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    PLAYR'S HANDBOOK RACS: DRAGONBORN J a m e s Wy a t t

    Proud heirs of a long-shattered empire, the dragonbornstruggle to preserve their racial identity in a world thatis no longer theirs to command_ They believe themselves to be the most ancient race to walk the land,

    second in cr eation after only the dragons themselves ,but they are a race in twilight , watching as youngerraces squabble over th e remnants of the power thatonce was theirs_

    To be a dragonborn is to stand above the massesof mortals, to be something more-kin to the majesticand mighty dragons, and bear ers of the legacy of oncegreat Arkhosia_ To playa dragonborn adventurer is toembrace this proud race as your al ter ego in ,the ga m e,to take on the persona of a scion of Arkhosia, armedwith a breath weapon an d draconic durability to strikedown your foes and weather their attacks.

    This book is your guide to creating an d playing adragonborn character. It provides a comprehensiveintroduction to the history , beliefs , behavior , an d attitudes of dragonborn in the world of the DUNGEONS &DRAGONS@ ame. I t explores these elements of the raceby presenting a wealth of resources for developing yourcharacter: background elem ents, feats, powers, paragonpaths, and an epic destiny to help your character strivetoward the draconic model of perfection.

    The information in this book draws and expandsupon the material in the Player's Handbookan d"The Ecology of the Dragonborn" (by Chris Sims) inDraaon @Maaazine #365 . It reproduces the feats found in

    the Dra80n article for ea sy reference_ It doesn 't includeracial feats, paragon paths , and other material appear'ing in other sources , either in print or online. Becausethe D&D game is constantly growing an d expanding,no index to those game elements would stay up to datefor long. Fortunate ly , there's an easy reference at yourdisposal: The D&D Compendium. You can use the Compendium to search for feats, paragon paths , or powersthat refer to dragonborn , expanding the options availableto your character as the game continues to expand. If youare a D&D Insider TM ubscriber , you can use the D&DCharacter Builder to create and m a intain your dragon

    born character, so you always have up-to -date options atyour fingertips. Check out both at dndinsider.com .The focus of this book is on developing your dragon

    born character as a person with a background andmotivation that is distinctively dragonborn. There's onlyso far that game elements ca n go in helping you bringyour character to life . But if you draw on these elements as you play your character, you ca n more easilyturn your character into a living, breathing part of thecampaign world.

    CREDITSDesign D&D Design Manager Interior IllustrationsJames Wyatt (lead), Chris Sims James Wyatt Kerem Beyit, Chippy, Brian Hagan,

    DevelopmentAndy Collins, Peter Schaefer

    D&D Development and Editing ManagerAndy Collins

    William O'Connor , Chris Seaman,Eva Widermann

    Editing and Managing EditingBill Siavicsek

    Art DirectorKeven Smith

    Publishing Produ ction SpecialistsAngelika Lokotz, Christopher Tardiff

    D&D Creative ManagerChris Perkins

    Cover IllustrationSteve Prescott (front),

    Prepress ManagerJefferson Dunlap

    D&D Senior Art DirectorJon Schindehette

    Chris Seaman (back

    Graphic Designer

    Imaging TechnicianCarmen Cheung

    Keven Smith Production ManagerCynda Callaway

    DUNGEONS & DRAGONS, 0&0, dl0 , d l0 System, WIZARDS OF THE COAST, Player's Handbook , DunBeon Master 's Guide . Monster Manual, DraBon, 0& 0 Insider,all other Wizards of the Coast product names , and their re s pective logos ar e trademarks of Wizards of the Coast in th e U.S.A. an d other countries. AllWizard s characters and the distinctive likenesses thereof ar e property of Wizards of the Coast LLC. This material is protected under th e copyright lawsof the United States of America . Any reproduction or unauthorized use of th e material or artwork contained herein is prohibited without the expresswritt e n permission of Wizards of the Coast LLC. This product is a work offiction . Any similarity to actual people, organizations , places, or eventsincluded herein is purely coincidental. Printed in th e U.S.A. 101 0 Wizards of the Coast LLC

    620-25120000-001 EN9 8 7 6 5 4 3 2 1First Printing : January 2010ISBN 978-0-7869-5386-8Visit our website at ww w .wizards.com/dnd

    http:///reader/full/dndinsider.comhttp://www.wizards.com/dndhttp://www.wizards.com/dndhttp://www.wizards.com/dndhttp:///reader/full/dndinsider.comhttp://www.wizards.com/dnd
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    Donaar shifted his weight as Lia worked on the lock.The el f rolled her eyes at him. She didn't need to sayanything-she'd said i t a hundred times or more .

    "Don't hassle me while I'm working ," she'd whisper."Let me do my thing, and I'll let you do yours."

    She didn't understand, an d probably never could.He had no quarrel with her skill at opening locks-or,for that matter, her ability to qUickly eviscerate anenemy. She seemed to enjoy taunting hi m , making funof the pala din with his code of honor , imagining that hethought less ofher because ofher nexible approa ch tomorality. He didn't.

    He wasn 't impatient, either. Just eager. The lockthat Lia worked so carefully to open suggested that theroom beyond was important-something worth protecting. No doubt there would be guardians, which me antanother fight. Donaar shifted the grip on his sword 's

    hilt, anticipa ting the battle.Once those guardians were defeated, what would

    they find? The whole complex, with its arched hallsand broad doors , was a remnant oflost Arkhosia, builtat the height of the ancient empire and covered by theno w of lava from nearby Mount Korinda. Ghosts andskeletons guarded its treasures now, with the unfortunate addition of some fiery elemental crea tures thatseemed to have found their way into the complex frombelow. Whatever their origin, these creatures watchedover the treas ures ofDonaar's people, the a ncientdragonborn of Arkhosia.

    Lia sprung the lock and shot hi m a wr y smile as shebacked away from the door. "Do your th ing , paladin ,"she whispered. Then, as if to soften the scorn in hervoice , she patted his shoulder, a ring on her thumb clattering softly against his armor.

    Donaar glanced around at his companions , makingsure they were alI ready. Brandis, the mercenary, raisedhis shield an d nodded at him. Thorn snarled in thedirect ion of the door as his spirit panther crouchedan d prepared to spring. Chana gave him her beatificsmile, like a visible manifestation of Erath is's bleSSingon hi m and his work. Lia was faCing back down thehall the way they'd come, but he expected that fromher. He returned Chana's smile grimly and kicked thedoor open.

    A beast of searing name growled an d turned, readyto spring. A hell hound! Another hell houn d spunaround, surprised by the noise. Donaar didn't hesistate.Before either beast could move, he sprang forward,making sure he was between the fiery cre atures andhis allies. If they wanted to harm his companions, theywould have to go through him to get to them.

    That was, as Lia would say, his "thing."

    Donaar only glimpsed the soaring arches of theroom as he leaped forward. He registered the dragonfaces staring impassively out from the stone , but hewouldn't allow any curiosity or excitement to distracthim. He could hear his allies behind him, spreadingcautiously into the room to back hi m up without hurling themselves into harm's way. Only then did thedrago.n faces noat to the forefront of his mind.

    "Get down," Donaar shouted, and then the roomexploded in chaos.

    Five dragon heads were carved in the walls, gazingtoward the center of the room. Each one bore the fea-tures of a different color of chromatic dragon-and thecrest and horns of the red were on the wall right infront ofDonaar. He didn't have time to heed his ownwarning before the mouth of the dragon dropped openan d bathed hi m in sheets offlame.

    He gritted his teeth against the pain and heard thestartled cries of his companions as the other dragonheads belched their distinct varieties of doom, pouringout frost, acid , poison , and lightning upon them. Hesmelled the acrid fumes from the green head,just tohis left. He cursed himself-he should have noticed thetrap sooner.

    Th e hell hounds seemed invigorated by the names,an d Donaar stumbled backward under their assault.Then Thorn's panther was beside him, and he feltstrength flow through him, soothing his pain andbolstering his resolve. Catching one hell hound on hisshield, he swung it into the other. As the fiery beastscollided, Donaar risked a glance around .

    It wasn't as bad as Donaar had feared. Lia seemedunscathed-she 'd probably somersaulted out of harm'sway at his shout of warning. She was Circling aroundthe hounds , looking for an ope ning to slide her daggerinto one of the creatures. Brandis hung back, awaitingThorn's attention to what looked like a pretty seriousacid burn. Chana and Thorn looked a little Singed bylightning, but their wounds weren 't serious.

    "You'll have to do better than that, Dragon Queen,"he muttered as his sword sank into a hell hound'sshoulder.

    The five dragon heads meant that the dragonborn

    who had built and occupied this vault were devoteesofTiamat. The trap reiterated the message of thelocked door-it was surely meant to protect somethingimportant. But how had the hell hounds not triggeredthe trap? There was something missing, a piece of thepuzzle Donaar couldn't quite fit into place.

    Brandis was at his side now, an d Donaar let the mercenary command the attention of the wounded hound .Bahamut's challenge kept the other focused on him.Lia took advantage of that focus to drive her daggerdeep into the hound's belly . It began to whirl on her inanger, but Donaar summoned all his wrath , his outrage

    at the tainted shrine, and smote the hell hound with

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    holy might. His sword erupted in brilliant light, and thehound collapsed on the Ooor, its flames fading into nox-ious smoke .

    A quick glance told Donaar that Brandi s was handling the second hound, so he took a moment to surveythe room more carefuJiy. The domed ceiling wasshrouded in darkness, but he saw rubies glittering likeeyes , no doubt adorning some grand mural ofTiamator her draconic spawn . Black ceramic tiles set intothe stone floor formed the clawed wheel ofTiamat'ssymbol-another warning sign he had missed .

    "Io 's Blood ," Donaar whispered to himself . ''I'll haveto do better next time."

