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Dragonborn

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

Dragonborn Traits

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Dragonborn reach adulthood much faster than humans. Within a few years they have the development of a preteen human. They reach adulthood in their early teens, and can live for up to 80 years.
  • Size. Dragonborn are generally taller and heavier than humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Draconic.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • Aquatic Adaptation. You gain a swim speed of 30 feet, and can breathe air and water.
  • Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry 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 draconic ancestry. The DC for this saving throw equals 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 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.
Draconic Ancestry
Dragon Type 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)
Shadow Necrotic 15 ft. cone (Con save)
Prismatic Radiant 5 by 30 ft. line (Dex save)
  • Draconic Fear. You can use your action to intimidate those around you. Each creature of your choice within 30 feet of you that can see and hear you must make a Wisdom saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.
  • Draconic Wings (Costs Two Major Features). You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
  • Dragon Senses. You have blindsight with a radius of 30 feet.
  • Legendary Resistance. When you fail a saving throw, you can make another attempt, taking the highest result. Once you use this ability, you can’t use it again until you finish a long rest.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • 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.
  • Draconic History. You have proficiency in the History skill.
  • Draconic Resistance. You have resistance to one of the damage types listed on the Draconic Ancestry table.
  • Dragon Hide. When you aren’t wearing armor, your AC is 13 + your 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.
  • Dual Dragon (Requires Breath Weapon). You can pick an additional breath weapon option. When you use your breath weapon, you can choose to use either option, but you don’t receive any additional uses of your breath weapon.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Intimidating Presence. You have proficiency in the Intimidation skill.
  • Natural Weaponry. You have natural weapons, either claws, fangs, or a tail. These are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (depending on the type of weaponry) equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez