Additional Dragonborn Types & Improved Breath Weapons

A biological survey of exceedingly rare varities of Dragonborn.

Dragonborn of Tramauldin

Two million years ago our deities fought against the monstrous Dracolich who threatend us all. Their victory against it insured Dragon-kind's survival. The heroes' care of the last remaining clutch of eggs helped to shape how Dragons interact with the other races of Tramauldin.

Dragons of a Different Nature

"Those who are less educated in the realm of dragonborn may often think that we only come in the metallic or chromatic variety but this thought process, is in fact, hogwash." - Kante Metzen, Dragonborn Biologist


Astral: "My father needed to age, so he came here, and that's when he discovered his love of Elven women.."

Ability Score Adjustment. Instead of your Charisma score

increasing by 1, your Intelligence increases by 1.


Purple: "I have no interest in running any kingdom under the sun. Why rule one area when maps allow you to rule the world?"

Superior Dark Vision. Your darkvision has a radius of 120

feet.

Sunlight Sensitivity. You have disadvantagve on attack

rolls and on Wisdom (Perception) checks that rely on sight

when you, the target of your attack, or whatever you are

trying to perceive is in direct sunlight.


Fang: "So what if I can't breath piddling flames? Strength and speed can overcome anything."

Ability Score Adjustment. Instead of your Charisma score

increasing by 1, your Dexterity increases by 1.

With Fangs Like These...You no longer have a breath

weapon, but spikes protrude from your body. You may fire

these from your body as unarmed strikes. They have a

range of 30 feet and deal 1d4 piercing damage + Strength

modifier on hit.


Brown: "Wings are not neccesary when the sands of Giam are the skies of my kind."

Certain feats, including ones listed in this document, affect you differently than your fellow Dragonborn. The "Dragon Wings" feat, listed in Unearthed Arcana: Feats for Races, gives you a burrowing speed of 30ft.


Deep: "One taste of my breath and you'll never confuse me with a purple again.."

The feats in this document affect you differently than your fellow Dragonborn.


Mithral: "The Astral Sea is a big place, many humanoid races exist there, and my mother had many mates. My creation was an inevitability."

The feats in this document affect you differently than your fellow Dragonborn.


Indigo: "Did I sink your ship, puny human? Sorry, must be a bad habit I inherited from daddy dearest."

Lungs of a Dragon: You can hold your breath for 3 times as long as you normally could.


Orange: "Never interrupt me while I'm eating! You'll find the result quite...explosive."

Lungs of a Dragon: You can hold your breath for 3 times as long as you normally could.

Dual Ancestry: Your Draconic Ancestry is split between two types; Your breath deals Fire damage and your natural resistance is Acid.


Draconic Ancestry
Dragon Damage Type Breath Weapon
Astral Psychic 15ft. cone (Int. save)
Purple Force 5 by 30ft. line (Dex. save)
Brown Acid 15ft. cone (Con. save)
Deep Poison 5 by 30ft. line (Con. save)
Mithral Radiant 5 by 30ft. line (Con. save)
Indigo Thunder 15ft. cone (Con. Save)
Orange Fire 5by 30ft. line (Dex. save)

"Purple Dragonborn"

Credit: Artist Unknown

Image Alteration: Queserasarah

Dragonborn Feats

Improved Breath Weapon

.

"Don't worry men, they can't do that more than once! Wait a minute..." - Theydak Meyn: Famous Last Words.

You delve deeper into your ancestral roots and gain an additional use of your breath weapon feature. Your breath weapon is also augmented in some way. If a creature hit by your breath weapon fails their save they may suffer an additional effect. In addition, you gain +1 Constiution (up to a maximum of 20) when you take this feat.

Improved Breath Weapons
Dragon Breath Weapon Augmentation
Astral You may change the damage type of your breath weapon to force when you use it.
Black You may change the damage type of your breath weapon to necrotic when you use it.
Blue You may change the damage type of your breath weapon to force when you use it.
Brass You may change the damage type of your breath weapon to radiant when you use it.
Bronze You may change the damage type of your breath weapon to force when you use it.
Brown On a failed save, the creature's AC is reduced by 1 for 1 round, if they are not wearing magical armor.
Copper You may change the damage type of your breath weapon to necrotic when you use it.
Deep Your breath can snake around full cover/environmental obstructions given its gaseous nature (as long as there is a potential route/opening).
Gold You may change the damage type of your breath weapon to radiant when you use it.
Green On a failed save, creatures become poisoned for 1 round (disadvantage on ability checks and attack rolls).
Indigo On a failed save, creatures are deafened for 1 round.
Mithril On a failed save, creatures are blinded for 1 round.
Orange You may change the damage type of your breath weapon to acid when you use it.
Purple On a failed save, creatures are blinded for 1 round.
Red You may change the damage type of your breath weapon to radiant when you use it.
Silver On a failed save, the creature's movement is halved for 1 round.
White On a failed save, the creature's movement is halved for 1 round.

True Dragon Breath

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(Prerequisite: Dragonborn, Improved Breath Weapon)

"I may not have wings, I may not have a tail, I may not be as large as a castle, but once you feel the power of my breath there will be no doubt of my ancestry." - Hothzera, Dragonborn Champion

When you take this feat you get ever closer to the Dragons you are descended from and gain a secondary breath weapon. The DC for this breath weapon is the same as your original and if the breath does damage then the damage is equal to your original, but the ability save or area of effect may differ. In addition, you gain +1 Constiution (up to a maximum of 20) when you take this feat.