    Donaar's eyes came to rest on the wall opposite thedoor, and an uneasy feeling gripped him. The barestone wall hid something from view-he could feel it. AsBrandis and Lia finished off the remaini ng hell hound,he took a wary step toward the wall.

    With a loud grinding of stone, the wall split in halfand slid away to either side. Jets of flame guttered in ahallway beyond, but Donaar's atten tion was fixed ona shadowy figure stand ing between the Oames. Thehorns jutt ing from his head and the long tail twitchingin the firelight behind hi m marked hi m as a tieOing.

    Donaar fought to suppress a habitual surge of hatredand anger. A tieOing in this day and age didn't carry

    any personal responsibility for the fall of Arkhosia-itwasn't fair to blame the enti re race for the evil of theirlong-dead empire. Donaar had known a few tieOingswhose virtue and honor were almos t as exemplary ashis own.

    As Donaar' s eyes adjusted to the di m light beyondthe archway, however, the sigil on the tieOing's chestcame into view and the dragonborn paladin unleashedhis rage. The sign of a clawed hand was painted in scarlet on the tiefling's breastplate-the symbol ofTiamat'sRed Hand _

    "You 've slain my pets ," the tiefling hissed, his voice aharsh whisper , "survived my trap , and reached my holyof holies." A harsh laugh burst from the tieOing 's throat."Now how shall 1 deal with you?"

    "Honor demands that I salute a worthy foe withrespect," Donaar said, lifting his sword in a casualsalute. "But 1 believe you 're worthy oflittle more than aswift death."

    Donaar heard his allies behind him, and he knewthey were ready. Without a glance over his shoulder, hecharged forward, confident that his companions wereright behind him.

    "For Bahamut." Donaar cried. "For glory!"

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    As with all stories that deal with the ancien t past ,tales about the birth of the dragonborn are hazy intheir details an d often contr adict one another . Eachtale, though, reveals some thing about the dragon bornthat is true, regardless of the historical accuracy of the

    legend-and it often reveals much about the teller.One tale relates that the dr agonborn were shaped

    by 10 even as the ancient dragon-god created dragons.In the b eginning of days, this legend says, 10 fusedbrilliant astral spirits with the unche cked fury of theraw elements. The greater spirits bec ame the dragons,creatures so powerful, proud, an d strong-willed thatthey were lords of the newborn world. The lesser spiritsbecame the dragonborn. Although sma ller in staturethan thei r mighty lords, they were no less draconic innature .

    This tale stresses the close kinship between dragonsand dragonborn, while reinforcing the natural order ofthings-dragons rule, dragon born serve.

    A second legend claims that 10 created the dragonsseparately, at the birth of the world. 10 crafted them lov-ingly to represent the pinnacle of mortal form, imbuingthem with the power of the Elemental Chaos flowing through their veins an d spewing forth from theirmouths in gouts offlame or waves ofpa ralyzing cold. 10granted them the keen minds and lofty spirits shar edby other mortal races, linking them to 10 and to theother gods ofthe Astral Sea.

    During the Dawn War, however, 10 was killed bythe primordial known as Erek -Hus, the King of Terror.With a rough-hewn axe ofadamantine , the King ofTerror split 10 from head to tail , cleaving the dragongod into two equal halves. No sooner did lo's sunderedcorpse fall to the ground than ea ch half rose up as anew god-Bahamut from the left and Tiamat from theright. Drops ofIo' s blood, spread far and wide acrossthe world, rose up as dragonborn.

    This tale separates the creation of dragonborn fromthe birth of the dragons, implying that they ar e fundamentally separate. Sometimes, those who repeat this

    legend suggest that dragonborn are clearly less thanthe dragons made by lo's loving hand . Other tellers,though , stress that the dragonborn rose up from lo'sown blood-just as the two draconic deities arose fromthe god's severed body. Are they not, the refore , this taleasks, like the gods themselves?

    A third legend , rarely told in current times, claimsthat dragonborn were the firstborn ofthe world, created before dragons and before other humanoid races.Those other races were made, th e legend claims , inpal e imitation of dragonborn perfection . 10 shaped thedragonborn with his great claws an d fired them with

    his breath, then spilled some of hi s own blood to sendlife coursing through th eir veins. 10 made the dragon-

    born, the legend says, to be companions and allies, tofill his astral court and sing his praise . The dragons hemade later, at the start of the Dawn War, to serve asengines of destruction.

    This v ersion of the tale was popular during theheight of the Empire of Arkhosia , though it was subversive at the time-it proclaimed that dragonbornshould be the masters of dragons an d not the other wayaround. It also highlighted the superiority of dragonborn to other races, which was a common theme in therhetoric of ancient Arkhosia .

    On e common theme binds all these legends together,though-the dragonborn owe the ir existence, in somefundamental way, to 10, the great dragon-god who ereated all of dragonkind . The dragonborn, all legendsagree, ar e not the creation ofBahamut or Tiamat-theirorigin does not naturally place them on one side or theother of the ancient conf lict between those gods. Therefore , it's up to every individual dragonborn to choosesides in the eternal struggle between the chromatic andmetallic dragons-or to ignore this conflict completelyand find the ir own way in the world.

    DRAGONBORN AND THE GODS

    Three kinds of temples are particularly common in dragonborn communities.

    Bahamut rules alone in many dragonborn temples sincethe fall of Arkhosia. Carrying names such as the Templeof the Platinum Dragon or the Temple of Divine Justice,these temples emphasize Bahamut's protection of thedragonborn people in their scattered exile, which is con-tingent upon their cleaving to the highest ideals of honor,nobility, and justice.

    Imperial Arkhosian temples tend to be more ostentatious than those dedicated to Bahamut, and often physicaUylarger, but they draw fewer worshipers. In these temples,altars to Erathis, loun, and Kord evoke the memory of Arkhosia's religious life. Some dragonborn blame the imperialtemples for Arkhosia's fall, bu t devotees of these templesbelieve the three gods desire the dragonborn people torebuild the empire, taming the wilderness and spreadingcivilization with their bleSSing.

    A recent religiOUS movement among dragonborn com-munities is the Temple of lo's Children, where Bahamut andTiamat are worshiped side by side as twin incarnations oflo's will. The evil and vengeful nature of Tiamat is downplayed in these temples, but so is Bahamut's commitmentto virtue and righteousness. The gods are presented as polaropposites that point to a middle way, neither good nor evilbut striving toward a draconic ideal.

    Temples to Tiamat alone are as rare and secretive amongdragonborn as they are among other races . However,

    dragonborn devotees of Tiamat are among her most crueland rapacious followers.

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    CHOOSING SIDES

    The common people of most races ar e unaligned , withfew making a conscious effort to choose a good lifeor an evil one. Dragonborn, however , are much morelikely to choose sides in the cosmic war between goodand evil. Dragonborn often tell the story ofIo's deathand the birth ofBahamut an d Tiamat as a moral taleintended to emphasize the importance of standing onone side or the other.

    "10 didn't die so we could stand in the middle," theysay. "We're not called to ambivalence. The choices standbefore you-Bahamut's way or Tiamat's . The only wrongdecision is refusing to choose."

    Of course, more dragonborn choose Bahamut's paththan Tiamat's. The pathways of justice, honor , nobility,

    and protection are more conducive to society's smoothfunctioning than those of greed, envy , and vengeance.Those who follow Tiamat's ways usually keep theirchoice quiet, worshiping the Chromatic Dragon insecret shrines while going through the motions offulfilling social expectations.

    Choosing sides isn 't just a matter of a one -time choiceof alignment, however. Every moment of crisis calls fora decision, an d dragonborn are inclined to see thosedecisions as a matter of stark extremes. When wronged,a dragonborn can choose the path ofBahamut and seekto bring the wrongdoer to justice. Or the victim might

    choose the path ofTiamat an d swear vengeance. Evengood a ligned dragonb orn who are devoted to Bahamutsometimes choose the latter path-not out of impulsiverage, but because it's the best course to take in that pa r ticular situation.

    A few dragonborn reject the idea of choosingbetween Bahamut's way and Tiamat's, notably the fol lowers of the Temple ofIo's Children (see "Dragonbornand the Gods"). These dragonborn are often unaligned,but their position is a decision not to choose sides,rather than a sign of ambivalenc e . They view the dis tinction between the gods as a false dichotomy, a choicebetween two sides of the same coin, not really differentfrom each other.

    This disdain for ambivalence extends beyond choosing alignment. While dragonborn appreciate thevirtue of listening to both sides of an argument, theydon't respect anyone who h ea rs both sides an d can'tchoose between them. Decisiveness is a mark of strongcharacter .

    This attitude makes compromise more difficult fordragonborn to reach or accept than it is for other races,but not impossible. In fact , sometimes dragonbornreach compromise all the mor e quickly because theyrealize that each side is committed to its ow n positionand won 't be persuaded to alter its perspective, makingsome kind of compromise th e only possible solution.

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    Arkhosia was not the first dragonborn empire-nor,many dragonborn proclaim, will it go down in historyas the last. Even so, it stands as a shining high point indragonborn history, the pinnacle of their civilizationand a cultur e that, though long dead, still shapes its

    descendants . Every living dragonborn is in some sensean heir of Arkhosia, and carries both the pride of thatancient lineage an d the burden of the fallen empire'smemory.

    Arkhosia arose in the distant recesses of history,untold centuries before the risc of the human empireof Nerath. It grew from a confederacy of seven citystates united undcr the leadership of a single ancientdragon dubbcd the Golden One. It expanded partlythrough conquest and partly thro ugh simple diplomaticoutreach an d trade_ Many dragonborn city-states andeven some tribes and nations of other races deemed it

    preferable to Iive within the secure borders of a powerful empire than to fend for themselves in the dar knessoutside Arkhosia's borders. Arkhosia prospered for hu ndreds of years, taming the wilderness and expandingits trade and diplomatic missions to far-flung corners ofthe world.

    That constant drive toward expansion soon broughtArkhosia into conflict with the other imperial power ofthat distant era, the diabolic empire ofBaei Turath withits ti enin g noble caste_ Bitter wars between the twoempires spanned centuries and wrought terrible devastation upon the world. The strains of the wa r broughtinternal connicts to light within Arkhosia as well,partly manifested in the renewed strength ofTiamat'ssecretive cults.

    The fall of Arkhosia was as great as its accomplishments. The armies ofBael Turath with their devil alliesdefiled great swaths of the empire 's lands, swallowedentire dragonborn cities into deep caverns, or simplyrazed them to the ground. The Golden One was slain,and dozens of other dragon lords fell or were scatteredinto the wilderness as their grip on the land slipped.Bael Turath fell under Arkhosia's relentless assault , bu tit took the dragonborn empire down with it. Whenneither side had the will or the resources to fightany longer, when the shouts an d horns of battle weresilenced at last, nothing rem ained of the two empiresbut scattered remnants of displaced populations an dhaunted ruins.

    Few dragonborn still inhabit the lands at the heart oftheir ancient empire-lands that remain tainted by the evil and powerful magiC that brought the empire low. Under later kingdoms, including Nerath, dragonborn were prohibited from gathering in large numbers. Yet many dragonborn still think of themselves as citizens

    . of Arkhosia , exiles from a land that no longer exists but might someday be reborn_

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    For these dragonborn, Arkhosia is more than amemory-it's a symbol of all that is great about theirrace. The empire's glory was the glory of all dragonborn,but by extension its fall was their fall. As much as individual dragonborn seek to earn glory by their deeds.their efforts will never reach the heights of Arkhosia'srenown, unless and until a new Golden One appears torule over a restored draconic empire.

    GLORY

    Winning glory is a driving motivation for many dragonborn adventurers, as well as dragonborn in other wal ksof life. The dragonborn caravan guard seeks to earnfame by driving of f bandits, the dragonborn artisanhopes to gain renown by creating goods known far an dwide for thei r quality and artistry, an d th e dragon bornadventurer hopes to wi n glory by slaying terrible monsters, acquiring great treasures, and fighting back th edarkness that threatens to swallow the last remnants ofcivilization.

    Some have compared this hunger for glory to adragon's magnificent ego, and the comparison seemsapt. Just as a dragon wants to be known for the size ofits hoard and feared for the strength of its breath an dclaws, so a dragon born seeks renown or perhaps evennotoriety. If there is a difference, however, it lies in th edragonborn's sense of being a representative of a largergroup of people.

    For most dragonborn, the desire for glory goesbeyond a lust for individual renown and recognition.Dragonborn seek glory no t just for themselves, but for

    their clans and their race as a whole. When a dragonborn does glorious things, that individual 's clan an d IIIoindeed the race as a whole win glory, rising in the :resteem of other clans an d the other races of th e world. ~

    So few dragonborn survive in the world, and they ~are so scattered, that any given dragon born might well I.J..be th e only member of th e race known to some number 0of people. Those people naturally form their opinion II I

    Zof dragonbornin general based

    on theirknowledge

    of

    oth e individual. If a dragonborn does gloriOUS deeds, theueople who see them or learn of them attribute that V1

    glory to the race as a whole. In this way, dragonbornhope, they can continue to live up to the all-but-forgotten glories of ancient Arkhosia.

    That said, some dragonborn are prone to th e sameegotistical pride that dragons display, an d adventurersar e perhaps the most susceptible to it. They seek gloryno t to elevate the stature of their race, bu t to commandthe respect an d adulation of others, to amass their ownhoards of wealth, perhaps even to strike terror into thehearts of others. Dragonborn who follow Tiamat's pathoften pair this vainglory with a jealous pride that leadsthem to sabotage the efforts an d accomplishments ofthose the y view as rivals. But even those wh o claimto follow Bahamut's path sometimes strive to be seenas paragons of justice an d honor, their pride blindingthem to their ow n shortcomings. The y protect the weak,not because that is what Bahamut commands, bu tbecause they desire th e praise of those they have saved,and perhaps seek a monetary reward.

    RU1NS OF GRANDEUR

    The heart of ancient Arkhosia probably lies far from th elands where your character was born. However, its influencealmost certainly reached as far as the lands where you nowadventure, and your career might take you into ancient ruinserected during the height of the ancient empire's civilization.

    You'll often find dragonborn ruins carved into cliff facesor along the sides of lost valleys. Wondrous stone facadescarved with pillars, arches, and spires bear images of theheads, wings, and coiling tails of dragons. The most important chambers of state typically lie in cavernous halls withinthese structures.

    Where any structures remain standing outside theseexcavated chambers, you'll likely find strong towers, gracefulspires, and majestic arches, all bearing the same dragonthemed adornments. Great blocks cut from the stone of th esurrounding diffs and mountains form monumental structures-or at least hint at where those structures once stood.Many ancient Arkhosian cities erected enormous s tatues oftheir dragon patrons in squares at th e center of town, butit's extremely rare to find such statues still standing. At best,you might hope to find one or more claws gripping a massive

    pedestal, surrounded by the worn and crumbling stone tha tonce formed th e rest of th e dragon's majestic body.

    One of th e most famous Arkhosian ruins is th e lost city ofSerpentus Rift, one of th e seven "Jewels of the South" - thepride of th e empire. Built on and into th e sides of a windingcanyon, Serpentus Rift was known for th e glittering hues ofits sun-dappled walls and th e translucent bridges that l e~th e sun illuminate even the lowest reaches of th e canyon.A warren of passageways and vast chambers stretchedunderground for nearly a mile beneath th e rift's walls. Tothis day, dragonborn congregate at th e ruins from time totime, attempting excavations to recover some of the city'slost treasures. But devils haunt th e ruins as well, still seekingto finally destroy Serpentus Rift.

    During th e centuries-long war between Arkhosia andthe tiefling empire of Bael Turath, huge stretches of landwere claimed and reclaimed by both sides. That's why youmight visit ancient Arkhosian ruins one week and a remnantof Bael Turath the next-or even discover a site where thearchitectural styles of both ancient empires are interspersed.

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    Before the empire of Arkhosia spread across the world,the dragonborn formed clans that each gave its allegiance to a single dragon patron. Over the course ofcenturies, these clans grew into city-states an d finallyfederated into the great Arkhosian Empire . Though the

    empire has long since fallen, those dragonborn clansremain intact, an d continue to form a central elementof racial identity.

    Each dragonborn clan is a collection of familiesunited by a shared allegiance. Families ar e related byblood, while clans come together around powerfulpatrons, rulers, or sometimes ideals. Clan associationswere formed in ancient times an d rarely change, however, so it is fairly common for individuals an d familieswithin a clan to disagree about the clan's originalpurpose and proper role in the current age. Even so,dragonborn revere their family ancestors and the hon

    ored dead of their clan, an d seek to bring glory to theirclan through their own deeds.

    Clan can define a dragonborn's life, and manydragonborn adventurers ar e motivated by the desire toovercome a mark of shame or live up to the past gloriesof their clans. Others ne e the society of other dragonborn in an attempt to escape the responsibility of clanties. Still others hope to achieve such glory for themselves and experience the world so that they can claimleadership as elders in their clans .

    CLAN BACKGROUNDSIf you want to make clan an important factor in yourdragonborn character's life, consider choosing oneof these background elements that renect your clan'shistory. These background elements (and the otherspresented throughout this book) work just like the onesin Player 's Handbook 2. After choosing your backgroundelements, you ca n (with your Dungeon Master's consent) select one of the following background benefits.

    Gain a +2 bonus to checks with a skill associatedwith your background.

    Add a skill associated with your background to yourclass's skills list before you choose your tra ined skills.

    Choose one language connected to your background. You ca n speak, read, an d write thatlanguage nuently.

    If you ar e using a campaign setting that offersregional benefits (such as the FORGOTTEN REALMSsetting), gain a regional benefit.

    BESMIRCHED BIRTHRIGHTYou come from a dishonored dragonborn clan.Whether recently or in the distant past, an individualor a family in your clan did something so cowardly,dishonorable, or incompetent that it renected poorlyon the entire clan. Perhaps a group of soldiers desertedthe field before a key battle between Arkhosia an d BaelTurath. Maybe a sorcerer of your clan destroyed anentire enclave with a miscast spell or botched ritual. Or

    DRAGONBORN NAMES

    Dragonborn have personal names, given at birth, asdescribed in the Player's Handbook. They can also havechildhood names, family names, and clan names. All thesecome according to a dragonborn's heritage and place indragonborn society.

    A childhood name or nickname is common. Such a nameis usually descriptive, and it serves as a term of endearme ntor encouragement for a young dragonborn. The name mightrecall an event or center on a habit. It could derive froman ancestor that acted Similarly to a child, or a favored toyor item might be the inspiration. Such names are seldomappropriate for adults. For anyone to use such a name without proper authority, such as that of a parent or elder, orwithout permission, is a sign of disrespect. A dragonborn'selders use a childhood name after that dragonborn becomesan adult only to indicate disapproval.

    Childhood Names: Climber, Earbender, leaper, Pious,little Kriv, Shield biter, Zealous.

    Family names are Draconic words, much like givennames, carried by a specific bloodline. They often comefrom the deeds of an ancient scion of the family line or an

    amalgamation of the names of notable ancient ancestors.A dragonborn seldom identifies himself or herself by familyname, unless specificity is required. Dragonborn keep theirfamily names private except among close friends, andinstead go by their clan name.

    Family Names: Alreja, Bhergav, Duggal, Garodya, Iyotar,letrah, Mulhotra, Odeyar, Pradhu, Reddyar, Samanga, Tyagi,Ulharej, Vadula, Yadav, laveri.

