Order of the Roll - Dungeons and Dragons Dragonborn - Order of the Roll

Dragonborn

Dnd Dragonborn Race

Dragonborn

 mys­te­ri­ous beings who often dwell in regions where drag­ons reign. They delib­er­ate­ly choose to live close to these mighty crea­tures, for they see drag­ons not only as rulers but also as gods. In these lands, they share their soci­ety with the kobolds, anoth­er dra­con­ic race that seems to share the same ori­gin but holds a very dif­fer­ent view of their divine beings.Dragonborn are proud and

Phys­i­cal­ly, Drag­onborn resem­ble drag­ons: they have scales of many col­ors, a pow­er­ful build, claws, and an impres­sive dra­con­ic pres­ence. Unlike true drag­ons, how­ev­er, Drag­onborn have no wings and can­not fly. The col­or of their scales varies, often reflect­ing the dif­fer­ent types of drag­ons, from fiery reds to cool blues to gleam­ing golds. In many cas­es, the col­or of their scales also mir­rors their inner strength or the kind of drag­on to which they are most close­ly tied.

The Drag­onborn see drag­ons as divine beings, and their entire soci­ety is built around hon­or­ing and obey­ing them. They believe it is their sacred duty to fol­low a dragon’s com­mands with­out ques­tion. For them, drag­ons are more than lead­ers: they are guides, saints, and liv­ing embod­i­ments of the will of the gods. The Drag­onborn reli­gion revolves entire­ly around sub­mis­sion and devo­tion to drag­ons, and from a young age, every Drag­onborn is taught to ded­i­cate their life to serv­ing these mighty beings.

Kobolds

In con­trast to the Drag­onborn, kobolds fol­low a dif­fer­ent spir­i­tu­al path. Though they often live in the same regions as drag­ons, their devo­tion is direct­ed toward the wyverns, slim­mer, fiercer crea­tures with only two legs and large wings, unlike drag­ons who have both four legs and wings. Kobolds view wyverns as divine beings, almost as father- or moth­er-fig­ures, and fol­low them with child­like devo­tion. To the kobolds, wyverns embody raw pow­er, speed, and instinct. Some­times kobolds wear the skulls of oth­er races as masks or head­gear, a reli­gious prac­tice meant to bring them clos­er to their divine wyverns.

Kobolds are also dra­con­ic in nature, like Drag­onborn, but are much small­er and less impos­ing. They lack wings as well, but their bod­ies are thin­ner, quick­er, and far more agile. They are known for their mis­chie­vous and play­ful behav­ior, delight­ing in pranks, some­times harm­less, some­times dan­ger­ous. They also have a strong ten­den­cy to col­lect objects, regard­less of whether they actu­al­ly own them.

Bond Between Dragonborn and Kobolds

Despite their dif­fer­ences, Drag­onborn and kobolds share a spe­cial bond. They are not blood rel­a­tives, yet they often live side by side as broth­ers. The Drag­onborn usu­al­ly take on a seri­ous and pro­tec­tive role, while the kobolds bring light­ness and chaos into soci­ety. This bal­ance allows the two races to com­ple­ment one anoth­er: where the Drag­onborn embody strength and devo­tion, the kobolds bring cre­ativ­i­ty, resource­ful­ness, and play­ful­ness.

In soci­eties where both races coex­ist, there is often a hier­ar­chy in which the Drag­onborn assume lead­er­ship, espe­cial­ly when a drag­on is near­by. Kobolds usu­al­ly accept this, so long as they are allowed to keep their own tra­di­tions. Though their sta­tus in soci­ety is low­er, kobolds are not regard­ed as infe­ri­or, but rather as indis­pens­able mem­bers of the dra­con­ic com­mu­ni­ty.

