Dragonborn

Contents

Dragonborn Traits

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

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 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.

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.

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.

Table: Draconic Ancestry
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)

After you use your breath weapon, you can’t 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 Common 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.

Variants

Dragonborn in the Retroverse behave similarly to their kin in other realms. They share all the same traits as other Dragonborn, including temperament and species bonuses. The major difference is their Draconic Ancestry. Retroverse dragons come in many different types including: Neon, Laser, Xenon, Tesla, and many more.

The DC for saving throws against your attacks is 8 + your Constitution modifier + your proficiency bonus.

Neon Dragonborn

Source LL:TotR

Appearance. Neon dragonborn range the full spectrum of color, always correlating to the color of Neon they exude. Their blood glows an intense shade of their natural color and veins can be seen through the thinner parts of their flesh.

Draconic Attack. You can use your action to exhale destructive energy. You exhale a 15-foot cone of thin neon gas that ignites a second later. The gas spreads over cover and can filter through a crack of 1 inch or more, filling in the rest of the cone shape through the crack. Each creature within the area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much 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 draconic attack, you can’t use it again until you finish a short or long rest.

Damage Resistance. You have resistance to fire damage.

Laser Dragonborn

Source LL:TotR

Appearance. Laser dragonborn are typically a shade of purple, from a light mauve to a deep violet. Their eyes have a slight glow to them that blocks out any sign of their pupils.

Draconic Attack. You can use your action to exhale destructive energy. You exhale a 30-foot long, 5-foot-wide line of searing energy that burns your foe. Each creature within the area must make a Dexterity saving throw, taking 2d6 radiant damage on a failed save, or half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. By using a bonus action, you can overcharge your attack, adding 1d6 radiant damage to your roll. After you use your draconic attack, you can’t use it again until you finish a short or long rest.

Damage Resistance. You have resistance to fire damage.

Xenon Dragonborn

Source LL:TotR

Appearance. Xenon dragonborn have a sheen to their scales that others lack. Their reflective scales can be a highly polished black, a pearlescent blue, or even chrome. They have large frills on their heads that flare up when they are threatened or attempting to threaten.

Draconic Attack. You can use your action to raise the frills on your head, filling them with a chemical reaction that creates a blinding flash in a 15-foot cone. Each creature within the area must make a Constitution saving throw, taking 1d6 psychic damage on a failed save and being blinded until the end of their next turn, or half as much damage and not being blinded on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your draconic attack, you can’t use it again until you finish a short or long rest.

Damage Resistance. You have resistance to psychic damage.

Tesla Dragonborn

Source LL:TotR

Appearance. Tesla dragonborn are usually pale colored, with blues, yellows, and reds comprising the most common scale shades. They are a bit shorter than other dragonborn, having a tendency to hunch towards the ground.

Draconic Attack. You can use your action to charge your cells, releasing the energy in an electric aura around your body. Each creature within 5 feet of you must make a Constitution saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. If you are grappling a creature, they have disadvantage on the saving throw. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your draconic attack, you can’t use it again until you finish a short or long rest.

Damage Resistance. You have resistance to lightning damage.

Beat Dragonborn

Source LL:TotR

Appearance. Beat dragonborn take on an appearance that mimics their favorite type of music. Metal will have them wearing torn clothing and long chains. Jazz often means a crisp suit and even crisper shoes. Country almost always involves large boots and a broad hat. Whatever your appearance, your scales will eventually change to compliment your musical tastes and fashion style.

Draconic Attack. You can use your action to let out a terrible blast of music in a 15-foot cone. Each creature within the area must make a Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much 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 draconic attack, you can’t use it again until you finish a short or long rest.

Damage Resistance. You have resistance to thunder damage.

Code Dragonborn

Source LL:TotR

Appearance. Code dragonborn are a clash of one primary color and black. Their scales making small patterns of green-and-black or blue-and-black that resembles falling code. Their eyes are almost always a simple solid color that matches their scales. They lack the reality penetrating vision of a full code dragon but may occasionally receive flashes of the truth.

Draconic Attack. You can use your action to exhale a swath destructive energy. When using your breath weapon, you can choose which type of element to exhale: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. You exhale a 15-foot cone of energy that assaults your foe. Each creature within the area must make a Dexterity saving throw, taking 1d6 damage on a failed save, or half as much on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your draconic attack, you can’t use it again until you finish a short or long rest.

Damage Resistance. You have resistance to necrotic and radiant damage.

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