    Clan names are ancient titles that are frequently takenfrom the names of dragon lords of Arkhosia. Those thataren't dragon names are names of trade associations ormartial cadres, much like current-age gUilds, arcane societies, or knightly orders. A dragonborn goes by his or her clanname, so his or her deeds are known to reflect on that clan.Members of a clan fiercely defend their clan name againstmisuse, and some dragon born outlaws are stripped of theprivilege of using their clan name.

    Clan Names: Bloodbane , Drakerider, Flamebrow, Ham-merwing, lorema rk, Moonscale, Peaceblade, Redmark,Silverspear, Spellscale, Warbringer.

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    a warlock made an infernal pact, treated with devils,and jOined forces with the empire ofBael Turath. Otherdragonborn , if they know your clan name, assume thatyou're prone to the same failings, blame you for theactions of your c1anmate, or simply taunt you because ofyour unfortunate heritage. How do you respond to sucha reception? Do you hide your clan affiliation, or haveyou renounced it entirely? Or do you seek to earn such

    glory that your deeds overshadow those th at broughtshame to your clan?

    Associated Skills: History, Streetwise .

    DRAGONBONDED CLAN

    Your clan is still bonded to the service of a dragon, justas it was before the rise of Arkhosia . Your people donot live among other races, but in the remote wilderness near your patron dragon's lair. Th e ways of otherraces and their civilizations are foreign to you, an d totheir eyes you might seem barbaric or uncultured. Whyhave you left your close-knit clan, and its service to your

    dragon patron? Or do you pe rhaps adventure in serviceto that patron? Is your patron benevolent, or cruel an ddomineering?

    Associated Skills: Arcana, Intimidate.

    LAU DA BLE LEGACY

    Your clan claims at least one notab le individualmember or associated family, someone wh o has broughtgreat glory to the clan's name. An ancestor might havebeen a great war he ro or a benevolent ruler. A familyassociated with your clan might be renowned artisansor est eemed diplomats. Those who know your clanaffiliation expect you to live up to your clan's high standards. They might assume you're arrogant or haughtybefore they even meet YOll. Or they might have a grudgeagainst YOll. believing that your clan stole recognitionthat belonged to theirs. How do YOll react to your clan'srenown? Are YOll proud of it, or is the burden of its highexpectations too much for you to bear?

    Associated Skills: History, Diplomacy.

    TURATHI SLAVE C L A N

    Your clan was enslaved by the tiefling rulers ofBaelTurath. among the earliest casualties of that empire'sclash with Arkhosia. They endured heinous treatment,horrible punishments, an d perhaps even magical experimentation at the hands of their warlock masters. Youmight bear the scars of this ancient oppression-perhapsan unusually small stature, maybe a ready obedienceand docile temperament. or possibly an inclinationtoward the sinister magic of your clan's former masters.You might seek to wi n glory to prove yourself better thanyour slave ancestors, or you migh t not seek glory at all.

    Associated Skills: Arcana, Streetwise.

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    The elemental forces churning in the blood of thedragonborn make them well suited to wielding arcanemagic. The ability to exhale a blast of raw elementalenergy leads almost naturally to funneling such energythroug h spells, most commonly as a sorcerer who chan -

    nels the inherent magic of a dragon soul.

    ARCANE CLASSES

    Sorcerer is the most common arcane class for arcanedragon born chara cters for two important reasons. First,dragonborn gain bonuses to their Strength and Cha-risma scores, both of which are important to sorcererswith either the Dragon Magic or the Cosmic Magicclass feature. Second, sorcerers who choose the path ofDragon Magic draw on ancient draconic bloodlines orteachings, which are perfectly appropriate for dragon-

    born characters.Because ofthcir bonus to Charisma, dragonbornalso make excellent bards, favoring the Virtue of Valor.Dragonborn warlocks are less common, but they tendto favor the star pact or occasionally the fey pact. Mostdragonborn avoid the infernal pact because it reminds

    them of the diabolical forces o fBae l Turath, whichcontributed to the downfall of Arkhosia. Dragonbornwizards are rare-at least in part because those who dostudy wizard spells find that their natural Charismahelps them maste r illusion magic, an d few dragon -born are otherwise inclined to the magic of deceit andtrickery.

    Their high natural Strength makes dragonbornadep t sword mages, if they choose the ae8is of assault andrelated powers.

    Artificer is the one arcane class that draws preciousfew dragonborn. Neither Strength nor Charisma isuseful to artificers , and the magic of craft and industryholds little appeal to dragonborn in general.

    ARCANE BACKGROUNDS

    If you're playing a dragonborn character with an arcaneclass, consider these backgrounds for your character.In contrast to the backgrounds presented in Player's

    Handbook 2, these backgrounds are almost characterarchetypes-more or less complete pictures of a kindof character you might decide to play. For that reason,these backgrounds include some suggestions for otherdecisions you might make for your character , from sug-gested class or build to specific feats or powers .

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    ARCANE MERCENARY

    Many drago nborn earn a living selling their servicesas mercenaries, caravan guards, or bodyguards. Whiletheir imposing physical size an d strength make dragonborn fighters an d warlords well suited to such work,many dragonborn of an arcane bent follow similarcareers, putting their magic to violent purpose . The lifeof a mercenary leads quite naturally into a career as anadventurer-all it takes is one job gone horribly wrong,one unexpected encounter with a threat beyond thenormal caravan raiders or enemy soldiers, to change amercenary's life forever.

    You might be a sword mage who fits in easily amongmore martially inclined sellswords, or a wizard or sorcerer who provides arcane artillery support to a bandof more traditional soldiers . Or as a bard, you mightserve as the leader of a merce nary company, fighting alongSide your felJow soldiers while encouragingand uplifting them with your magic. Even if you're notnormally inclined to melee, you might cons ider pick

    ing up proficiency with a good melee weapon or evenmulticlassing into fighter or warlord to renect yourmilitary background .

    Associated Skills: History, Streetwise

    DRAGON-BLOODED SPELLCASTER

    Arcane power is in your nature, part an d parcel of thesame elemental forces that power your dra80n breath.Casting spells feels no different for you from exhalingdraconic power-they are just as natural. For manydragon-blooded spellcasters, controlling the magic thatseems always eager to burst forth is extremely difficult.You might be prone to magical mishaps, especially withat-will powers tha t burst forth wit hout any real thoughtor effort on your part. On the other hand, mastery ofyour powers might be as natural to you as regulatingyour breathing, a simple matter of directing your willand energy outward and creating the magical manifestation you desire. In either case, those who study an dtrain for years to master the merest scraps of magicalpower look upon you with envy or perhaps fear, forpower comes readily to your hand, for good or for ill.You feel a kinship an d affinity for dragons, and youmight dream of one day transforming yourselfinto t hatpinnacle of the draconic form-or of subjugating dragons to your will.

    Most dragon-blooded spellcasters are sorcerers whopractice Dragon Magic or bards who extol the Virtueof Valor. Dragon-blooded bards lift up dragons as theexemplars of valor, and many of their spells take on draconic characteristics. For example, your shout of triumphmight be a draconic roar that creates a brief image ofa dragon around or above you to strike terror in yourenemies' hearts, while your sona of storms might makeyou appear as a blue dragon while the effect persists.

    Associated Skills: Arcana

    ZDRAGON-BOUND ARCANIST 0:::You learned the practice of magiC from an actual 0dragon. It's rare for dragons to cast spells as morta ls do , ~

    but magic is in their blood, and some sagacious dragons 0instruct mortals-particularly dragonborn-in truly LJancient methods of spellcasting. Most commonly, their ~students are bound to them as slaves, and their magic is 0meant to be used in the dragon 's service. You were such wa slave, learning draconic spellcasting at the side ofan Zexceptionally wise, old, and learned dragon. How did ~you escape your servitude? Was the dragon killed by 0:::adventurers, or by a more powerful monster-perhaps a

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    PARAGON PATH:NINEFOLD MASTER"I have mastered a study of maBie that was ancient when yourkind were barbarians at our feet."

    Prerequisite: Dragonborn, any arcane class, Oraconic Spellcas ter feat

    In ancient Arkhosia, arcane spellcasters studied theNinefold Path, a way toward both arcane mastery andspiritual awakening . The steps along the path representan increasing attunement to the draconic energies in theinitiate's being, a practice that unites the study of magicwith the innate characteristics of the dragonborn race .

    You are a master of the Ninefold Path, on your waytoward arcane perfection as the scholars of Arkhosiaunderstood it . Your draBon breath is another spell in yourarsenal, and when you use spells that create the sameelemental force as your breath, you demonstrate mastery over the magic that powers them.

    NINEFOLD MASTER PATH FEATURESBreath Expertise (11th level): Your draBon breath

    power is considered an arcane power belonging to eachof your arcane classes . If you are wielding an implementyou can use for your arcane powers, you can add theimplement 's enhancement bonus to the damage rolls foryour draBon breath power.

    Dragon Breath Action (11th level): When youspend an action point to take an extra action, you canalso use your draBon breath as a free action, even if youhave already expended it in this encounter.

    Draconic Resistance (16th level): Choose one t ypeof damage yo u ca n deal with your draBon breath power.You gain resistance to that damage type equal to 5 +onehalf your level.

    NINEFOLD MASTER POWERS

    Dragon Aura Ninefold Masler Attack 11

    The innate enerny of your draconic breath forms a shield aroundyou, pushinn your enemies away.

    Encounter + Arcane, Implement, Zone; VariesStandard Action Close burst 1Target: Each creature in blastAttack: Intelligence or Charisma vs. FortitudeHit: 3d 6 + Intelligence or Charisma modifier damage, and you

    push th e target 1 square. The damage is the same type asany type you can deal with your drayon breath.

