Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by old draconic bloodlines, or blessed by the dragons themselves, dragonborn are a combination of the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

## **Proud Dragon Kin**

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings. Dragonborn have scales of vibrant hues matching the colors of their dragon kin. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, featuring talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Dragonborn appearances can vary greatly depending on their bloodlines or habitat. While many possess tails, a large population does not. While some dragonborn walk on digitigrade feet, others are plantigrade. Other features include a crest of scales resembling ropy hair, webbed crests, color shifting scales, whiskers like that of a catfish, patches of coarse fur, or feathered crests.

## **Self-Sufficient Settlements**

Of the beastfolk the dragonborn are the few who consistently build permanent cities and towns. In days past, dragonborn lived in tightly-woven clans , now three or four of these clans can coexist in well fortified cities. Dragonborn still feel strong ties to their original clan, and will continue to owe their devotion and respect to their clan above all else, occasionally leading to disputes amongst neighboring clans. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the thunder, and when a clan needs help, it turns to another dragonborn thunder before seeking aid from other races—or even from the gods.

## **Dragonborn Names**

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a 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

## **Dragonborn Subraces**

Dragonborn take strongly after the different types and dragons and reflect the variety and individuality of dragons from the silver tongued Draconblood to hardy Ravenite. The Ironscale, Draconblood and Ravenite dragonborn are the most common and have the most physical diversity of the dragonborn, possessing a wider scale coloration, and unique physical attributes such as feathers, fur or webbed crests. Wild, City and Gem dragonborn, on the other hand, take more closely after the types of dragons for which they were named.

*When creating a Dragonborn character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

### **Ironscale**

*(Str +2; Cha +1)*

Ironscale dragonborn are the most common dragonborn. They are tough, adaptable, and take easily to learning magic. Ironscale are the hardest to tell apart from the other kinds of dragonborn, though they tend to possess larger horns.

**Draconic Ancestry.** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistence 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. 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.

### **Draconblood**

*(Int +2; Cha +1)*

Draconbloods possess long tails and a knack for social manipulation. They are ideal diplomats and politicians, and reflect the dragon's silver tongue. A draconblood uses the Ironscale traits above, with the following traits replacing the Damage Resistance trait.

**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.

**Forceful Presence.** You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

### **Ravenite**

*(Str +2; Con +1)*

Ravenites have no tails and a hearty physique. The reflect the dragon's raw physical prowess and make ideal warriors and hard workers. A ravenite uses the Ironscale traits above, with the following traits replacing the Damage Resistance trait.

**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.

**Vengeful Assault.** When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.

### Wild Dragonborn

Dragonborn with wild ancestry claim the raw elemental power of the chromatic dragons. The vibrant colors of the chromatics—black, blue, green, red, and white—gleam in their scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, of raging lightning storms; theirs also is the subtle whisper of swamp and forest, corrosive and toxic.

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

Wild Ancestry
 Blue
 Green
 Red
 White

**Breath Weapon.** When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Wild Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait 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 Wild Ancestry.

**Chromatic Warding.** Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the damage type associated with your Wild Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

### City Dragonborn

Dragonborn with city ancestry lay claim to the unflinching tenacity of the city dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that cleanses and purifies.

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

City Ancestry
 Bronze
 Copper
 Gold
 Silver

**Breath Weapon.** When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your City Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait 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 City Ancestry.

**Metallic Breath Weapon.** At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. When you use this ability, choose one:

• Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

• Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest

### Gem Dragonborn

Dragonborn with gem ancestry partake of the heritage of all gem dragons, whose wisdom and intense magic powers are legend. The colors and mysterious powers of the gem dragons— amethyst, crystal, emerald, sapphire, and topaz—gleam in their scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, the resounding echo of discovery, and the desiccation of despair.

**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
 Crystal
 Emerald
 Sapphire
 Topaz

**Breath Weapon.** When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Gem Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait 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. Your communication doesn’t give the creature the ability to respond to you telepathically.

**Gem Flight.** Starting at 3rd level, you can use your bonus action to temporarily summon an array of spectral gems that match your Gem Ancestry in the shape of wings that 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