terrain caused by sand, and you have advantage on saving throws and ability checks against quicksand.

Ambusher. You are good at getting the jump on people. You have proficiency in the Stealth skill.

Copper

Your ancestors were copper dragons, who delight in pranks and tricks.

Friend of the Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Climber. You are skilled at scaling cliffs and walls. You have a climbing speed of 30 feet.

Gold

You are related to the powerful and majestic gold dragons. They dwell underwater or in other hard to reach places, and enjoy the natural beauty of the world.

Ability Score Increase. Your choice of your Dexterity or Charisma score increases by 1.

Amphibious. Gold dragons can live on breath air and water, and so can you. You can breath both air and water.

Golden Gaze. When you lock eyes with a creature, you can flare your eyes with unnaturally bright light. When you make an attack roll, you may choose to do so with advantage. A creature is immune to this effect if it can't see. You regain the ability to do so after finishing a short rest or long rest.

Gray

Your ancestor was a venal and brutish gray dragon, who live in caves and ravines near badlands and dry prairies.

Ability Score Increase. Your choice of your Strength or Charisma score increases by 1.

Slippery Hunter. You have advantage on saving throws against spells and effects that would petrify you, and saving throws against being restrained.

Climber. You have a climbing speed of 30 feet.

Green

You are related to the cunning and treacherous green dragons, who roam the ancient forests.

Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.

Amphibious. You can breath both air and water, and have a swimming speed of 30 feet.

Draconic Resilience. You have advantage on saving throws to resist being poisoned.

Mithral

Your ancestor was one of the most powerful of all the dragons, a mithral dragon. They live mostly in the Astral Sea, and are rarely seen by those on the Material Planes.

Ability Score Increase. Your choice of your Strength or Charisma score increases by 1.

Blinding Resilience. You have advantage on saving throws against being blinded.

Divine Knowledge. You have proficiency in the Religion skill.

Blessed Authority. You know the word of radianceXGE cantrip. Charisma is your spellcasting ability for it.

Purple

You're descended from the forgotten and deadly purple dragons, who made their homes deep in the Underway.

Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.

Strong Mind. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Purple Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Intelligence is your spellcasting ability modifier for it.

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.

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

Extra Language. You know the Kostebek language.

Red

You're descended from the strong and greedy red dragons, who live in the mountains.

Ability Score Increase. Your choice of your Strength or Constitution score increases by 1.

Majestic Size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Arrogant. You have advantage on saving throws to avoid being frightened.

Fearsome Nature. You have proficiency in the Intimidation skill.

Silver

You're related to the friendly and cheerful silver dragons, who live in the freezing mountain peaks. Silver dragons seek the lost knowledge of ancient civilizations, and dream of coming across a long abandoned tower or ruin.

Ability Score Increase. Your choice of your Strength or Intelligence score increases by 1.

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 you extra moment.

Seeker of Knowledge. Whenever you make an Intelligence check for a skill you do not have proficiency in, you may add half of your proficiency bonus to the check (rounded down).

Steel

You are descended from the sociable steel dragons, who enjoy the company of humans more than other dragons. As a result of this, they frequently live in large human cities, masquerading as wealthy human nobles or merchants.

Ability Score Increase. Your choice of your Intelligence or Charisma score increases by 1.

Steel Resolve. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

City Learning. You have proficiency in one of the following skills of your choice: Deception, History, Perception, and Persuasion, and Stealth.

White

Your ancestors were the animalistic white dragons, who dwell in frigid climates and savagely take down their prey.

Ability Score Increase. Your choice of your Constitution or Wisdom score increases by 1.

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.

Mask of Snow. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Divergent Dragons

These next dragonborn types may not be considered true dragonborn for to certain groups, due to their significantly changed nature. They are not able to take certain feats available to dragonborn descended from so called "true dragons," and may have certain traits that are redundant or conflict with base dragonborn traits. Except where stated, treat these dragonborn as you would any other, except where it explicity says to do different.

Fey

Your ancestor was a rare fey dragon, who are the descendants of dragons who live in the planes of Faerie for extended periods of time. Fey dragons are tiny tricksters, and that has extended to you.