True Dragon Breath
Dragon Name Breath Weapon Augmentation
Astral Stupefying Breath Exhale astral energy in a 15ft. Cone, creatures hit must make an Int. Saving Throw or have their Intelligence reduced to 1 for 1 Round. A creature stupefied in this manner can still tell friend from foe. If this breath is used in the Astral Plane creatures hit are teleported back to the plane of existence they entered the Astral Plane from.
Black Shadow Breath Exhale necrotic energy in a 15ft. cone. Creatures within the cone must make a Con. saving throw or have their HP maximum reduced by necrotic damage. This reduction goes away after a short or long rest. Undead hit by this ability are healed instead.
Blue Breath of Magic Exhale a burst of raw magic in a 15ft cone. Creatures within the cone must make a Wis. saving throw or take force damge and be affected by one Wild Magic surge. (Reroll if the result is 01-02)
Brass Sleep Breath Exhale sleep gas in a 15ft. cone. Creatures within the cone must make a Con. saving throw or fall unconscious for 1 round. This effect ends if they take any damage or a creature uses its action to wake it.
Bronze Replusion Breath Exhale repulsion energy in a 15ft cone. Creatures within the cone must make a Str. saving throw or take force damage and be pushed 15ft. away from the Dragonborn.
Brown Caustic Breath Exhale acid in a 5 by 30ft. line. Creatures within the breath must make a Dex. saving throw or take acid damage and have their AC and Attack rolls reduced by 1 for 1 round.
Copper Slowing Breath Exhale gas in a 15ft. cone. Creatures within the cone must make a Con. saving throw or are affected as if by the Slow spell for 1 round.

True Dragon Breath
Dragon Name Breath Weapon Augmentation
Deep Necrotizing Breath Exhale a cloud of flesh-corrosive gas in a 15ft. cone. Creatures within the cone must make a Con. saving throw or take necrotic damage and cannot take actions for 1 round.
Gold Weakening Breath Exhale gas in a 15ft. cone. Creatures within the cone must make a Str. saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 round.
Green Breath of Decay Fire off a blast of concentrated poison in a 5 by 30ft. line. Creatures within the line must make a Con. saving throw or take poison damage equal to your regular breath weapon and cannot regain HP for 1 round.
Indigo Tempest Breath Exhale a hypersonic blast in a 15ft. Cone, creatures hit take thunder damage and are deafened and attacks against them have advantage for 1 round. If both you and the affected creatures are fully submerged in water the creatures affected are stunned.
Mithril Astral Mist Exhale a sparkling, silvery mist in a 15ft. Cone, creatures hit must make a Cha. saving throw or be banished to the Astral Sea and be stunned for 1 Round. The creature reappears, in a location of your choosing within, 15ft. of where it was banished.
Orange Explosive Breath Exhale a spray of oily saliva in a 5 by 30ft. line, creatures hit are covered with a sodium-based solution protected from the air by your saliva. At the end of your next turn the saliva evaporates and contact with the air cause it to detonate. A creature coated with this saliva takes fire damage and each creature within a 5ft. Radius of that creature must make a Dexterity saving throw or take fire damage too. As an action a creature may make a Dexterity (sleight of hand) check (DC equal to breath weapon DC) to wipe off the solution. If the check fails the solution explodes immediately.
Purple Photonic Blades Your breath manifests into two spectral blades in an area within 15ft of you. These blades last 1 round, attack with a modifier equal to your Con+Proficiency Bonus, deal damage equal to your breath weapon, have a 5ft range, and ignore all cover and concealment.
Red Breath of Life Exhale a soothing wave of healing in a 15ft. cone. Creatures within the cone are healed for an amount equal to your regular breath weapon's damage. Undead hit by this breath take radiant damage instead.
Silver Paralyzing Breath Exhale paralyzing gas in a 15ft. cone. Creatures within the cone must make a Con. saving throw or be paralyzed for 1 round. A creature may remake the saving throw at the end of each turn.
White Breath of Ice Fire off a blast of concentrated frost in a 5 by 30ft. line. Creatures within the line must make a Dex. saving throw or suffer cold damage equal to your regular breath weapon and have their movement speed reduced to 0 for 1 round.

Fang Dragon Evolution

(Prerequisite: Fang (Grey) Dragonborn) Pick one;

Acidic Ancestry: You get closer to the Queen of Dragon's modified Grey Dragons and you regain your breath weapon feature. This give you a draconic ancestry of "Acid" and your breath weapon is a 15ft. Cone (Con. Save)

Body Spurs: Forsake the Queen of Dragon's modifications to your kin and instead gain "Body Spurs". As an action you can have deadlier spikes erupt from your body for 1 Round. Any creature who is grappling you or is grappled by you takes Piercing Damage (equal to your breath weapon damage). While the spikes are active any creature that touches you or misses you with a melee attack within 5ft. takes piercing damage. You may use this ability twice per rest.


Fang Dragon Perfection

(Prequisite: Fang (Grey) Dragonborn, Fang Dragon Evolution) Pick one;

Ooze Breath: When you take this feat you gain a unique breath weapon; As an action you can exhale caustic slime in a 15ft. cone. Creatures within the cone must make a Dex. saving throw or become Petrified for 1 round. A creature petrified in this manner is immune to all damage except for thunder damage.

If you did not pick Acidic Ancestry when you took Fang Dragon Evolution then you gain Resistance to Acid damage. If you have Acidic Ancestry already then you gain an additional use of your breath weapon feature.

Soul Bite: As an action you can make a soul rending bite attack against a creature (this counts as taking the attack action). You are proficient with this attack and it uses strength for determining modifiers. A target hit with this attack takes 2d6 Piercing damage and must make a Con. saving throw equal to 8 + Your con mod + your proficiency bonus or take an additional 2d6 necrotic damage (half as much on a successful save). The creature’s hit point maximum is reduced by the amount of necrotic damage it took and you gain temporary hit points equal to that amount. The necrotic damage becomes 3d6 at 11th level, and 4d6 at 16th level.