Dragonborn

Born of mortals whose families have dragon blood in them, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining 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.

Ability Score Increase. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.

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. Dragonborn are typically either Good or Evil, with very few walking the path of Neutrality.

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 trace your ancestry to a particular kind of dragon. Choose a type from one of the lists below; this will determine the damage of your breath weapon, and the type of resistance you gain. 

Chromatic Dragon Ancestry

Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.

You also gain the following feature for having the chromatic dragon ancestry:

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 either a 15-foot cone or 30 foot line that is 5 feet wide, your choice when you use the breath weapon. 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 1d12 damage of the type associated with your ancestry. On a successful save, it takes half as much damage. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). 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 draconic ancestry.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

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 short or long rest.

Metallic Dragon Ancestry

Dragonborn with metallic ancestry lay claim to the tenacity of metallic 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 purifies.

You also gain the following feature for having the metallic dragon ancestry:

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 either a 15-foot cone or 30 foot line that is 5 feet wide, your choice when you use the breath weapon. 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 1d12 damage of the type associated with your ancestry. On a successful save, it takes half as much damage. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). 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 draconic ancestry.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you use your breath weapon, you can cause it to have one of the additional effects listed below.

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

Gem Dragon Ancestry

The colors and mysterious powers of gem dragons — amethyst, crystal, emerald, sapphire, and topaz — gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery — but also the desiccation of despair.

You also gain the following features for having the gem dragon ancestry:

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 either a 15-foot cone or 30 foot line that is 5 feet wide, your choice when you use the breath weapon. 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 1d12 damage of the type associated with your ancestry. On a successful save, it takes half as much damage. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). 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 draconic ancestry.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

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.