Ability Score Increase. Your Dexterity score increases by 2, and your choice of your Intelligence, Wisdom, or Charisma score increases by 1. This trait replaces the dragonborn's Ability Score Increase trait.

Size. Your size is Small.

Draconic Ancestry. Your breath weapon manifests a weaker version of a fey dragon's euphoria breath. One target of your choice within 10 feet must succeed on a Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. This effect ends if the creature takes damage.

5-6. The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.

Fey Magic. You learn one cantrip of your choice between dancing lights,mage hand, or minor illusion. Charisma is your spellcasting ability modifier for it.

Faerie Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Additionally, magic can't put you to sleep.

Extra Language. You can speak, read, and write Sylvan in addition to your other languages.

Mirage

Your ancestor was a mirage dragon, who are dragons irrevocably changed by the magic of the Feywild.

Ability Score Increase. Your choice of your Intelligence, Wisdom or Charisma score increases by 1.

Draconic Ancestry. Your breath weapon is a blast of shadowy energy. This manifests your choice of a 15 foot cone or a 5 by 30 foot line, and requires your choice of a Dexterity or Constitution saving throw. Once chosen, your breath weapon saving throw or range cannot be changed, and it deals psychic damage. Additionally, you have resistance to psychic damage.

Faerie Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Additionally, magic can't put you to sleep.

Extra Language. You can speak, read, and write Sylvan in addition to your other languages.

Shadow

Your ancestor was one of the feared shadow dragons, who are dragons touched by the magic of the dark Shadowfell, and forever changed.

Ability Score Increase. Your choice of your Constitution or Charisma score increases by 1.

Draconic Ancestry. Your breath weapon is a blast of shadowy energy. This manifests your choice of a 15 foot cone or a 5 by 30 foot line, and requires your choice of a Dexterity or Constitution saving throw. Once chosen, your breath weapon saving throw or range cannot be changed, and it deals necrotic damage. Additionally, you have resistance to necrotic damage.

Naturally Stealthy. You have proficiency in the Stealth skill.

Fade Into Shadows. While in dim light or darkness, you can take the Hide action as a bonus action.

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.

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

Tlalocoatl

Descended from a rare Tlalocoatl, blah blah, also called Maztican dragons, something about two-headed snakes. Jaguar and snake

Ability Score Increase. Your choice of your Wisdom or Charisma score increases by 1.

Draconic Ancestry. Your breath weapon and damage resistance is one of the following

  • A thick burst of steam, that manifests a 15 ft. cone requiring a Dexterity saving throw, dealing fire damage, and being underwater doesn't grant resistance against this damage. Your damage resistance type is fire.
  • A blast of ice crystals, that that manifests a 15 ft. cone requiring a Constitution saving throw, dealing cold damage. Your damage resistance type is lightning.

Once chosen, your breath weapon and resistance cannot be changed.

Two-Headed. While not quite like a true Tlalocoatl's hands with one on each end, Tlalocoatl dragonborn have two serpentine heads instead of the one most dragonborn have. You have advantage on saving throws against being blinded, stunned, or knocked unconscious.

Extra Language. You can speak, read, and write Maztican in addition to your other languages.

Turtleborn

You are descended from the rare dragon turtles of the sea. Turtleborn have a large, spiked shell on their backs, and a head akin to that of a dragon turtle.

Ability Score Increase. Your choice of your Strength or Constitution score increases by 1.

Speed. Your base walking speed is 25 feet.

Draconic Ancestry. Your breath weapon is a thick burst of steam. This manifests a 15 ft. cone requiring a Constitution saving throw, and being underwater doesn't grant resistance against this damage. Your breath weapon and damage resistance type is fire.

Natural Divers. Turtleborn are descended from the great dragon turtles, who are only rivaled by the krakens for control of the deeps. You have a swimming speed of 30 feet. Additionally, you can breathe both air and water, and ignore the effects of extreme depths.

Extra Language. You can speak, read, and write Aquan in addition to your other languages.

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Want to thrash enemies with a dragonborn Paladin?  Here’s how:

  • Choose a red or gold dragon (fire element)
  • Wield a greatsword.
  • Choose defense fighting style with heavy armor.
  • Save spell slots for divine smite
  • Choose Oath of Vengeance

Ironically, dragonborn are built to be Paladins.

Sure, DnD 5e gives us lore of Bahamut and Tiamat, the dragon gods of good and evil, but the idea of a dragon as a good guy is at least a little ironic.  I mean, look at them—they breathe fire.  Taking something as chaotic and placing them into the role of a lawful hero is poetic.  In fact, it’s given me an idea.

For Sir Savage (my character), I’ve chosen the most aggressive paladin build I could think of.  Eat that, Barbarians.  And yes, I will be swinging a greatsword.  The goal here is to choose the right combination of aspects from the dragonborn and Paladin, dishing out fiery, divine punishment and tanking at the same time.  In combat, the best defense is a good offense.

Choose a red or gold dragon (fire element).

In fact, the dragonborn breathe any element you want them to breathe.  The catch is to color coordinate your guy with the element you want.

I mean, honestly, is there anything in DnD more satisfying than blasting the undead?  My Paladin is built to destroy evil, making fire my go-to element (thematically speaking) for this character.

This means I have two choices: red or gold.

Both of these dragonborn can breathe fire in a 15-foot cone of fire toward an enemy, forcing him to roll a Dexterity saving throw.  This saving throw equals 8 + Constitution bonus + Proficiency bonus.  On failed saves, fire engulfs the creature (or creatures) and deals 2d6 damage.  Even on successful saves, the baddy takes 1d6.  They’re getting burned, one way or another.  Being a close-range fighter by class, I appreciate this little facet of the dragonborn race.

The fire breath ability gives me a little range to my otherwise close combat style.

Another cool facet of this race is their natural resistance, which is related to their ancestry.   For me, this means resistance against fire.  Tell me that doesn’t come in handy.  I’ll dive in like a firestorm and nuke monsters from point blank range or burn down the whole castle.  Rawr.

Wield a greatsword.

Honestly, at this point, I just want to thrash bad guys.

With a six-pound, two-handed greatsword, I intend to do just that.  This sword rolls 2d6 slashing, giving me the advantage of 2 dice.  It sucks to roll a d12 and land on a 1.

Besides, this instrument of death is perfect for channeling my Divine Smite, which adds an additional 2d8 (3d8 against undead or fiend) to the damage roll. Add up the damage, and we get 2d6 +Strength mod +2d8.  This is where that +2 racial bonus to Strength comes in handy.

I’ve always loved the concept of a two-handed sword.  Heroes like Cloud from Final Fantasy 7 come to mind.  And yes, even Inuyasha.  The two-handed sword means do or die, it stands for an all-out assault style of combat and throws caution to the wind.  Maximum carnage is the name of the game.

And because I’m using a two-handed weapon…

Choose defense fighting style with heavy armor.

The defense fighting style adds a bonus +1 to my armor class, which would already be heavy.

Even though I’m building this guy to be aggressive, I need to be able to survive.  If I can avoid more attacks, I’ll have more opportunities to attack.  Therefore, I’ll give up the great weapon fighting style for the bonus to AC.  I’ll probably use chain mail, giving me a base AC of 16 +1 (defense fighting style).  Plate mail could increase that even further, but the sound of plate mail makes me claustrophobic.

Save spell slots for divine smite.

Now back to our regularly scheduled character build, I say forget the spells.  I mean, I’ll probably have some ready to use, but I don’t plan on using them often.

Between Lay on Hands, which is gives me the ability to heal wounds, and my relatively high AC, I’ll rely on the bonus d8 dice that Divine Smite affords me.  When I reach higher levels, I’ll be able to increase the extra damage.  By 5th level, I’ll be able to increase the radiant damage to 3d8 for 2 spell slots.

Choose Oath of Vengeance

Sir Savage has a bone to pick with a rival god of battle (one without honor), who broke his arm in an arm wrestling match.  This is why I chose Oath of Vengeance.  It’s actually perfect for my high-aggression strategy, allowing me to deter enemies and, more importantly, land attack rolls.

I receive a couple of cool traits with this path.

