Dragonborn
Common Cultures: Imperial, Itinerant, Warrior
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
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 discern colors in that darkness only as shades of gray.
You have draconic ancestry. Choose one type of damage from the Draconic Ancestry table. Your breath weapon and shape as well as your damage resistance are determined by dragons of that type, as shown in the table. Your ancestry does not necessarily determine your appearance.
Damage Type | Save Type | Breath Weapon |
---|---|---|
Acid | Dex | 5 ft. by 30 ft. line |
Cold | Con | 15 ft cone |
Fire | Dex | 15 ft. cone |
Force | Str | 15 ft. cone |
Lightning | Dex | 5 ft. by 30 ft. line |
Necrotic | Con | 15 ft. cone |
Poison | Con | 15 ft. cone |
Psychic | Wis | 15 ft. cone |
Radiant | Dex | 5 ft. by 30 ft. line |
Thunder | Con | 15 ft. cone |
As in Fizban's Treasury of Dragons with the type, save, and dimensions of the breath weapon determined by your ancestry.
You have resistance to the damage type associated with your Draconic Ancestry. If you chose poison, you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
Your body has also inherited special traits from your draconic ancestors. Choose one of the following:
- Amphibious. You can breathe air and water, and you have a swim speed equal to your walking speed.
- Claws. Your claws are natural weapons with the finesse property, which you can use to make unarmed strikes that deal slashing damage equal to 1d6 + your Strength or Dexterity modifier.
- Desert Predator. You gain a burrow speed equal to half your walking speed. You have advantage on saving throws against effects from wind or sand.
- Draconic Hide. When you aren't wearing armor, your base AC is 13 + Dexterity 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.
- Ice Walk. You gain a burrow speed equal to half your walking speed. You can move around on icy surfaces without making ability checks. Difficult terrain composed of ice or snow doesn't cost you extra movement.
- Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
- Rock Climber. You have a climb speed equal to your walking speed.
Paragon Options
Dragon Fear
As in the racial feat from Xanathar's Guide to Everything except the ability score increase is replaced with proficiency in the Intimidation skill.
Draconic Warding
You become immune to the damage type associated with the Draconic Ancestry you chose at 1st level.
If you chose poison, you are immune to the poisoned condition.
Empowered Breath Weapon
Your breath weapon is greater than most, and can be used in special ways. You gain the following benefits:
- If your breath weapon is a cone, it becomes 30 feet. If your breath weapon is a line, it extends to 60 feet.
- You gain a second breath weapon. When you use your Breath Weapon trait, you can replace your breath weapon with an exhalation of energy in a 30-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
- Sleep Breath. Each creature in the cone must succeed on a Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
- Slowing Breath. Each creature in the cone must succeed on a Constitution saving throw. On a failed save, the creature can't take reactions and its speed is halved until the end of its next turn, and on its next turn, it can't make more than one attack, and it can use either an action or bonus action.
Flight
You sprout wings. You have a flying speed equal to your walking speed.
Hybrid Draconic Ancestry
Choose two additional Draconic Ancestries. You have resistance to the damage types associated with these Draconic Ancestries. Additionally, when you use your Breath Weapon, you may choose to use the Breath Weapons associated with those Draconic Ancestries.
Legacy of the First World
Choose two additional options from the Draconic Legacy trait. You gain the benefits from those options.