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Dragonborn
Free | Premium | Iconic | ||||||||||
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![]() Dragonborn |
![]() Drow |
![]() Dwarf |
![]() Elf |
![]() Gnome |
![]() Halfling |
![]() Aasimar |
![]() Eladrin |
![]() Bladeforged |
![]() Chaosmancer |
![]() Deep Gnome |
![]() Morninglord |
![]() PDK |
![]() Half-Elf |
![]() Half-Orc |
![]() Human |
![]() Tiefling |
![]() Warforged ‡Free with unlock |
![]() Wood Elf |
![]() Shifter |
![]() Tabaxi |
![]() Razorclaw |
![]() Scoundrel |
![]() Scourge |
![]() Shadar-kai |
![]() Trailblazer |
Overview[edit]
Born to fight, Dragonborn are a race of warriors and adventurers that hail from Argonessen. They have the unique ability to channel elements into a Breath Weapon attack.
Dragonborn is a race released in Update 35. Originally a premium race, it was made free in Update 53.
Racial Traits[edit]
- +2 Strength, +2 Charisma, -2 Dexterity
- Free Racial Feat, Draconic Ancestry: Stacking bonus to one type of Energy Resistance equal to Character Level (the type is based on the feat chosen).
- Breath weapon (optional enhancement): Tier 2 racial enhancement, 30 second cooldown, can take metamagic feats, deals [1d6+3]/character level, DC 10+Cha+Evocation+breath weapon bonuses (Acid breath uses Conjuration)
Deities[edit]
- Aureon (Quarterstaff): Follower of Aureon → Child of Faith → Aureon's Instruction
- Blood of Vol (Dagger): Follower of the Blood of Vol → Child of Faith → The Blood is The Life → Damage Reduction: Good
- Olladra (Sickle): Follower of Olladra → Child of Faith → Luck of Olladra → Beloved of Olladra → Damage Reduction: Cold Iron
- Onatar (Warhammer): Follower of Onatar → Child of Faith → Onatar's Forge → Beloved of Onatar → Damage Reduction: Cold Iron
- Silver Flame (Longbow): Follower of the Silver Flame → Child of Faith → Silver Flame Exorcism → Beloved of the Silver Flame → Damage Reduction: Silver
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of Faith → Unyielding Sovereignty → Beloved of the Sovereign Host → Damage Reduction: Cold Iron, Damage Reduction: Silver
Feats[edit]
Racial Feats[edit]
- You must select one (and only one) type of Draconic Ancestry. This will determine some variables for racial enhancements.
Icon Feat Type Description Prerequisites Draconic Ancestry: Black Passive You ancestry is linked to Black Dragons of a bygone age. You gain a stacking bonus to Acid Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with the Dragonborn Racial Enhancement Tree. Dragonborn Draconic Ancestry: Blue Passive You ancestry is linked to Blue Dragons of a bygone age. You gain a stacking bonus to Electric Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with the Dragonborn Racial Enhancement Tree. Dragonborn Draconic Ancestry: Red Passive You ancestry is linked to Red Dragons of a bygone age. You gain a stacking bonus to Fire Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with the Dragonborn Racial Enhancement Tree. Dragonborn Draconic Ancestry: White Passive You ancestry is linked to White Dragons of a bygone age. You gain a stacking bonus to Cold Energy Resistance equal to your Character Level. This choice also selects the element you will gain bonuses with the Dragonborn Racial Enhancement Tree. Dragonborn
Racial past life feats[edit]
- 1st - +1 Spellcraft
- 2nd - +1 Charisma
Enhancements[edit]
Core abilities[edit]
Hardy: +1 FortitudeAP Cost: 1 Level: 1 Progression: 0 No requirements Dragonborn Strength or Charisma: +1 Strength or CharismaAP Cost: 2 Level: 4 Progression: 1 Requires: Hardy Hardy: +1 FortitudeAP Cost: 1 Level: 7 Progression: 3 Requires: Strength or Charisma Dragonborn Strength or Charisma: +1 Strength or CharismaAP Cost: 2 Level: 11 Progression: 4 Requires: Hardy Hardy: +1 FortitudeAP Cost: 1 Level: 16 Progression: 6 Requires: Strength or Charisma Tier One[edit]