Abjure Enemy: Hold up a holy relic and use Channel Divinity, unless enemies are immune to fear, they make a wisdom save.  On a failed save, the creature is scared for one minute.  While scared, the creature’s speed is 0 and it can’t benefit from any bonus to its speed.  On a successful save, the creature’s speed is halved for one minute or until it takes damage.

Vow of Enmity: With this spell, I can utter my vow toward an enemy within 10 feet of me.  For one minute, or until it drops to 0 hit points or falls unconscious, I have advantage on attack rolls against the target.  As a two-handed weapon fighter, this is going to be crucial.  I can’t afford to miss if aggression is my strategy.

End notes on the Paladin.

Sir Savage took elements of the popular dragonborn Barbarian idea and crafted a Paladin, allowing me to benefit from Lay on Hands and heavy armor to cover the two-handed battle style.  On top of this, he’s able to injure magical enemies, who might otherwise be invulnerable or need silver elements.

Off the rip, Sir Savage is ready to slay demons.

Check out more character builds

Guide to Building a Wood Elf Ranger: Big Game Hunter

Guide to Building a Human Fighter: Sword Fighter

Categories Dungeons and Dragons 5e, Fantasy, Role PlayingTags character builds, D&D, dragonborn, dungeons and dragons, fantasy genre, fantasy role play, high fantasy, paladinSours: https://genrebomb.com/guide-to-building-a-dragonborn-paladin-dnd-5e/
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More than a Color, 5th edition Dragonborn, Part 1

Though it’s true that dragonborn who choose a career in adventuring are commonly those born with the strength, charisma, and breath weapons of their ancestors, not all dragonborn are gifted with those particular abilities. Some dragonborn use their social skills to gain honor and benefit from ruling councils. Some hold their ancestors more primal fighting instincts. Others are adapted to the arctic, mountains, or oceans.

Below you will find a variety of alternate racial traits and ability score bonuses that help to differentiate between the species of dragonborn. Some campaigns may even choose to have the various subraces live in their own countries with different religions and political goals instead of them all living in one land.

The range of powers, skills, and ability score increases presented below would also allow for an entirely dragonborn campaign with no, or few, other humanoid races.

Dragonborn Sub-race Traits

When playing a dragonborn, you may choose either the standard ability score adjustments and racial powers found in the Player’s Handbook, or the alternate ability score adjustments and one of the racial traits listed below. The racial trait you choose replaces your Breath Weapon trait (you retain the Resistance trait).

All dragonborn may choose from the Draconic Senses or the Winged traits in addition to those traits listed below.

Black Dragonborn
+2 Strength, +1 Charisma
Alternate Traits: Aquatic Heritage or Primal or Wildling

Blue Dragonborn
+2 Constitution, +1 Charisma
Alternate Traits: Desert Heritage or Primal or Regal

Brass Dragonborn
+2 Charisma, +1 Wisdom
Alternate Traits: Desert Heritage or Shifter or Socialite or Wildling

Bronze Dragonborn
+2 Dexterity, +1 Charisma
Alternate Traits: Aquatic Heritage or Shifter or Wildling

Copper Dragonborn
+2 Charisma, +1 Strength
Alternate Traits: Mountainous Heritage or Shifter or Trickster

Gold Dragonborn
+2 Wisdom, +1 Charisma
Alternate Traits: Aquatic Heritage or Regal or Shifter or Socialite

Green Dragonborn
+2 Dexterity, +1 Wisdom
Alternate Traits: Aquatic Heritage or Primal or Trickster or Wildling

Red Dragonborn
+2 Strength, +1 Constitution
Alternate Traits:Mountainous Heritage or Primal or Regal

Silver Dragonborn
+2 Intelligence, +1 Charisma
Alternate Traits: Mountainous Heritage or Regal or Shifter

White Dragonborn
+2 Constitution, +1 Strength
Alternate Traits: Polar Heritage or Primal

 

Alternate Traits

Aquatic Heritage (Black, Bronze, Gold, Green)
The coasts, islands, and deepest ocean trenches are as home to you as the metropolitan cities of the dragonborn lands. You can breath both air and water and you gain a swim speed of 30 feet. You also gain darkvision to a range of 60 feet and proficiency with Athletics checks.

