The Dragonborn Race Details in DnD 5e

The Dragonborn Race Details:

Dragonborn Race

The Dragonborn race walks haughtily through a world that welcomes them with fearful incomprehension. Dragonborn were a distinct race that emerged from dragon eggs, fusing the best qualities of dragons and humanoids. They were shaped by draconic gods or the dragons themselves. Others join the ranks of soldiers in great battles, while still others find themselves adrift and without a clear purpose in life. Some Dragonborn has devoted servants to real dragons.

Her father was paralyzed as he stood on the first step of the three stairs that descended from the portal. Clanless Mehen still appeared as if he could take down a dangerous bear by himself, despite the edges of his face’s scales becoming paler. His usual battered armor had vanished, replaced by scale armor with bright silver tracings and a violet tint. Additionally, he had a blazon on his arm that bore the logo of an unknown foreign house. Even before he discovered the twins left in swaddling at the gates of Arush Vayem, he had been carrying the same sword, which was now on his back.

For as long as she could remember, Farideh had been aware of how fortunate she had been to learn how to read her father’s face. A human would undoubtedly only detect the indifference of a dragon in Clanless Mehen’s face if they were unable to notice the shift in either her or Havilar’s eyes. Her father’s face, however, spoke volumes thanks to the shift in scales, the arch of a ridge, the set of his eyes, and the gape of his teeth.

The indifference of a dragon, even to Farideh, seemed to cover every scale of it this time.

Blissful Dragon Kin:

Even though they lack wings and a tail, Dragonborn looks like dragons when they are standing upright. A more uniform appearance has resulted from interbreeding over many generations as opposed to the original Dragonborn’s colorful scales, which matched the hues of their dragon relatives. Although occasionally they can be scarlet, rust, gold, or copper-green, their tiny, delicate scales are typically brass or bronze in color. They are well-built, tall, and frequently weigh 300 pounds or more. They regularly reach heights of about 612 feet. On their hands and feet, in addition to having three fingers and a thumb, they have powerful claws that resemble talon-like teeth.

Some clans of Dragonborn are very strongly infused with the blood of a specific kind of dragon. The scales of this Dragonborn frequently resemble those of their dragon ancestor more closely— vibrant red, green, blue, or white; glossy black; or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Reliant Clans:

The clan is more significant to a Dragonborn than life itself. Above all, even the gods, the clan is the object of the Dragonborn’s devotion and respect. Bringing dishonor to the clan can lead to expulsion and exile. Each Dragonborn’s behavior reflects the honor of his or her clan. Each Dragonborn is aware of their position and responsibilities within the clan, and maintaining the boundaries of that position is required out of respect for the clan.

The capacity for self-improvement is a reflection of the race’s overall capacity for independence. In all endeavors, Dragonborn values proficiency, and excellence. Before giving up on something, they exert tremendous effort because they detest failing. A Dragonborn’s lifelong objective is to become an expert in a particular skill. It is simple for people of other races who share the same dedication to gain a Dragonborn’s respect.

Even though all Dragonborn aim to be independent, they understand that in trying circumstances, assistance may be required. The clan, however, is the best place to turn for such assistance, so when one clan needs assistance, it first turns to another Dragonborn clan rather than turning to other races or even to the gods.

Dragonborn Names:

The personal names given to Dragonborn are given to them at birth, but as a sign of honor, they always put their clan names first. It’s common for clutchmates to refer to one another by a name or nickname from their youth as a term of endearment or a descriptive term. A name might be associated with a particular incident or 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

DRACONIANS:

It is well known that these draconic humanoids have a volatile past, despite the fact that the details of their origin are not entirely clear. The followers of the evil goddess Takhisis discovered a sinister ritual in the world of Dragonlance that allowed them to tamper with metallic dragon eggs and create the evil Dragonborn known as draconian. Araks (gold), Baaz (brass), Bozak (bronze), Kapak (copper), and Sivak, the five types of draconian that correspond to the five metallic dragons, fought for Takhisis in the War of the Lance (silver). They are equipped with special magical powers in place of their draconic breath weapons.

Dragonborn Traits:

Your draconic heritage manifests in a variety of traits you share with other Dragonborn.

Ability Score Increase:

Your Charisma score rises by one point, and your Strength score rises by two.

Age:

Dragonborn children develop quickly. After only a few hours of development, they can walk. By the time they are three years old, they have reached the size and development of a 10-year-old human child. They live for about 80 years.

Size:

The average Dragonborn weighs close to 250 pounds and stands over 6 feet tall, making them both taller and heavier than humans. You are a medium size.

Speed:

You move at a 30-foot-per-second base pace.