Difference Between Dragonborn and Kobolds

It is impor­tant to under­stand the dif­fer­ence between the two beings these races wor­ship. Drag­ons are majes­tic, intel­li­gent crea­tures with four legs and two wings, pow­er­ful, mag­i­cal, and often ancient and wise. Wyverns, on the oth­er hand, have only two legs and large wings. They are wilder, more aggres­sive, and gen­er­al­ly con­sid­ered less intel­li­gent than drag­ons, though kobolds still revere them as sacred. These fun­da­men­tal dif­fer­ences also reflect the cul­tur­al con­trasts between Drag­onborn and kobolds.

Stats

Play­er hand­book

  • Abil­i­ty Score Increase. Your Strength score increas­es by 2, and your 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 to be around 80.
  • Align­ment. Drag­onborn tend towards extremes, mak­ing a con­scious choice for one side or the oth­er between Good and Evil (rep­re­sent­ed by Bahamut and Tia­mat, respec­tive­ly). More side with Bahamut than Tia­mat (whose non-drag­on fol­low­ers are most­ly kobolds), but vil­lain­ous drag­onborn can be quite ter­ri­ble indeed. Some rare few choose to devote them­selves to less­er drag­on deities, such as Chronep­sis (Neu­tral), and few­er still choose to wor­ship Io, the Nine­fold Drag­on, who is all align­ments at once.
  • 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.
  • 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 Col­or

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

Cold

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 using your breath weapon, you can­not use it again until you com­plete a short or long rest. HBInstead, you may use your breath weapon a num­ber of times equal to your Con­sti­tu­tion mod­i­fi­er. You regain expend­ed uses on a short or long rest.
  • Dam­age Resis­tance. You have resis­tance to the dam­age type asso­ci­at­ed with your ances­try.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Dra­con­ic and one oth­er lan­guage that you want. 

Chro­mat­ic

  • Abil­i­ty Score Increase. Increase one abil­i­ty score by 2 and increase a dif­fer­ent one by 1, or you increase three dif­fer­ent scores by 1.
  • Type. You are a Humanoid.
  • Size. You are Medi­um.

  • Speed. Your walk­ing speed is 30 feet.

  • Chro­mat­ic Ances­try. You trace your ances­try to a chro­mat­ic drag­on, grant­i­ng you a spe­cial mag­i­cal affin­i­ty. Choose one type of drag­on from the Chro­mat­ic Ances­try table. This deter­mines the dam­age type for your oth­er traits as shown in the table.

             Chro­mat­ic Ances­try

            Drag­on

Dam­age Type

            Black

Acid

           Blue

Light­ning

           Green

Poi­son

            Red

Fire

           White

Cold

  • Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exha­la­tion of mag­i­cal ener­gy in a 30-foot line that is 5 feet wide. Each crea­ture in that area must make a Dex­ter­i­ty sav­ing throw (DC = 8 + your Con­sti­tu­tion mod­i­fi­er + your pro­fi­cien­cy bonus). On a failed save, the crea­ture takes 1d10 dam­age of the type asso­ci­at­ed with your Chro­mat­ic Ances­try. On a suc­cess­ful save, it takes half as much dam­age. This dam­age increas­es by 1d10 when you reach 5th lev­el (2d10), 11th lev­el (3d10), and 17th lev­el (4d10). You can use your Breath Weapon a num­ber of times equal to your pro­fi­cien­cy bonus, and you regain all expend­ed uses when you fin­ish a long rest.
  • Dra­con­ic Resis­tance. You have resis­tance to the dam­age type asso­ci­at­ed with your Chro­mat­ic Ances­try.
  • Chro­mat­ic Ward­ing. Start­ing at 5th lev­el, as an action, you can chan­nel your dra­con­ic ener­gy to pro­tect your­self. For 1 minute, you become immune to the dam­age type asso­ci­at­ed with your Chro­mat­ic Ances­try. Once you use this trait, you can’t do so again until you fin­ish a long rest.

Metal­lic

  • Abil­i­ty Score Increase. Increase one abil­i­ty score by 2 and increase a dif­fer­ent one by 1, or you increase three dif­fer­ent scores by 1.
  • Type. You are a Humanoid.
  • Size. You are Medi­um.
  • Speed. Your walk­ing speed is 30 feet.
  • Metal­lic Ances­try. You trace your ances­try to a metal­lic drag­on, grant­i­ng you a spe­cial mag­i­cal affin­i­ty. Choose one type of drag­on from the Metal­lic Ances­try table. This deter­mines the dam­age type for your oth­er traits as shown in the table.

            Metal­lic Ances­try

           Drag­on

Dam­age Type

           Brass

Fire

          Bronze

Light­ning

          Cop­per

Acid

          Gold

Fire

          Sil­ver

Cold

  • Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exha­la­tion of mag­i­cal ener­gy in a 15-foot cone. Each crea­ture in that area must make a Dex­ter­i­ty sav­ing throw (DC = 8 + your Con­sti­tu­tion mod­i­fi­er + your pro­fi­cien­cy bonus). On a failed save, the crea­ture takes 1d10 dam­age of the type asso­ci­at­ed with your Metal­lic Ances­try. On a suc­cess­ful save, it takes half as much dam­age. This dam­age increas­es by 1d10 when you reach 5th lev­el (2d10), 11th lev­el (3d10), and 17th lev­el (4d10).
  • Dra­con­ic Resis­tance. You have resis­tance to the dam­age type asso­ci­at­ed with your Metal­lic Ances­try.
  • Metal­lic Breath Weapon. At 5th lev­el, you gain a sec­ond breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exha­la­tion in a 15-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.
    • Once you use your Metal­lic Breath Weapon, you can’t do so again until you fin­ish a long rest.

Gem

  • Abil­i­ty Score Increase. Increase one abil­i­ty score by 2 and increase a dif­fer­ent one by 1, or you increase three dif­fer­ent scores by 1.
  • Type. You are a Humanoid.
  • Size. You are Medi­um.
  • Speed. Your walk­ing speed is 30 feet.
  • Gem Ances­try. You trace your ances­try to a Gem drag­on, grant­i­ng you a spe­cial mag­i­cal affin­i­ty. Choose one type of drag­on from the Gem Ances­try table. This deter­mines the dam­age type for your oth­er traits as shown in the table.

             Gem Ances­try

            Drag­on

Dam­age Type

            Amethyst

Force

           Crys­tal

Radi­ant

           Emer­ald

Psy­chic

           Sap­phire

Thun­der

           Topaz

Necrot­ic

  • Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exha­la­tion of mag­i­cal ener­gy in a 15-foot cone. Each crea­ture in that area must make a Dex­ter­i­ty sav­ing throw (DC = 8 + your Con­sti­tu­tion mod­i­fi­er + your pro­fi­cien­cy bonus). On a failed save, the crea­ture takes 1d10 dam­age of the type asso­ci­at­ed with your Gem Ances­try. On a suc­cess­ful save, it takes half as much dam­age. This dam­age increas­es by 1d10 when you reach 5th lev­el (2d10), 11th lev­el (3d10), and 17th lev­el (4d10). You can use your Breath Weapon a num­ber of times equal to your pro­fi­cien­cy bonus, and you regain all expend­ed uses when you fin­ish a long rest.
  • Dra­con­ic Resis­tance. You have resis­tance to the dam­age type asso­ci­at­ed with your Gem Ances­try.
  • Psion­ic Mind. You can tele­path­i­cal­ly speak to any crea­ture you can see with­in 30 feet of you. You don’t need to share a lan­guage with the crea­ture, but the crea­ture must be able to under­stand at least one lan­guage.
  • Gem Flight. Start­ing at 5th lev­el, you can use a bonus action to man­i­fest spec­tral wings on your body. These wings last for 1 minute. For the dura­tion, you gain a fly­ing speed equal to your walk­ing speed and can hov­er. Once you use this trait, you can’t do so again until you fin­ish a long rest.
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