Desert Heritage (Blue, Brass)
Your anatomy and instincts are those of an ambush predator. You gain a burrow speed of 10 feet and you can hold your breath for a number of minutes equal to your Constitution score (not your Constitution modifier). You also gain proficiency with Stealth checks and Survival checks.

Draconic Senses (All)
You have inherited the dragon’s natural senses. You gain darkvision to a range of 60 feet and proficiency with Perception checks. In addition, as a bonus action, you can gain the benefits of blindsight to a range of 10 feet for 1 minute. Once you use this ability you may not use it again until you take a long rest.

Mountainous Heritage (Copper, Silver, Red)
You are built for traversing rugged terrain and treacherous mountains. You gain a climb speed of 30 feet and proficiency with Athletics checks. You may double your proficiency bonus on any Athletics checks you make.

Polar Heritage (Silver, White)
You are built for crossing icy ledges, slippery mountainsides, and frozen lakes. You gain proficiency with Athletics and Acrobatics checks. Choose one of these skills; you gain double your proficiency bonus with that skill.

Primal (Black, Blue, Green, Red, White)
You prefer your meat fresh and your combat personal. You gain a bite attack that deals 1d4 point of piercing damage, plus your Strength modifier. When you take an Attack action, you may use a bonus action to make an attack with your bite. At 5th level, you may charge your bite attack with the same elemental energy you are resistant to. When you do, you deal an extra 1d6 elemental damage and your bite is considered magical. You may charge your bite a number of times equal to your Constitution modifier before taking a long rest.

Regal (Blue, Gold, Silver, Red)
The dragon’s impressive bearing and royal demeanor runs through your veins. You gain proficiency with History and Intimidate checks. Choose one of these skills; you gain double your proficiency bonus with that skill.

Shifter (Brass, Bronze, Copper, Gold, Silver)
You have inherited the fluidity of form possessed by metallic dragons. You may cast disguise self once per long rest. At 3rd level, you may cast alter self once per long rest. At 5th level, when you cast alter self you may gain two benefits instead of one.

Socialite (Brass, Gold)
You were born bearing the metallic dragons’ kindness, compassion, and love of conversation. You gain proficiency with Insight and Persuasion checks. Choose one of these skills; you gain double your proficiency bonus with that skill.

Trickster (Green, Copper)
Whether your humor is good natured or malevolent, you lean toward deception and trickery. You gain proficiency with Deception and Sleight of Hand checks. Choose one of these skills; you gain double your proficiency bonus with that skill.

Wildling (Black, Brass, Bronze, Green)
You have a deep connection to the natural world. Whether you ally with it or bend it to your will is up to you. You may cast speak with animals at will. At 3rd level, you may cast pass without trace once per long rest. At 5th level, you may cast animal friendship once per long rest as a 1st level spell.

Winged (All)
Far rarer than breathing fire or lightning, the gift of draconic wings is one that raises you to royal status. You gain a flight speed of 30 feet. At 11th level, this flight speed increases to 50 feet.

 

Designers Notes: The only racial abilities possessed by the dragonborn are their resistance and an increasingly dangerous area effect breath weapon that recharges on short rests; a powerful ability. Removing their breath weapon, it was important to compare alternate traits to another race that also possesses resistance. In this case, the tiefling.

In addition to their resistance, tieflings possess: darkvision, a bonus (non-damaging) cantrip, a bonus damaging 1st level spell at 3rd, and a bonus non-damaging 2nd level spell at 5th. As we are replacing the breath weapon, non-damaging cantrips and spells feel like appropriate swaps, as well as skill proficiencies and movement modes. In the case of Wildling and Shifter traits, these were straightforward.

It’s important to compare certain abilities to other races as well. For example, the human alternate traits grant a bonus feat and a bonus skill (potentially 4 skills if Skilled is taken), but their stat bonuses are reduced to +1. Granting 3 skills may be too much in addition to their +2/+1 ability score increases, but only 2 skills is too few to trade for a breath weapon. Granting one of those skills a double proficiency bonus makes the trade more interesting and keeps the build focused on a theme.