Draconbloods:

In exchange for a focus on charisma-based skills, dragon bloods give up their resistances. Given that it can only be used once per day, the powerful presence ability could make you feel demoralized.
You shouldn’t have to perform an ability check of that nature more than once a day, in all honesty. Having that advantage means you’ll have a wonderful approach to ensure you succeed when you do come across someone you need to scare or persuade.

Furthermore, Draconbloods have +2 intelligence, which is a somewhat uncommon trait. This bonus is not merely uncommon; only the Gnome and Vedalken official races of World of Warcraft receive it. This becomes a fantastic subrace if you’re wanting to create a wizard or artificer of incredible power.

• An increase in ability score. Your Charisma score rises by one point, while your Intelligence score rises by two.

• Darkvision. Within 60 feet of you, you can see in low light as if it were brilliant, and in complete darkness as if it were low light. In the dark, only grayscale shades may be seen.

• Strong Presence. You can use an advantage once per long rest when making an Intimidation or Persuasion check.

Draconic Ancestry:

Your lineage is draconic. You can pick a specific type of dragon from the Draconic Ancestry table. The damage resistance of your breath weapon and how it is affected by the type of dragon are shown in the table below.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon:

You can release negative energy with your physical action. The exhalation’s size, shape, and type of damage are determined by your draconic ancestry. Each creature within the exhalation zone must make a saving throw when you use your breath weapon, and the kind of save required depends on your draconic heritage. The DC for this saving throw is 8 plus your Constitutional modifier plus your proficiency bonus. If a save is unsuccessful, a creature will suffer 2d6 damage; if it succeeds, it will only suffer half as much damage. At each successive level after the sixth, the damage rises to 3d6, 4d6, and 5d6, respectively. Until you have finished a short or long rest, you are unable to use your breath weapon again.

As a Dragonborn, you get a nifty breath weapon, which is only useful if you find yourself surrounded by weak mobs. Your Unarmored Defense will add your Constitution modifier to your Armor Class like the Monk gets with their Wisdom. Do Not Pick Dragonhide, It’s a Trap promises you an AC bonus of 13 + Dexterity.

This gives you several benefits and is worth reading the entry in the Basic Rules, as it is too long to be posted here. The Dragonborn Barbarian is one of the best classes for a Barbarian.

At the 6th level:

You gain physical bonuses to your movement types usable even when you aren’t raging. You can cast spells while far enough away to cast firebolt as a Red, Gold, or Brass Dragonborn or chill touch as Topaz Dragonborn.

Ravenite:

Rise in ability score. Your Strength and Constitution scores both rise by one, and your Strength score rises by two.
Darkvision. Within 60 feet of you, you can see in low light as if it were brilliant, and in complete darkness as if it were low light. In the dark, only grayscale shades may be seen.
Violent Assault. You can make an attack using your reaction when a creature in your line of sight takes damage from one of your weapons. This can be done once after a little or extended rest.
Ravenites are Dragonborn who embrace a hard spirit, in contrast to dragon bloods who thrive in their seductive nature. The capacity to respond with an attack is incredibly useful and, when employed appropriately, can

THE CLASSES BEST SUITABLE FOR THE DRAGONBORN:

Given that the ability scores fluctuate enough across the variant races, the class you select as this race will be heavily influenced by your choice of variant race.

Paladin:

Essentially, a paladin is how the typical Dragonborn is constructed. You’re in a good position with +2 strength for combat and +1 charisma for spellcasting. You will benefit from damage resistance and an extra type of damage to supplement the class and fill in any gaps in your setup.

Fighter:

Fighters could employ the ordinary variant, but a ravening Dragonborn will serve them considerably better. Instead of charisma, you should be specifically seeking for the +1 to the constitution.
A reaction strike from the variation and whichever dragon’s breath you choose to use will cover the demand for some magical damage, giving you access to other attack kinds.

Barbarian:

It is similar to the fighter’s motivations. The Vengeful Assault calls for accepting damage, which you can accomplish easily. It may be better suited to the barbarian.
Aside from the fact that they won’t stack and you’ll presumably pick them up in class, you have very little motivation to acquire an additional resistance.

Wizard:

The Draconblood starts to look like a good choice at this point. While there aren’t many ways to combine the ability bonuses, a +2 to intellect doesn’t have much of a choice and shouldn’t be overly choosy.
Although The Forceful Presence might seem a little out of place for your typical wizard, this does not exclude you from playing a charming wizard.

Artificer:

The artificer can also come up with some intriguing ideas to improve their own dragon’s breath, which is quite a similar feeling to the wizard’s arguments.

Damage Resistance OF The Dragonborn

You are immune to the kind of damage brought on by your draconic heritage.

Dragonborn Languages

Both Common and Draconic are languages you can speak, read, and write. Often used in the study of magic, draconic is thought to be one of the earliest languages. Many of the hard consonants and sibilants in the language make it sound harsh to most other creatures.

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