    Count e ring Breath Ninefold Master Utility 1 :2As yourfoe unleashes a blast of elemental power, you relcase yourown, subtly alteriny your draconic breath to nenate your enemy'sattack .

    Encounter + ArcaneImmediate Interrupt Close blast 3Trigger: An enemy targets you with a close or an area attack

    that deals a damage type you can deal with drayon breathEffect: Your space and the blast are not considered part of the

    triggering attack's area of effect.

    Dragon Tempest Ninefold Master Attack 10Your exhalation of elemental enerny transforms into a ,\Vir/in8vortex of power.

    Daily + Arcane, Implement, Zone; Varies

    Standard Action Close blast 5Target: Each creature in blastAttack: Intelligence or Charisma vs. ReflexHit: 3d 8 + Intelligence or Charisma modifier damage. The

    damage is th e sam e type as any type you can deal with yourdrayon breath.

    Effect: The blast creates a zone that lasts until the end of yournext turn. A creature that enters the zone or starts its turnthere takes 10 damage of the same type as the initial attack'sdamage . As a move action, you can move the zone 3 squares.

    Sustai n Minor: The zone persists.

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    . - . _ - . - - . - ._ ._ - .- .- - . - .- - . - .- .

    D1V1NE DRAGONBORN .J

    Dragonborn characters who adopt divine classes oftenfollow Bahamut, bu t a few devote themselves to thedead dragon god 10, following the teachings of theTemple ofIo's Children (see page 4). Even dragonbornwho worship other gods often hold up 10 as a racial

    patron, almost like a divine ancestor.Following the path of a divine class is a matter ofmaking a commitment and sticking to it, which dragonborn do well. Many divine dragon born characters aredefined by their decisiveness-and their impatiencewith those who refuse to take sides or who waver intheir commitments_

    DIVINE CLASSES

    Dragonborn who adopt a divine class are most commonly paladins, pursuing their god's agenda withzeal and dedication. Their high natural Strength an d

    Charisma make them well suited to any paladin path,and many dragonborn paladins choose to keep bothability scores high and employ powers that use bothscores. Dragonborn paladins ofBahamut are amongthe brightest forces for good in the world-champions ofhonor and justice, crusading against evil and tyrannywhile protecting the weak and downtrodden. Otherdragonborn paladins are more like crusaders for theforce of civilization, striving to beat back the darknessof the world an d build a ne w great empire in the tradi tion of Arkhosia or Nerath in the name of deities suchas Erathis, loun, and Kord.

    Dragonborn also excel as clerics, preferring powersthat bring them into the forefront of melee combatand maximizing their Strength scores. The differencebetween a dragonborn paladin and a cleric is subtle: Bothsee themselves as crusading champions for their deitiesor their gods' ideals, but clerics are more apt to view theirwhole adventuring party as an instrument of divine will.

    Dragonborn invokers are the heirs of a truly ancienttradition th at long predates Arkhosia , and they are thedivine characters most likely to worship both Bahamutand Tiamat as aspects of th e Single god 10. Their formof divine magic was th e weapon of th e gods' servants in

    the Dawn War, when 10 himself bestowed power uponhis mortal servan ts to wage wa r against the minionsof the primordials. Dragonborn invokers are prone tospeak ofIo's death an d the rise ofBahamut an d Tiamatas ifit were a recent event , or a phase that will sooncome to an end.

    Dragonborn avengers are rare . They typically appearin secluded monasteries where strange doctrines aboutthe nature of the gods are taught. Dragonborn avengersmore commonly serve Tiamat than Bahamut. thoughthey usually have unorthodox understandings about th enature of both gods.

    DIVINE BACKGROUNDS

    Like th e arcane backgrounds on the previous pages ,these background elements for divine characters, whilethey use the background rules from Player's Handbook2, include suggestions for other character elements youmight use to build a character according to one of thesedivine archetypes.

    CHAMPION OF BAHAMUTWhatever your class, you are a servant ofBahamut andseek to emulate him in al l your actions. You strive to bea living incarnation of his will in the world, an extension of his mighty claws . His principles of honor an djustice, vigilance against evil, an d protecting the weakgUide every d ec ision you make an d inform your everyaction. Some might call you naive, blind to the harshrealities oflife in this dark age, an d perhaps you arebut that doesn't make you wrong.

    Most champions ofBahamut are paladins or clerics,espousing a particular ideal ofBahamut as a warriordeity . You might gird yourselfin shining platinum -co lored armor-or perhaps your scales are naturally thatcolor, a sign of your god's favor an d calling. You mightchoose cold damage for your dra80n breath an d featssuch as Frost Breath an d Freezing Breath to emulatethe Platinum Dragon's frosty breath.

    Associated Skills: Diplomacy, Intimidate

    DRAGONBORN ICONOCLASTThough you worship a recognizable deity of the tradi tional pantheon, you do so in a way that most would

    consider strange or even abhorrent. Your beliefs aboutthe gods and the proper ways to serve them are unconventional, to say the least. You might have learned themin a monastery (making this a particularly appropriate background element for avengers) or come up withthem on your own, perhaps in reaction against moretraditional teachings that were instilled in you earlier inlife. You might, for example, worship Melora as the greatcatastrophic dragon of the ocean depths, the third andmightiest spawn ofIo. Or you might revere Tiamat asan unaligned deity offair retribution , twisting the traditional understanding of her thirst for vengeance into a

    quality that is at least palatable, if not admirable. Perhapsyou believe that all the deities are actually dragonsascended to godhood who are simply exemplars whoshow mortals the path to the same ascension.

    Since being unconventional defines much of yourcharacter, look for other ways you can defy expectationsin your character choices. Don 't make choices that prevent you from fulfilling your role, bu t anything else isfair game . An unexpected multiclass feat (a la\,vful goodpaladin with th e Pact Initiate feat who dabbles in infernal warlock powers) , or atypical weapon and armorchoices (an avenger wh o disdains stealth an d wears

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    heavy armor) ca n go a long way toward making yourcharacter seem unorthodox-and interesting.

    Associated Skills: Arcana, History

    R E L U C TA N T PAW N OF T I A M AT

    Your divine powers come from Tiamat, bu t it hardlyseems fair to say you worship the evil god of greed an dvengeance. You might fear her, certainly, an d evenrespect her power-but if i t were up to you, you'd ratherforsake the power she 's given you than actually carryout her will. Pe rhaps you tra ined as an avenger to huntdown Tiamat's enemies, bu t some event awakened yourlongdormant conscience and spurred you to flee he rtemple's service. You might even have been kidnapped,magically controlled, and indoctrinated into he r secretcult, then freed-but left to sort out the jumble of yourthoughts an d allegiances on your own.

    Playing an evil character ca n easily become disruptive at the game table , but playing a character who is

    struggling against strong evil tendenciescan

    be richwith roleplaying opportunities. Choose powers thatemphasize the sinister nature of the deity who grantsthem to you , so that even your fellow adventure rs ar ea bit scared of what you might do. But look for ways foryour character to someday break free ofTiamat's grasp,even ifit's in a final act ofself.sacriflce.

    Associated Skills: Bluff, Thievery.

    S H A R D OF 10The divine power you wield is a tiny fragment ofro'sown power-a mote of divine light that emerged fromthe dying god, escaped the clutches of both Bahamutan d Tiamat as they rose from lo's corpse an d claimedhis mantle, and lay dormant until it could finally cometo rest-in you. Perhaps it was safeguarded by an angel,awaiting the proper time for it to come to light in agreat mortal champion. Or it might have been claimedby a dragon born invoker who passed i t down throughcountless centuries, until your dying master passed iton to you. Perhaps it has been hidden in your bloodline,passed through generations, an d perhaps it remainsdormant until you manage to awaken it fully . Whateverthe case, you are the custodian oftremendous divinepower-power that many others would dearly love toclaim.

    This is a great background for an invoker who isn'tjust a student of the ancient ways, but a literal heir ofancient

    power. Consider working toward the Avatarof

    10 epic destiny (see page 32), but every divine poweryou use throughout your c a reer is a manifestation ofro'sspark in you.

    Associated Skills: History, Religion

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    PARAGON PATH:

    PLATINUM TMPLAR

    "Each of us must choose a side, and why would any saneperson choose the side of envy, ven8eance, and weed?"

    Prerequis i te : Dragonborn, any divine class, mustworship Bahamut

    Many dragonborn who adopt divin e classes followBahamut, the Platinum Dragon , bu t few study th e eso-teric di sci plines of th e Platinum Temple. This ancientshrine, located on a remote mountain peak that is saidto straddle th e boundary betw ee n th e natural worldand Bahamut's domain in Celestia, tea c hes a particularform of mysticism that is unique to dragonborn, for itsgoal is to be increasingl y formed into th e likeness ofBahamut himself.

    Through prayer an d meditation, an d mor e importantthrough the rigorous discipline of walking a just an d

    honest path through th e world, yo u apply th e teach -ing s of the Platinum Templ e to yo ur life . You strive tothink as Bahamut would an d fac e every situation withhis sens e of righteousness an d honor. At the same time ,you train yo ur body an d channel divine powe r throughit, until yo ur scales begin to gleam with th e silvery-white color of platinum. With time an d further study ,yo u learn to momentarily sprout great draconic wings,speak Su p e rnal with Bahamut's ow n authority, an dbreath e a billowing mist like th e Platinum Dragon 'spo t e nt br ea th weapon.

    Such power is meaningless , how ever, if yo u do not

    u se it in service to Bahamut' s highest id ea ls.

    DRAGONBORN H O N O R

    As a dragonborn, your honor is your life. Keep these prin -ciples of honor in mind: . . In battle, treat your enemies with courtesy and respect. . . Fear is a disease, an d cowardice is a mortal failing. . . Keep your promises; a solemn oath is more important

    than your life. Speak with honesty, and don't make prom-ises lightly.

