Arguably the coolest-looking species in the game, Dragonborns are a staple of the Dungeons & Dragons franchise. Being a dragon humanoid is already a fun concept, and many fun perks come with the species. However, it is also known in the community to be a bit weak compared to the others, but there are ways around it.
Here are some interesting details to read to prepare you for strong Dragonborn characters in terms of mechanics, role-playing, and lore. If you are playing in a homebrew scenario, the knowledge base details may not apply.
Dragons come in many different colors, but there are two main groups. Chromatic, which uses the dragon’s basic colors (red, green, blue, etc.), and Metallic, which uses colors based on metallic materials (Bronze). , copper, gold, etc.). The Player’s Handbook offers several options mixed in between these two categories.
In terms of gameplay and combat, these colors represent two aspects of your character. A breath weapon, a basic area attack that can be performed once per long rest (which we’ll mention later, but can vary), and resistance damage types.
Red Dragonborn, for example, are resistant to fire damage and can breathe fire at enemies within a 15-foot cone. Some breath weapons also attack in a straight line rather than in a cone.
In the story, chromatic dragons are generally considered evil creatures, as they are all descendants of the evil Tiamat. Metallic dragons are considered good creatures. It doesn’t dictate your alignment, as you can be a good red dragonborn or an evil gold dragonborn, but it does give you a fun backstory idea that you’re part of a good or evil legacy.
This detail is often ignored, but there’s nothing stopping you from using it and making it a huge part of your character.
4 Fizban’s Dragon Treasure House
As mentioned at the beginning, Dragonborns aren’t as powerful as they seem, making the other species a better option if you’re looking to minimize and maximize your character. However, there are several extension books that provide more space for customization. But the best is Fizban’s Treasury of Dragons.
First, it better differentiates between the Chromatic and Metallic categories, and not only do you get bonuses for color, but you also get bonuses for being a Chromatic or Metallic Dragonborn. We also create a third category called Gem Dragonborns that can be used for interesting and fun concepts.
Chromatics can be immune to damage resisted for 1 minute, Metallics have a second breath attack that can incapacitate or knock back enemies, and Gems can fly and float for 1 minute.
Breath weapons also cost only one attack rather than a full action when using this book, and can be used more often. It does less damage, but it’s still usable.
Gem Dragonborns are worth looking into as their breath attacks and resistances use damage types that are uncommon in players’ hands. For example, you can resist Force or Psychic damage.
Just for the fun of the concept, you could create an emerald dragonborn, a totem warrior barbarian, and gain resistance to all damage types. Oh, and by using this book for character creation, you can add ability score bonuses wherever you see fit.
three how people perceive you
Dragonborns can cause a variety of reactions whenever they appear. They have a unique appearance and resemble some of the most powerful and most dangerous creatures in the entire realm. That means people will look at you in awe or horror. Or they might think you’re weird.
All of these options can provide powerful background story concepts and role-playing opportunities when they are already on the table. You can be the one who has to convince others that you are not a monster, or you can use your dragon fear to intimidate those who want to harm you.
Or you may simply not care and try to live your life in peace, ignoring other people’s reactions to your presence. Check with your DM about how the Dragonborns are treated in their world and see how much fun you’ll have.
2 Which classes are good for you?
According to the Player’s Handbook, everything that depends on strength and charisma is your friend. This is because the former increases by 2 and the latter by 1. It instantly calls out a paladin capable of fighting enemies using both physical prowess and divine power.
Gaining resistances will also make you a better tank, and the chance to hit multiple people with your breath weapon is great. It won’t hurt too much, but it can draw the attention of several enemies, making it a good tank feature.
Fizban’s allows for many other interesting builds by opting for ability score increases and providing cool breath weapon changes. Spellcasters will have a great time being Dragonborn. Low resistance can help on health bars, and dexterity can help here too. More on that later.
However, this versatility is also enhanced by the aforementioned tanks. Barbarians and Fighters also excel in the front lines with extra resistance in case you don’t want to be a paladin.
One your racial feat
In fact, Dragonborns don’t get the most interesting racial feats. Of the two options offered by Xanathar’s Guide, there are niche feats and very niche feats. Nonetheless, it can still be useful depending on your build.
Dragon Hide gives you claws as your natural weapon, giving you d4+ strength and increasing Strength, Constitution, or Charisma by one. The best part here, however, is changing the base armor rating calculation to 13 + Agility instead of an average of 10 + Agility, making the scales harder.
Free mage armor always on. Slightly useful to spellcasters, so you don’t need to spend spell slots on Mage Armor, but this feat is more useful to fighters and rogues, so you can ditch light armor as 13 is a higher bonus it can provide.
You can still use shields, so when you reach 20 Dexterity your AC will be 18 without shields and 20 with shields. Or more so if it’s a magic shield.
Dragon Fear is another reason Dragonborn makes a good tank. You can use your breath weapon to roar, making Wisdom saving throws to all nearby enemies. If they fail, they will be terrified and that’s a hard condition to have.
Each hit can attempt to exit the state, otherwise it lasts for 1 minute. It’s an effective crowd control mechanic, and Fizban’s allow you to use your breath weapon more often, so you can use this perk more often or scare enemies and attack them in the same turn.
The attack can still exit the condition, but it still works. It also gives you a plus 1 to enter one of the same ability points mentioned in Dragon Hide.
Next: Dungeons & Dragons: 10 Backstory Ideas for Paladins