The Primal trait brings back some damage taken away by removing the breath weapon, so changing the flavor while keeping the balance was important. Though two-weapon fighters can make an off-hand attack with light weapons and probably wouldn’t take this option, the Primal trait allows melee combatants who use a two-handed weapon, ranged weapon, or weapon and shield combo to make a minor melee attack as a bonus action. Assuming a 16 Strength, the bite provides 4-7 damage, and up to 6-11 with a 20. Spread over several rounds, this can be a significant, though not unbalancing, amount and gives the feeling of the in-your-face personal combat you would expect from a chromatic dragon. At higher levels, the extra damage and magical effect of the elemental charging allows the bite to be effective without an unlimited number of uses.

Playtesting

We’re always looking for playtesters for our races, classes, archetypes and other designs here at Tribality. Wizards had the benefit of 175,000 playtesters over 2 years to get their ideas to the table; clearly we don’t have that luxury. Each of our builds are as balanced as we can design with a small playtest group and decades (over a century, maybe, I haven’t done the math) of gaming XP, and we are always excited to hear when players get these ideas on the table and provide us with constructive ways to make them better.

Tagsdragonborndragonlance

Rich Howard

Rich Howard's obsession with gaming started 35 years ago when his older brother finally let him invade his AD&D game. Since his first sleep spell, Rich has wandered the world of roleplaying, board and computer games as fascinated with their potential to teach and inspire as to entertain.

Sours: https://www.tribality.com/2015/02/02/richs-gameroom-more-than-a-color-dragonborn-part-1/

D&D 5th Edition

Dragonborn Traits

Your Draconicheritage manifests in a variety of Traitsyou share with other dragonborn.

Ability Score Increase: Your Strengthscore increases by 2, and your Charismascore increases by 1.

Age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and Developmentof a 10-year-old human child by the age of 3, and reach Adulthoodby 15. They live to be around 80.

Alignment: Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible Villains.

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.

DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)
Draconic Ancestry: You have Draconicancestry. Choose one type of Dragonfrom the DraconicAncestry table. Your breath weapon and damage Resistanceare determined by the Dragontype, as shown in the table.

Breath Weapon: You can use your action to exhale destructive energy. Your Draconicancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconicancestry. The DC for this saving throw equals 8 + your Constitutionmodifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

Damage Resistance: You have Resistanceto the damage type associated with your Draconicancestry.

Languages: You can speak, read, and write Commonand Draconic. Draconicis thought to be one of the oldest Languagesand is often used in the study of magic. The language Soundsharsh to most other creatures and includes numerous hard consonants and sibilants.
Sours: https://roll20.net/compendium/dnd5e/Dragonborn

Dragonborn red

D&D: 10 Things You Didn’t Know About Dragonborn

There are some good races to play in the beloved tabletop RPG Dungeons & Dragons, and then there are some great ones. Needless to say, dragonborn are one of the players' favorite options to play as when customizing a new character. Introduced as a playable character in the 4th edition of the game, dragonborn have quickly stolen fans' hearts.

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While some of the dragonborn abilities lose their usefulness at later levels, they can be interesting to play for roleplay purposes, draconic flavoring, and they still work as an option for a few classes. Also, no one can deny the "coolness" of being a literal humanoid dragon.

10 Dragonborn Are Not A Human-Dragon Mix

Dragonborn were not born from the love-affair between a polymorphed dragon and a human. They are entirely their own race — and have been as such since the beginning, however uncertain their origin may be. In fact, they do not even worship "dragon gods" — as they do not believe there is anything such as a benevolent draconic god.

Dragonborn once served as slaves to dragon lords and did so for millennia. At the time, there were several revolutions, but to no real avail. Modern dragonborn who believed in "dragon gods" were shunned from society or even exiled.

9 Dragonborn Devote Themselves To Their Clan

Rivaling even their devotion to the gods themselves, dragonborn believe that their clan is the most important thing in life. Every dragonborn performs his or her duties rigidly and is bound to order. As a result, they put their clan names before their call names. This is considered to be a mark of honor.

Every dragonborn clan is comprised of, typically, groups of families that have allied themselves generations back. Clans may be bound by blood but can also be bound by rulers, goals, and patrons.