    . . Strive to do your best, an d if your best isn't good enough,

    improve yourself until it is. Do no t give up until you havemade every possible effort.

    . . Respect your elders, your leaders, an d others whodeserve your respect. Obey just commands, and carryou t th e duties they impose on you. Oppose those whomisuse their authority .

    . . Remember that your deeds reflect on your companions,your clan, an d your entire race. Do no t do that whichwould bring you shame if another in your clan did it .

    . . Boldly challenge your enemies, just as you challengeyourself.

    zPLATINUM TEMPLAR PATH FEATURESBahamut ' s Ward ing (11th level): When yo u u se o

    COa Channel Divinity power , each a lly within 2 squaresZ

    of you gains a +2 bonus to all defenses until th e en d of oyo ur next turn. lJ

    "~ocused Action (11th level): When you spend an

    action point to take an action , you ca n immediately omake a saving throw against on e effect that a save ca n UJen d , with a bonus equal to yo ur Charisma modifier. Z

    Pola r Brea th (16 th level): When yo u use yo ur >dra80n breath power , yo u ca n choose to deal co ld odamage with it inst ea d of an y other damage ty pe . Ifyo u do, an y creature hi t by th e attack is a lso slowed(save ends) .

    PLATINUM T E M P L A R P O W E R S

    Platinum Wings Platinum Templar Attack 11 P latinum-colored, scaly winas sprinafrom yo ur back and carry you aloft.

    Encounter. Divine Minor Action Personal Effect: Until the en d of your next turn, you gain a fly speed of

    8, and you can hover .Once before the start of your next turn , you can make the

    follOWing wing buffet attack :Immediate Reaction Melee 2Trigger: An enemy enters or leaves an adjacent square .Attack: Charisma + 4 vs. Fortitude (+ 6 at 21 st level)Hit: 2d6 + Charisma modifier damage, and you push the

    target 1 square .

    Bahamut 's Voice Platinum Templar Utility 12 The words issuinafrom you be/ona to no mortalt on8ue. and th ey carl) ' the weiaht of Bahamut's own voice. Daily. Divine Minor Action Personal Effect: Until the en d of th e encounter, you can speak

    Supernal as if you were a god or angel, such that any creature that has a language can understa nd your speech . In addition, you gain a +S bonus to Diplomacy checks and Intimidate checks while speaking Supernal through this power.

    Misty Breath Platinum Templar A ttack 20 Emulatina Bahamut's breath of silvery vapors, you transform you r enemies into harmles s mist.

    Daily. Divine, Implement Standard Action Close blast S Target : Each enemy in blast Attack: Wisdom or Charisma vs. Reflex Hit: The target is stunned, weakened, and transformed

    into fine mist (save ends all). While it is in this mist form, enemies can move freely through the target's space.

    Effect : The blast creates a zone that lasts until the end of your next turn . A creature that enters the zone or starts its turn there takes 10 cold damage . As a move action, you can move the zone 3 squares.

    Sustain Minor: The zone persists.

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    Dragonborn characters who adopt martial classes areoften driven by a desire to earn glory through mightydeeds of physical power. Because marti al charactersrely on no external source of power, thei r gloriousdeeds speak only to their own prowess and the honorof their clan, not to the intervention of divine beingsor the flow ofarcane energy. For that reason, martialdragonborn are more prone to hubris than characters ofother classes .

    MARTIAL CLASSES

    With their great natural strength, dragonborn excelat every martial class . They favor melee c ombat overranged combat, and emphasize strength over speedan d agility .

    Dragonborn fighters favor axes and heavy blades,

    whether one- or two-handed. Most dragonborn stick tothe classic fighting styles presented in the Player 's Hand -book, relying on constant training an d rigid disciplineto hone their martial skills. A few dragonborn becomebattlerager fighters, learning to unleash their inborndraconic fury in combat, but the battlerager style runscounter to the rigorous discipline that drag onbornbelieve is necessary to attain mastery of any skill.

    Dragonborn warlords naturally gravitate towardpowers that rely on Charisma to inspire their allies.They typically choose Inspiring Presence as a classfeature, but more reckless and aggressive individualschoose Bravura Presence instead.

    Dragonborn rangers typically focus on meleepowers, leaning toward the two-blade fighting style orsometimes be ast mastery (commonly favoring lizard

    companions). Dragonborn aren't often rogues, but thosewho do become rogues typically choose the BrutalScoundrel or Ruthless Ruffian class features , maximizing the effect of their Strength rather than relying onCharisma.

    MARTIAL BACKGROUNDS

    Use these martial background elements to help builda character according to one of these dragonbornarchetypes.

    DISCIPLINED SOLDIERMartial excellence is your foremost desire, for youbelieve that it symbolizes excellence of character andthe perfection of your spirit. You hone your body andtrain constantly with your chosen weapon or weapons.It's more than a matter of survival-it's about your owngrowth , your honor, an d the reputation of your clan .You might focus on discipline an d order so intently

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    that you find it hard to be flexible in cha nging circ umstances_ On the other hand, that sort of flexibility migh tbe an important part of your training, preparing toexpect the unexpected and respond to what you can' tbe prepared fOL

    Perhaps this relentless focus on discipline has itsroots in a traumatic past event Did your lack of discipline lead to a loved one's death? Or did you develop

    a rigid senseof

    order as a resultof

    a chaotic youth,an

    utter lack of stability around you? Perhaps it's simplythe result of strict training in the ancient martial traditions of your race_ Did you study swordplay surroundedby icons of Arkhosia's glory, learning that someday youwould march in an army bent on restoring the empire?

    This is a fine background element for a dragonbornfighter , but it works for any martial character- Youmight reflect your commitment to disciplined trai ningby fOCUSing on the use of a specific weapon, or reflectthe extent of your training by lIsing multiple diff erentweapons with e qual skill.

    Associated Skills: Athletics, Endurance

    EXOTIC GLADIATORYou have fought for sport-not for your own enjoyment,but for the entertainment of others_ You were popularbecause of your exotic race and your great strength ,drawing crowds to see your exploits in the arena, towatch you fight and kill monste rs and other humanoidsin battle_ You might have been a slave in a hobgoblincity, or perhaps you fought in secret, illegal rings withina human settlement

    How long did you fight? Were you generally suc

    cessful, or did you bare ly stay alive through a short an dinglorious career? Did you fight willingly, or were youforced to do it? Did you perhaps enjoy it? Why have younow stopped? Did you escape slavery, or win your freedom in an important match? Or did a wealthy patronsee something in you that your masters didn't , andpurchase you from them? Did any of your fellow adventurers fight alongside or perha ps against you?

    Assocaited Skills: Acrobatics , Athletics

    FERVENT COMMANDERPassion drives you. Like many dragonborn, you experi

    ence emotion deeply-you become furious, not annoyed,and bubble over with joyous laughter when othersmight smile to themselves . In battle , your ferocity an denthusiasm more than make up for a certain lack of discipline, and you 're more likely to rush into the fray thanwait in a shi eld wall with your allies. Your passion rubsoff on your allies, making you something of a leaderfigure even if that's not your combat role in game terms .It's hard not to follow where you lead. simply becauseyou go there with such enthusiasm an d commitment

    What stirs your passion for adventuring? Is it a lustfor glory, a th irs t for gold, or a crusading hatred of mon

    strollS evil? Or is it simply the thrill ofbeing out in theworld, rootless an d free, risking your life every day in

    Z0::0

    bloody battle? COAre you a warlord who gets your allies worked into a

    frenzy to improve their fighting ability? A rogue whoseZ8

    fervor in battle leaves your enemies off guard? A fighter

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    in a variety of ways , from alignment and behavior to thedamage type of their draaon breath.

    As an honorable blade , you have reached the pinnac1e of such a warrior clan. You have begun to master itsmost exotic fighting techniques, starting with the abilityto sheathe your weapon in the same draconic energythat powers your racial breath power. Your techniquesare purely martial, but they embody the physical quali

    ties of dragonkind, just as you strive to embody theirbehavioral qualities in your own deeds.

    HONORABLE BLADE PATH FEATURESDraconic Blade (11th level): Choose one type of

    damage you can deal with the draaon breath power. As afree action, you can add this damage type to all damagedealt with your melee weapon, in addition to any othertype of damage those powers deal. Another free actionreturns the weapon's damage to normal.

    Dragon Breath Action (11th level): When youspend an action point to take an extra action, you canalso use your draaon breath power as a free action, evenif you have already expended it in this encounter.

    Draconic Resistance (16th level): Choose onetype of damage you can deal with your draaon breathpower. You gain resistance to that damage type equal to5 + onehalf your level.

    HONORABLE BLADE POWERS

    Draconic Side st e p Honorabl!" B lade Attark 11As your foes move to jlank, )'ou deftly step aside , then ell8u!f themin your dra80n breath.

    Encounter. MartialImmediate Reaction PersonalTrigger: An enemy moves into a position where it flanks you.

    Effect: You shift 1 square and use YOllr dra80n breath as a freeaction, gaining a bonus to the damage roll equal to onehalfyour level, even if you have already used your dra80n breathin this encounter.

    Draconic leap Honorable B lade Uti lity 11No winas appear on ),our back, but )'ou leap frol7\ the 8round asif to take jli8ht, and the strenath of the draaon lVithin carries youhiah and for.

    Encounter. MartialMove Action PersonalEffect: You fly your speed. This movement does not provoke

    opportunity attacks.

    Wh irling Dragon Honorable Blade Attack 10You whirl your blade in a circle around ),011, and elemental powerradiates frol1l )'our weapon 10 sear ),our foes.

    Dai ly. Martial, Weapon; Varies Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Reflex Hit: 1[W) + Strength modifier damage. The damage is the

    same type you deal with your Draconic Blade. Miss: Half damage.

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    - . - - . - . - . _ - . - . - - . _ . - - - . - .- .zARKHOSIAN TOTEM RAGERR1MAL DRAGONBORN ~ "

    Few dragonborn adopt primal classes, because boththeir fundamental nature an d the historical traditionsof the race make them more inclined to the use of otherpower sources. However, some dragonborn clans domaintain strong prima l traditions, revering drake and

    dragon spirits, living in harmony with the often harshnature spirits of their homelands, and producing heroicbarbarians, wardens, and less often, shamans or druids.Also, lone dragonborn living in isolation sometimesgravitate toward the barbarian class.

    PRIMAL CLASSES

    Dragonborn make excellent barbarians, particularlywhen they choose powers and class features that makeuse of their high Charism a scores as well as theirStrength. Dragonborn barbarians are often the leadersof families or clans that follow primal ways, but they're

    also found among more civilized dragonborn as thedescendants of a totemic fighting order that dates backto Arkhosian times. See the Arkhosia n Totem Ragerbackground, below.

    By contrast, dragonborn wardens are found almostexclUSively among primal clans. Dragonborn don'tnaturally incline toward any particular warden build:Some channel the power of the land an d choose Earthstrength, others harness the elemental power of theirown blood and choose Wildblood. Still othe rs , particularly those with lightning dra80n breath, become stormwardens (choosing the Stormheart class feature). The

    Ufespirit feature complements the natural leadershipabilities of dragonborn even though it doesn 't rely onhigh Charisma.

    Dragonborn are rarely druids or shamans, thoughdragon born clans tha t follow primal ways naturally produce such characters at least occaSionally. Dragonbornof both classes typically have an unusual relationshipwith some kind of primal spirit, whethe r it's a bondformed at birth or the result of an encounter later in life(often as part of a coming -of-age ceremony) . The natureof that spirit usually has a Significant impac t on thecharacter's choice of class features and builds: A guard

    drake spirit makes a fine protector spirit companion fora dragonborn shaman, while an ambush drake spirit ismore like a stalke r spirit.

    PRIMAL BACKGROUNDS

    The primal background elements on these pages ca nhelp you build a character that embodies a certainarchetype of dragon born barbarians, druids , shamans ,and wardens.

    The totem ragers of ancient Arkhosia were an elite wa r - 0rior order that practiced primal traditions to become ~more ferocious in battle. The order was shattered 0before the fall of Arkhosia, after being infiltrated and LJcorrupted by infernal spies loyal to Bael Turath. The ~imperial priests of Erath is decla red the totem ragers Clto be in league with devils and the empire's enemies,

    and the order was offiCially disbanded and outlawed.It survived only in small groups that continued to meetin secret. "..

    In this form , the totem ragers survived the fall of theempire , and you are one of its few, scattered heirs. Thistradition has long outlasted the imperial authority thatdeclared it outlaw, so there is little need for secrecy-butthe scattered members of your order have practicedsecrecy for so long that it is a well -ingrained habit.What's more, your primal connections are still greetedwith suspicion by the clergy of the Imperial Arkhosiantemples, though they lack any legal recourse to pros

    ecute you.Most Arkhos l an totem rager characters are barbar

    ians. You might choose to focus on daily rage attackpowers that evoke draconic spirits, from ruBe drake'sfrenzy at 1st level to blue druBon ru8e at 25th. If you ca n 'tfind an appropriate rage power at a given level , considerrenaming and reflavoring an existing power, so frostwolf ruBe at 5t h level might become white dra80n m8e inyour hands. You might also choose this background element as a warden, applying some of the same cosmeticchanges to your daily guardian form powers.

    Associated Skills: History, Streetwise

    CHOSEN OF TH E SPIRIT D R A K E

    From the moment you emerged from your egg, it's beenclear that you were chosen to be the mouthpiece of aprimal drake spirit. It might be a furious spirit that hasfueled a powerful inner rage in you for your whole life,or a loyal guard drake spirit that chose you to protectyour family or clan. Or it could be something more akinto a fang titan drake, a beast of tremendous power thatwants you for some great purpose that you 're not yetaware of or prepared for.

    What manifestation of the spirit drake at your birth

    made the spirit's choice clear to those around you?Perhaps it sent a living drake to brood your egg. Maybeyou erupted with fury as you hatched , hur:Jing the frag ments of your shell arou nd the room. How were youraised in accordance with the drake spirit's wishes?Were you segregated from other children as a mark ofyour special calling? Did you grow up in the wilderness with the drake that hatched your egg? Or did yourparent simply watch you carefully but otherwise allowyou to lead a normal childhood?

    This is a particularly appropriate background for adragonborn shaman-your spirit companion can be the

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    spirit drake who chose you . However, it works equallywell for any other prima l class, with a less direc t rela tionship to that drake spirit.

    Associated Skills: Insight , Religion

    D R A G O N TOTEM CLAN

    For all their elementa l power and keen intellect, drag -ons are creatures of the natura l world as much as bearsand panthers, an d some of the myriad primal spiritsthat inhabit the world appear as dragons. Some dragon -born clans , particularly those that lived on the fringesof ancient Arkhosia or were never incorporated into theempire , long ago replaced an actual dragon patron witha prima l spirit in dragon form . Your clan followed thisancient tradition , and you learned your primal magic incommunion with this dragon spirit.

    Is your dragon totem a benevolent patron , or a ter rible force of natur e that must be appeased to preventcatastrophe? You might be the shaman who was sup -posed to keep it appeased, but who failed in that dutywith disastrous consequences. Or you might have beena barbarian thane who channeled the dragon totem'spower to lead your clan before some circumstancesepara ted you from your people.

    This background element works for any primal class.You might want to choose powers that renect yourdragon totem, or change the navor of the powers youselect to give them a draconic edge.

    Associated Skills: Nature, Religion

    SANDSTORM CALLER

    Your clan inhabits a remote and harsh wilderness , suchas a stormy desert, and strives to live in harmony withthe equally harsh primal spirits of that environment.You have an affinity for those spirits-primal beingsthat don't take human or animal shape, but roar in thewind and pulse in the harsh light of the sun. Becaus eof that affinity, you were the protector of your people,able to summon those spirits with a word to scour yourenemies from the earth in a terrible storm.

    But now you are cut off from those spirits and fromthe people you used to defend. Why did you leave?Perhaps you failed in your duty, and you have no clan

    left to protect. Perhaps the spirits of storm and sunsummoned you from your home in pursuit of a largerpurpose. Or you might simply have grown tired of yourresponsibility and become curious about the worldbeyond your clan's lands .

    Without the spirits of your native land, your primalmagic is not as strong, but neithe r is it entirely absent.Other spirits of weather and the land respond to yourcall, just more slowly. With time , perhaps, you willlearn to control the mightiest forces of nature whereveryour travels take you.

    Associated Skills : Endurance, Nature

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    PARAGON PATH:

    STORM D R A G O N

    "Draaons wheel in the winds of he cyclone and dive to earthwith eachj1ash ofliahtnina."

    Prerequisite: Dragonborn, any primal class, draaonbreath power that deals lightning damage

    Some dragons are like forces of nature, the elemental power coursing through their bodi es akin to themightiest forces of storm, earth , or sea. The catastrophicdragons embody the destructive forces of nature , bu teven the blue dragon is a living incarnation of th estorm . Your mastery of primal magic has led you to thispath: Like these dragons , the power of the storm flowsin your blood and erupts in your breath .

    Your allies in the sp irit world are draconic spiritsof wind, lightning, an d thunder, heeding your call torebuke your enemies, carry your allies on the wind, or

    transport you through the storm . As you advance onthe path of the storm dragon , your appearance changes

    DRAGONBORN PAT1ENCEA story is told of the dragon born hero Basharak, whose clanname is forgotten. Betrayed by his companions while sailingthrough the deep Astral Sea, he was thrown overboard andstranded an immeasurable distance from any land or sign ofcivilization. His treacherous allies sailed the ship away, surethat they were rid of Basharak forever.

    Five years later, the first of th e hero's betrayers met hisend. Over the course of th e next decade, Basharak huntedeach one down, killing them where they stood. Eachtime, he approached without a word, drew his sword andattacked, dispatched his foe quickly, then turned and set offin pursuit of th e next betrayer. When they were all dead, heset upon a new adventure as though nothing had happened.

    While Basharak's actions might echo th e vengeful teachings of Tiamat more than of Bahamut, his Single-mindedpursuit of vengeance is also indicative of a fundamental ofdragonborn nature. The length of time it takes to completea task is immaterial. If something is worth dOing, it's worthspending fifteen years to accomplish, and if something isworth having it's worth waiting for-as long as necessary.Basharak didn't launch into a monologue explaining th eordeals he had suffered in pursuit of his quarry, as thoughhe expected to be admired for the length of his pursuit. Hesimply did what he had come to do and moved on to thenext task.

    Similarly, spending thirty years practicing th e art of thesword is not an accomplishment in itse lf-the resulting mastery of that art is what brings glory. And waiting an hour fora friend to arrive at a tavern doesn' t matter, if th e friend isworth seeing.

    zo reflect the nature spirits you commune with-youc:c

    might develop the blue scales and prominent horn of a oblue dragon , or something of the churning elemental CO

    Zappearance of a typhoon dragon. By the time you reach othe en d of the path, wings sprout from your back, and lJyou fight with all the savagery of the storm dragon. ~

    c:c

    ClS TO R M D R A G O N PATH FEATURES

    Storm Spirit (11th level): You gain resist 10lightning 10 an d resist 10 thunder.

    Thundering Action (11th level): When you spendan action point to make an attack, you can push eachtarget you hit with that attack a number of squaresequal to your Charisma modifier an d knock eachtarget prone.

    Soul of th e Storm Dragon (16th level): Yourprimal powers ignore the target's resistance to lightningor thunder.

    Storm Dragon Wings (16th level): YOll gain overland flight with a speed of8.

    STORM D R A G O N P O W E R S

    Storm 's Rebuk e Storm Dragon Attack 11You spread win8s ofli8htnin8. Imockin8your foes away as you take to the air.

    Encounter + Lightning, Primal, Thunder Standard Action Close burst 1 Target: Each enemy in burst Attack: Wisdom + 4 vs. Reflex

    Increase to Wisdom + 6 vs . Reflex at 21st level. Hit: 2d6 + Wisdom modifier lightning and thunder damage,

    and you push the target 1 square . Effect: You can fly your speed.

    Spirit Wings Storm Dragon Utility 1 2 Dracotlic wind spirits lift you and your allies to carry you throuBh the air.

    Encounter + Primal Move Action Personal Effect: Each ally within 10 squares of you can fly 10 squares

    as a free action. You fly 10 squares.

    Dr ag on Storm Storm Dragon Attack 20 Your weapon is the thunder of the storm, and as you call upon

    it. clouds appear aboveyou. Li8htnin8 strikes your foes, and the storm winds buffet enemies and allies alike, allowin8 you to position them as you please.

    Daily + Lightning, Primal, Thund er, Zone Standard Action Close burst 2 Target: Each enemy in burst Attack: Strength + 6 vs . Fortitude Hit: 3d 8 + Strength modifier thunder damage . Effect: The burst creates a zone that lasts until the end of the

    encounter. An enemy that starts its turn in the zone takes 10lightning damage. Whenever a creature starts its turn in thelone, you can slide the creature 1 square as an immediateinterrupt .

    As a move action, you can move the zone 3 squares.

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    HEROIC TIER FEATSAny feat in this section is available to a dragonborncharacter of an y level who meets th e prerequisites.

    ADAPTABLE BREATH

    Prerequisite: Dragonborn, draaon breath racialpower

    Benefit: Choose a type of damage your draaon breathdoesn't already deal from among acid, cold, fire, lightning, or poison.

    When you use your draaon breath racial power, youca n choose to use this damage type rather than th enormal damage dealt by th e power. Only one damagetype applies for a given dragon breath attack.

    Special: You ca n take this feat more than once. Eachtime you select this feat. choose another damage type

    for your draaon breath power that you don't already havefor it .

    SPEAK1NG L1KE A DRAGONBORN

    Dragonborn have a number of distinctive idioms, oaths,and proverbs. You can use some of these to spice up yourcharacter's vocabulary, making sure that everyone at th etable remembers your character is a dragonborn.

    "Three an d One!" (TesjendarI) A common dragonborn

    exclamation, it refers to the three gods of Arkhosia's Imperial temples and the emperor, called th e Golden One."By my clan an d honor" (Uth vethindas en thuris) An

    oath or interjection, this is a solemn expression of what'smost important to a dragonborn.

    "Not all scales shield a dragon's heart" (Thricandamolik litrem vethiejir damstrix) A proverb expressing th e factthat things are not always what they seem-and in particular, a threat is often no t as dangerous as it first appears.Often used as a reminder to courage.

    "Io's Blood" (Vethio ierjir) Another exclamation, it'salso a subtle reminder that even th e mighty 10 could be

    slain-an exhortation to humility or to courage."Every lair has two ways out" (Thurisvant eth donsjeret)

    There's more than one way to accomplish any given task,an d a window opens for every closed door.

    "Stop straddling the chasm" (Pokesthajar kharasj)Choose a side, ge t off th e fence, make a decision.

    "Bahamut's Breath!" (Vethisvaerx Bahamutl) Considered somewhat irreverent, this oath is commonly used toexpress frustration, bu t can also refer to cold weather.

    ANCIENT SOUL

    Prerequisite: Dragonborn , Dragon Magic sorcerer,draaon breath racial power

    Benefit: Your draaon breath power is considered anarcane attack power .

    In addition, if your draaon breath power deals damageof the same type as your Dragon Magic class featuregives you resistance to, you gain the following benefit:

    Whenever you take damage of the type dealt by yourdraaon breath (after th e damage dealt is reduced by yourresistance), you regain the use of your draaon breath ifyou have already expended it in this encounter.

    BOLSTERING BREATH

    Prerequisite: Dragonborn, draaon breath racialpower

    Benefit: Your draaon breath power targets enemies inthe area, instead of all creatures in the area.

    In addition, allies in the area of your draaon breath

    gain a +1 bonus to attack rolls until the end of yournext turn.

    COVENANT OF 10Prerequisite: Dragonborn, draaon breath racial

    power, invoker , Divine Covenant class featureBenefit: Your draaon breath power is considered

    a divine attack power. In addition, when you use aninvoker at-will attack power that has a burst area ofeffect, you ca n choose to make it a close blast 3 insteadof an area power. The other effects of the power areunchanged.

    DAUNTING BREATH

    Prerequisite: Dragonborn, draaon breath racialpower, trained in Intimidate

    Benefit: Each creature you hit with the draaon breathpower is marked until the end of your next turn .

    DRACONIC BLAST

    Prerequisite: Dragonborn, draaon breath racialpower, eldritch blast power

    Benefit: You can choose to make your eldritch blast

    deal the same damage type as your draaon breath .

    DRACONIC COMBAT CHALLENGE

    Prerequisite: Dragonborn, draaon breath racialpower, fighter, Combat Challenge class feature

    Benefit: When you hit with the attack granted byyour Combat Challenge, you deal 3 extra damage ofthe same damage type as your draaon breath power. Theextra damage increases to 4 at 11th level and 5 at 21stlevel.

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    DRACONIC ENMITYPrerequisite: Dragonborn, avenger, oath of enmity

    power, dra80n breath racial powerBenefit: If the target of your oath of enmity is

    the only target of your dra80n breath , you can maketwo attack rolls and use eithe r re sult, as if you weremaking a melee attack against the target.

    DRACONIC HEALINGPrerequisite: Dragonborn , cleric, healin8 word

    powerBenefit: When you use healin8 word while you ar e

    bloodied, the target regains additional hit points equalto your Consti tution modifier.

    DRACONIC HUNTERPrerequisite: Dragonborn , dra80n breath racial

    power, ranger, Hunter's Quarry class featureBenefit: When you hit your quarry with your

    dra80n breath, you gain a +2 bonus to your attack rollsagainst that target until th e end of your next turn.

    DRACONIC MAJESTYPrerequisite: Dragonborn, any divine class, Chan

    nel Divinity class featureBenefit: When you use a Channel Divinity power,

    bloodied enemie s within 5 squares of you take a -2 pe nalty to all defenses until the en d of your next turn .

    FOCUSED BREATHPrerequisite: Dragonborn, dra80n breath racial powerBenefit: When you use your dra80n breath , you ca n

    choose to make it a close blast 1 instead of a close blast3. If you do, add 2 to th e damage roll. Increase this to 4at 11th level, and to 6 at 21st level.

    GLORIOUS VICTORY

    Prerequisite: Dragonborn, any martial cl assBenefit: Once pe r encounter, when you reduce an

    enemy to 0 hit points or fewer with an attack , you canspend a hea ling surge .

    HURL BREATHPrerequisite: Dragonborn, dra80n breath racial powerBenefit: When you use your dra80n breath, you can

    choose to make it an area burst 2 within 10 squaresinstead of a close blast 3 .

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    INSPIRING T R I U M P H

    Prerequisite: Dragonborn, barbarian, roar oftriumph power

    Benefit: Allies in the burst of your roar of triumphgain a +1 bonus to all defenses until the end of yournext turn.

    I o ' s CHALLENGE

    Prerequisite: Dragonborn. paladin. divine challengepower

    Benefit: When a creature takes damage from yourdivine challenge, add your Constitution modifier to thedamage it takes if you are bloodied.

    P O W E R FUL BREATH

    Prerequisite: Dragonborn, dragon breath racialpower

    Benefit: Choose an ability score. Use this abilityscore for attack an d damage rolls for your dragon breath

    from now on .

    RAGING D R A K E FORM

    Prerequisite: Dragonborn. druid. wild shape power.dragon breath racial power

    Benefit: While you are in beast form. you gain a +1bonus to attack rolls and damage rolls while bloodied.

    SURPRISING BREATH

    Prerequisite: Dragonborn, dragon breath racialpower

    Benefit: When you hit a creature with your dragonbreath, you gain combat advantage against that creatureuntil the start of your next turn.

    PARAGON TIER FEATSAny feat in this section is available to a character of11th level or higher who meets the prerequisites.

    A D M I X T U R E B R E AT H

    Prerequisite: 11th level. dragonborn . dragon breath,racial power. Adaptable Breath feat

    Benefit: When you use your dragon breath you ca nchoose for i t to deal two types of damage. These damagetypes must be ones you are capable of delivering withyour dragon breath.

    B U R N I N G BREATH

    Prerequisite: 11th level. dragonborn . dragon breathracial power that deals fire damage

    Benefit: Choose one creature hit by your dragonbreath. That creature takes ongoing fire damage equalto your Constitution modifie r (save ends).

    CRITICAL BREATH

    Prerequisite: 11th level. dragonborn. dragon breathracial power

    Benefit: ' ' ' 'hen you score a c ritical hit with yourdragon breath . the target takes ongoing 10 damage (saveends). The ongoing damage is the same type (or types)as the damage frOID your dragon breath.

    CORROSIVE BREATH

    Prerequisite: 11th level. dragonborn. dragon breathracial power that deals acid damage

    Benefit: Each creature hit by your dragon breathtakes a -2 penalty to AC until the end of your next turn.

    D R A G O N B O R N ZEAL

    Prerequisite: 11th level. dragonborn . DragonbornFrenzy feat

    Benefit: When you use your second wind. yougain a +1 bonus to attack rolls until the end of your

    next turn.Also. the dragonborn zeal racial utility power

    replaces one of your utility powers. The power it r