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## Creating Your Character
**Ability Score Increases.**
When determining your character’s ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
**Languages.**
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
**Creature Type.**
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
### Draconic Lineage
The dragonborn children of Bahamut are a unique
race in that they are not born; they are reborn. Each
one enters the world as a halfling, an elf, a human, or
a member of some other humanoid race with all that
race’s propensities and traits. Bahamut beckons to his
would-be followers, and those few who might choose
to serve him.
Most of those who hear the Platinum Dragon’s call
discover it early, before they reach adolescence. A few
heed it after reaching adulthood and beginning their
careers. Not all who are called answer.
The call is a strange event that one must experience
to understand. It takes the form of a courteous mental
question, asking if one’s heart and soul are able
and willing to undertake dedication to a noble and
arduous purpose—protecting the world from the
spawn of Tiamat.
Bahamut’s call asks the chosen one if she
is willing to give herself over entirely to this
cause, giving up all that she was before to
transform into one of Bahamut’s children.
This choice is never easy. The chosen
one is made aware of the many
sacrifices she must make, from
her racial identity to her family
and friends, even her
whole way of life.
The only reward for
those forfeitures is
service to the Platinum
Dragon and his
abiding love.
#### The Rite of Rebirth
The Rite of Rebirth transforms a
character into a dedicated draconic servant of Bahamut
known as a dragonborn.
Becoming a dragonborn isn’t undertaken lightly. It is a
long process full of self-reflection and commitment. Those
supplicants raised in the ways of their original race must
carefully consider what they’re giving up. While a human
might be content to give up her natural versatility, it’s rare
for someone heavily invested in her racial identity to forfeit
that race’s abilities.
When the rite begins, the supplicant lays aside all
her equipment and possessions for the duration of the
ceremony. Dressed in a loose, linen shift, she spends
a full day and night fasting and meditating upon her
choice. Her mind fills with all the things she is giving up,
reminding her she must forgo much of herself to become
a dragonborn.
When dawn comes, the prospective dragonborn crawls
inside an egg-shaped structure that she has built (see
Cost) in order to sleep for the last time in her original
form. This symbolic act represents her acceptance of
the transformation. When the next dawn arrives, she is
transformed into a dragonborn. After awakening inside
the sealed egg, she breaks out of it as a glorious, draconic
child of Bahamut.
#### Appearance
Noble. Draconic. Nearly every description
of a dragonborn includes those
two words. So thoroughly has a dragonborn
physically transformed that only
the framework of her former appearance
remains. Dragonborn are
always slightly bigger than most
other members of their original
race.
These servants of Bahamut
epitomize devotion to righteousness.
Their very appearance
gives an impression of virtuous
purpose. Dragonborn carry
themselves with good deportment,
seeing themselves as humanoid representations
of noble dragonkind.
When a dragonborn walks into an
inn, patrons’ heads turn and eyes stare. What they see is
well worth a second glance. In every aspect of their presence,
dragonborn consciously act as emissaries of their
adoptive father, Bahamut.
\page
**Type.** Humanoid
**Age.** You can live up to 400 years
**Size.** Medium or Small (choose when you gain this lineage)
**Speed.** Your walking speed is 30 feet
**Ancestral Legacy.** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
**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 discern colors in that darkness as shades of gray.
**Draconic Resilience.** You are immune to the Frightful Presence ability of dragons and you have advantage on saving throws to avoid or end the frightened condition on yourself.
**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 on a failed save, and half as much damage on a successful one. The damage of this breath weapon can be acid, cold, lightning or fire damage and you choose this damage type each time you use this feature. 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.