Requires Hardy
Resilience: +10 Maximum Hit PointsAP Cost: 2 Ranks: 1 Progression: 1 No requirements Hard Scales: +2/+4/+6 Natural Armor, stackingAP Cost: 1 Ranks: 3 Progression: 1 No requirements AP Cost: 1 Ranks: 3 Progression: 1 No requirements Draconic Visage: +1/+2/+3 Intimidate, Spellcraft, and HaggleAP Cost: 1 Ranks: 3 Progression: 1 No requirements Undaunted: +1/+2/+3 FortitudeAP Cost: 1 Ranks: 3 Progression: 1 No requirements Tier Two[edit]
Requires 5 APs spent in tree
Resilience: +10 Maximum Hit Points and +10 Healing AmplificationAP Cost: 2 Ranks: 1 Progression: 5 Requires: Resilience Harder Scales: +2/+4/+6 PRRAP Cost: 1 Ranks: 3 Progression: 5 Requires: Hard Scales Dragon Breath: Active Ability: Cone that deals 1d6 + 3 [red fire/white cold/black acid/blue electric] damage per caster level (reflex save for half). Counts as Evocation spell; gets full Metamagic feats, No SR, DC 10 + CHA mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. Scales with 100% of spell power. Activation Cost: Nothing Cooldown: 25 secondsAP Cost: 2 Ranks: 1 Progression: 5 No requirements Extra Action Boost: Dragonborn keep fighting long after other races tire. You can use each of your action boosts 1/2/3 additional time per rest.AP Cost: 2 Ranks: 3 Progression: 5 No requirements Arcanum: +25/50/100 Spell Points and +1/+2/+3 Spell Penetration.AP Cost: 2 Ranks: 3 Progression: 5 No requirements Tier Three[edit]
Requires 10 APs spent in tree
Resilience: +10 Maximum Hit PointsAP Cost: 2 Ranks: 1 Progression: 10 No requirements Dragon Heritage: +[10/20/30] spell power with the element associated with selected Draconic Ancestry.AP Cost: 1 Ranks: 3 Progression: 10 Requires: Dragon Breath, Power in Breath Power in Breath: +1/+2/+3 DC's of Breath AttacksAP Cost: 1 Ranks: 3 Progression: 10 No requirements Draconic Knowledge: +1 Caster Level and +2 Max Caster Level with the element spell associated with selected Draconic Ancestry.- Note: "Draconic Knowledge: Blue" also improves sonic spells. "Draconic Knowledge: Black" also improves earth spells.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Dragon Breath, Power in Breath Tier Four[edit]
Requires 15 APs spent in tree
Resilience: +10 Maximum Hit Points and +10 Healing AmplificationAP Cost: 2 Ranks: 1 Progression: 15 Requires: Resilience Memory of Flight: Active Ability: Activate: Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Info: Memory of Flight can be used underwater or while on horse without being dismounted. Activation Cost: Nothing Cooldown: 15 SecondsAP Cost: 2 Ranks: 1 Progression: 15 No requirements True Power: +1/+2/+3 to Evocation and Conjuration DCsAP Cost: 1 Ranks: 3 Progression: 15 Requires: Power in Breath Augmented Breath: Select from:Constricting Breath: 20% chance that enemies will be slowed by 50% when affected by your Breath Attacks.
Dazing Breath: 5% chance that enemies will be Dazed when affected by your Breath Attacks.
Lulling Breath: 10% chance that enemies will fall asleep when affected by your Breath Attacks.
Relentless Breath: 8% chance that enemies will be knocked down when affected by your Breath Attacks.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Draconic Knowledge PnP information and traits[edit]
Typical abilities:
- Ability changes: bonus to STR or CON, bonus to CHA, maybe penalty to DEX
- Pick an element, gain breath weapon + resistance
- Many dragonborns sprout wings, gaining glide/flight abilities
Dragonborn in various PnP editions: