```metadata
title: Balanced Dragonborn
description: >-
An Alternate Dragonborn race type for 5th edition Dungeons and Dragons. This
system slightly buffs Dragonborn's breath weapon, makes it rechargeable, gives
them 5ft of blindsight, proficiency in Intimidation, supreme knowledge about
dragons, and an additional perk based on their Draconic Ancestry, such as
Black Dragons immune to disease, or White Dragons immune to cold weather and
able to walk on ice without succeeding on a check. Finally, I added other
Shadow Dragonborn from the Monster Manual, and Cave, Flame, Light, Mithril,
Sea, Wasteland, Wind, and Void Dragonborn from the Tome of Beasts and Creature
Codex.
tags: ''
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
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.phb table {
font-family: ScalySans;
width: 100%;
margin-bottom: 1em;
font-size: 10pt;
line-height: 1em
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}
.phb .descriptive p{
display:block;
padding-bottom:0;
line-height:1em
}
```
# Balanced Dragonborn
#### Proud Independence
Born of dragons as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods and true dragons from another sphere of existence, dragonborn have only been on the material plane for a few generations.
#### Physiology
Thick scales, high core temperature, and heat regulation by opening their mouths make the Dragonborn a resilient and adaptable race, living everywhere from the highest peaks to the hottest deserts to the driest tundras.
Born from eggs, Dragonborn grow extremely quickly. Hatchlings walk hours after hatching, and for the first 3 years of their life, they must be socialized by other dragonborn, or risk becoming feral. They reach maturity at around 15 years, and rarely live longer than a century.
Dragonborn are larger and stouter than most folk, with some reaching 7 feet in height and weighing well over 250 pounds. They are naturally stronger than most, and their dragon heritage gives them a force of personality and passion that is hard to overcome.
#### Clan Above All
Dragonborn do not form traditional families of blood relations. A mated pair will only stay together for as long as it takes to raise the children they create and keep fond memories of their time together, but do not usually stay together after the children are independent. To a Dragonborn, the Clan is family, even if they have close ties to their mother or father or siblings. A Clan of Dragonborn consists of dozens to hundreds of individuals, all whom value their Clan's success over their own.
Dragonborn societies are often militaristic and favor honor and glory. To Dragonborn, respect and prestige are more important than even victory, and even their lowest enemies are deserving of respect even in defeat. Dragonborn armies will not attack in the night or pillage innocent civilians during war, instead they march after a formal declaration, and blitz all forces in a pitched battle they will almost assuredly win.
#### Passionate Drive for Success
Dragonborn do not simply try. They either succeed in their task, aiming to be the very best at everything they do, or they do not try. Emotions are strong and not to be hidden. Indeed, timid or shy Dragonborn are even more rare than Dragonborn themselves.
Dragonborn value independence and their charismatic churn for victory in all things makes them never settle for second place. You will be hard pressed to find Dragonborn cut throats or pick pockets, instead you will find a Dragonborn leading an entire criminal organization.
\page
```
```
#### Dragonborn Traits
Your Draconic heritage manifests in a variety of traits you share with other Dragonborn
***Ability Score Increase.*** Your Strength score increases by 2, and your Charisma score increases by 1.
***Age.*** Young adventuring Dragonborn are around 15-20 years old, and the oldest Dragonborn live to see 80 years.
***Size.*** You are taller and thicker than the average human, but your size is medium.
***Speed.*** Your base walking speed is 30 feet.
***Draconic Ancestry.*** Choose a color from the chart below. Your ancestry informs what your breath weapon, resistance, and additional perk will be.
***Latent Fear.*** Much like your draconic ancestors, you exude an aura of fear that, while not supernatural, gives you a special skill of instilling fear in others. You are proficient in the Intimidation skill.
***Blindsight.*** You have blindsight with a range of 5 feet. Within that range, you can effectively see anything that isn’t behind total cover, and you can see an invisible creature within that range, unless the creature successfully hides from you.
***Draconic Physiology.*** Because your body shares so much in common with True Dragons, whenever you make an Intelligence check related to Draconic knowledge, lore, or physiology, you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.
***Breath Weapon.*** You can use your action to exhale a breath weapon. Your Draconic Ancestry determines the size, shape, and effects of this weapon.
When you use your breath weapon, each creature in the area must make a saving throw, the type of which is determined by your Draconic Ancestry. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. Creatures who fail this saving throw take 2d8 damage or half as much on a successful save.
The damage increases to 4d8 at 6th level, 6d8 at 11th level, 8d8 at 16th level, and 10d8 at 20th level.
After you use your breath weapon, its charge is depleted. At the start of your next turn, roll a d6. On a 6, your breath weapon recharges. Since your weapon recharges on a 1/6 chance every round, when combat ends, your breath weapon automatically recharges in less than a minute.
***Languages.*** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures, and includes numerous hard consonants and silibants.
\page
##### Chromatic Ancestry
| Color | Damage Type | Breath Weapon | Ancestral Perk
|:--|:--|:-:|:--|:--
| Black | Acid | 30ft line or 15ft cone Dexterity | You are immune to disease and can breathe air and water, and you have a swim speed equal to your walking speed.
| Blue | Lightning | 60ft line Dexterity | You are immune to lightning damage. When creatures fail the saving throw against your breathe weapon, they suffer the Dazed condition until the start of your next turn.
| Green | Poison | 15ft cone Constitution | You have advantage on saving throws made to resist poisons. When creatures fail the save against your breath weapon, they suffer the poisoned condition until the start of you next turn.
| Red | Fire | 20ft cone Dexterity | Your breath weapon uses d12 instead of d8. When you roll to recover your breath weapon, you can roll a d4 and recover it on a 4.
| Shadow | Necrotic | 15ft cone Con save | If your are in an area of dim light or darkness, you may attempt to Hide even if you are being observed. You always have advantage on Stealth checks.
| White | Cold | 15ft cone Constitution | When creatures fail the saving throw against your breath weapon, they are knocked prone and their speed is reduced to 0 until the start of your next turn. You ignore difficult terrain created by snow or ice and do not need to succeed on checks to navigate them.
##### Metallic Ancestry
| Color | Damage Type | Breath Weapon | Ancestral Perk
|:--|:--|:-:|:--|:--
| Brass | Fire | 30ft line Dexterity | Sleeping Breath: 15ft cone. Creatures in this cone must succeed on a Constitution saving throw or fall unconscious until the end of their next turn or until receiving damage. Another creature can use its action to wake the sleeping creature. This uses your breath weapon charge.
| Bronze | Lightning | 30ft line Dexterity | Repulsion Breath: 15ft cone. Creatures in this cone must succeed on a Strength saving throw or are pushed 20ft in a straight line away from you and fall prone. This uses your breath weapon charge.
| Copper | Acid | 30ft line Dexterity| Slowing Breath: 15ft cone. Creatures in this cone must succeed on a Constitution saving throw or their speed is halved, and they cannot take reactions or bonus actions until the end of their next turn. This uses your breath weapon charge.
| Gold | Fire | 15ft cone Dexterity | Weakening Breath: 15ft cone. Creatures in this cone must succeed on a Strength saving throw or have disadvantage on strength based attack rolls, checks, and saving throws until the end of your next turn. This uses your breath weapon charge.
| Silver | Cold | 15ft cone Constitution | Paralyzing Breath: 15ft cone. Creatures in this cone must succeed on a Constitution saving throw or are stunned until the end of your next turn. This uses your breath weapon charge.
\page
##### Gem Dragonborn
Gem dragonborn exhibit a psyonic connection and an otherworldly control over their breath weapon. In addition to the dragonborn traits, they gain the following.
***Telepathy***. You can telepathically speak to any creature you can see within 30 feet of you. You may only use this trait to speak languages you know, and if the creature you are speaking with doesn't understand those languages, it will not understand your telepathy.
| Color | Damage Type | Breath Weapon | Ancestral Perk
|:--|:--|:-:|:--|:--
|Amythyst|Force|15ft cone Strength|When a creature fails its saving throw against your breath weapon, its speed is reduced to 0 until the start of your next turn|
|Crystal|Radiant|15ft cone Constitution|When you use your breath weapon, you gain temporary hit points equal to your level. |
|Emerald|Psychic|15ft cone Intelligence|When a creature fails its saving throw against your breath weapon, all attack rolls it makes until of its next turn are reduced by d4|
|Sapphire|Thunder|15ft cone Constitution|When a creature fails its saving throw against your breath weapon, it is incapacitated until the end of its next turn|
|Topaz|Necrotic|15ft cone Constitution|When a creature fails its saving throw against your breath weapon, all damage it deals with Strength based attack rolls are halved until the end of its next turn|
\page
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> Art Credit
- Page 1: Wayne Chang "Kriv Delmir"
- Page 2: Gaston S Garcia
- Page 3: Yuliya Zabelina. Copyright ERA-7 Studios
- Page 4: Chris Dien "Dragonborn"
- Pg 5 - "Wandering Troubador" by Rudy Siswanto