8 Tails Are An Uncommon Sign Of Deformity

Dragonborn resemble a combination between humans and dragons, standing a little over 6 feet tall and heavily built. They have draconic feet, with three claws, and the thumbs on their hands are replaced by additional rear claws. Despite their majorly draconic features, they do lack two attributes: a tail and wings.

In some cases, this isn't entirely true. A rare number of dragonborn are born with tails, but this is deemed as a deformity among their kind just like a missing limb or an extra finger might be deemed by humans.

7 The Origin Of Dragonborn Is Uncertain

There is plenty of myth surrounding the origin of the dragonborn. One presumption is that dragonborn were residents of Abeir and were created to serve the first dragons. Just like dragons, it is assumed that dragonborn were created from a combination of the Astral Sea and Elemental Chaos but that, like dragons, their nature favored the elemental.

RELATED: Which Dungeons & Dragons Race Are You Based On Your Zodiac Type?

Some also believe that dragons were created by Abeir's dragon lords to become slaves. Also, it is posited that dragonborn were made from the ancient Platinum Dragon. No matter their true origin, dragonborn did serve as slaves to dragons.

6 Their Draconic Ancestry Determines Their Breath Weapon

Dragonborn come with a very interesting built-in weapon: their breath attack. Depending on their draconic ancestry, their damage type will be different. Acid, lightning, fire, poison, and cold damage are all the different destructive energy variants your dragonborn can spew out. With this, you will have damage resistance according to your ancestry.

Your draconic ancestry does not need to determine the color of your dragonborn's scales, however. That is a myth. Typically, dragonborn scales will range between brass, bronze, rust, scarlet, and even copper-green.

5 Dragonborn Lean Towards Alignment Extremes

Either good or bad, dragonborn rarely tend towards a neutral alignment. While a lawful good dragonborn is probably more viable than a chaotic good one, there is no real barrier to your dragonborn's alignment. If your dragonborn is making a conscious decision as to what side they will take in the cosmic war, they may worship Bahamut for good or, vice versa, Tiamat for evil.

It tends to be that the majority of dragonborn are good. However, if you are looking to play a wicked villain, a follower of Tiamat can prove a fun option.

4 Dragonborn Develop Very Quickly

Although dragonborn live about as long as humans, they mature much faster. Within hours after hatching, they can walk around. They might physically and developmentally appear like a 10-year old human by the age of 3, and they are considered to be an adult by 15. Your dragonborn does a lot of growing and developing within a matter of a few very short years.

Due to the nature of their speedy development, your young dragonborn might be ready to tackle some of the bigger, scarier monsters your DM has to offer early on.

3 Dragonborn Are Bound To Honor

A dragonborn's word is its vow. Dragonborn, especially those that come from clans, are very bound to honor, and usually, when they say something, they mean it. (Although this may not be a good thing if you are playing a lawful evil dragonborn!)

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Due to their sense of honor, dragonborn are proud and faithful to the clans, patrons, or parties that they serve. Dragonborn also hate to fail, so they will push themselves as hard as possible before they allow themselves to give up on just about anything.

2 Dragonborn Are Shunned For Openly Venerating Dragons

Due to their past of enslavement to dragons, dragonborn do not believe that there are any inherently good dragons. In fact, in dragonborn cities or clans, dragonborn may be shunned, outcast, or even harmed if they openly worship any dragon — whether that is a true dragon or not.

If you are a beginning player, you may want to consider keeping your mouth shut if your character worships a dragon or dragon-god. You might find yourself in some pretty hot water.

1 Dragonborn Came To Toril Recently

Toril and Abeir are the planets of the gods and the primordial, respectively. Magic on Abeir works a bit differently — cleric magic is essentially useless because the gods don't go there. However, this is the planet from where the dragonborn were "born." Because the fall of the dragons never happened on Abeir, dragons made dragonborn their slaves.

The dragonborn came to Toril during the Spellplague when a rift was opened allowing them to transcend the "dimensions." The dragonborn in modern times have not been in this new dimension for very long and are a more recent race.

NEXT: Dungeons & Dragons: A Complete Guide To Your RPG Adventure

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About The Author
Gabrielle Reid (8 Articles Published)More From Gabrielle Reid
Sours: https://www.thegamer.com/dungeons-dragons-dragonborn-trivia/

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