
Nubzcrymore |
1 person marked this as a favorite. |

So i want a Dragonborn race like that of 4e to use in my campaign. I would like it to be a player able race so no HitDice or level adjustmeant.
RACIAL TRAITS
Average Height: 6´2"–6´8"
Average Weight: 220–325 lb.
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath - Dragonborn Racial Power
Now this would need to be modified for pathfinder so i was wondering if anyone has done this yet or if anyone had some suggestions on what to do with it.

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4 people marked this as a favorite. |

Okay, I'll take a stab at it. This is sort of a merger of the 3.5 Dragonborn with the 4E Dragonborn.
Dragonborn Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity; Dragonborn are strong and regal but somewhat clumsy.
Medium Size: Dragonborn have no special penalties or bonuses due to size.
Normal Speed: Base speed for a Dragonborn is 30 feet.
Breath Weapon: Dragonborn can use a breath weapon once every 1d4 rounds. The breath weapon is a line with a range of 5 feet plus 5 feet per Hit Die, to a maximum of 100 feet. It inflicts 1d6 damage plus 1d6 per 3 HD the Dragonborn possesses. This damage may be acid, cold, electricity, or fire; the specific type is chosen at creation and cannot be changed afterward.
Dragon Blood: Dragonborn count as draogons for purposes of effects that affect type.
Skill Bonuses: Dragonborn get a +2 racial bonus to Intimidation and Knowledge (History).
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intellegence scores can choose from the following: Elven, Dwarven, Halfling, and Gnome.
Edit: Elghinn's writeup reminded me of something I forgot to add.

Elghinn Lightbringer |
2 people marked this as a favorite. |

Yes, I have.
Dragonborn are a race of proud, honorable warriors with strong magical traditions and ancient blood-ties to dragons. They never break an oath, and express their sense of honor by perfecting their skills and brooking no insult. They believe adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences. The drive to behave honorably is paramount to the dragonborn, and their continual drive for self-improvement reveals an additional aspect of dragonborn honor. Thus, breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out.
Physical Description Dragonborn resemble humanoid dragons, but are slightly bigger than most other races, standing between 6 and 7 feet tall. In fact, their very appearance gives an impression of virtuous purpose. Most dragonborn have very fine scales over most of their body, becoming larger towards their extremities, and are typically scarlet, gold, rust, ochre, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
Society Long ago, dragonborn empires contended for worldwide dominion, but now only a few rootless clans remain to pass on their legends of ancient glory. Although they no longer have a homeland to call their own, dragonborn continue to value honor, skill, and excellence in all endeavors one undertakes. This allows them to integrate easily into other cultures, especially those that hold similar values. Many find a home among humans and dwarves which tend to have martial and law-abiding societies. Above all, dragonborn hate to fail, and push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal.
Relations Dragonborn culture deems honor as more important than life itself. First and foremost, honor is tied to battlefield conduct, much like a knight’s rules of chivalry, but it also extends into every part of a dragonborn’s life. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. This dragonborn propensity sometimes leads others to wrongly view dragonborn as arrogant and proud. Dragonborn recognize tieflings as worthy companions or opponents, admiring their strength and tenacity as friends or enemies. They also get along well with humans, dwarves, and the war minded Sirjif minotaurs.
Alignment and Religion Dragonborn carry themselves with good deportment, seeing themselves as humanoid representations of noble dragonkind. Thus, many are good aligned, but like all things, there are exceptions. Due to their nobility and natural reverence for deity, dragonborn are innately devout and display this quality in all aspects of their lives. All dragonborn revere Drakor as their creator, whether secretly or openly. In addition, dragonborn fighters and paladins tend to worship Jors Guardarm or Varu Hammerhaft, while the veneration of Seker or Sosa is more prevalent among clerics and other divine spellcasters.
Adventurers Dragonborn are wanders, soldiers, and mercenaries, with many taking up the mercenary life to test their mettle. They seek adventure for the chance to prove their worth, win renown, and perhaps become champions about whom stories will be told for generations. To win everlasting glory through mighty deeds, daring exploits, and supreme skill that is the dragonborn dream. Dragonborn are born to fight, and tend to take the fight directly to their foes. As such, they prefer the martial classes of fighter, paladin, and even warlord to the less disciplined ranger or barbarian.
Dragonborn Characteristics Driven, honor-bound, noble, perfectionist, proud, reliable, reserved, rooted in ancient history.
Male Names Arjhan, Bharash, Ghesh, Heskan, Kriv, Nadarr, Rhogar, Shedinn, Torinn.
Female Names Akra, Biri, Kava, Mishann, Nala, Raiann, Sora, Surina, Thava.
+2 Constitution, +2 Charisma, –2 Dexterity Dragonborn are physically hearty and strong-willed, but are not as nimble as other races due to their draconic heritage.
Medium Dragonborn are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed Dragonborn have a base speed of 30 feet (6 squares).
Dragon Blood Dragonborn count as dragons for any effect related to race.
Dragon Breath Dragonborn have retained the dragon breath of their draconic heritage, manifesting itself in the form of a line with a length of 5 feet per class level. The dragon breath deals 1d6 points of energy damage for every 5 levels (Reflex save for half damage), to a maximum of 4d6 at 20th level. The type of energy breath weapon is determined by the dragonborn’s parentage as follows: acid (black or copper), cold (silver or white), electricity (blue or bronze), fire (brass, gold or red), or poison (green). The dragon breath ability is renewed after resting for 8 hours, although these hours do not need to be consecutive.
Dragonskin Dragonborn receive a +2 racial bonus to AC due to their scaly hide.
Immune to Dragon Fear Dragonborn are immune to a dragon’s frightful presence.
Keen Senses Dragonborn receive a +2 racial bonus on Perception skill checks.
Skilled Dragonborn receive a +2 racial bonus to Intimidate and Knowledge (Nobility) skill checks.
Weapon Familiarity Dragonborn are proficient with longswords and bastard swords.
Languages Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose any of the following: Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, and Orc.

JiCi |

Oh, for the love of Apsu... just give it a breath weapon that deals 1d6 points of damage per 2 levels that can be used once every 1d8 rounds, then once every 1d6 rounds at 9th level and once every 1d4 rounds at 18th level.
Come on, a sorcerer with the Draconic bloodline hit harder with the breath weapon, an alchemist hits harder with the bombs... giving the Dragonborn an actual "dragon-like" breath weapon isn't gonna break it.

BakaBacchus |
I just put this together over the past few hours from the kobold feats and other conversions for Dragonborn such as Elghinn and David Fryer. I was hoping for some feedback on it's power level. It is intended for someone who won't be playing for long and I can always restrict access. They won't have access to 3rd party sources.
+2 Constitution, +2 Charisma, –2 Dexterity Dragonborn are physically hearty and strong-willed, but are not as nimble as other races due to their draconic heritage.
Medium Dragonborn are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed Dragonborn have a base speed of 30 feet (6 squares).
Dragon Blood Dragonborn count as dragons for any effect related to race.
Educated: Dragonborn get a +2 racial bonus to Knowledge (History) checks.
Frightful Presence: Dragonborn get a +2 bonus to Intimidate checks.
Immune to Dragon Fear: Dragonborn are immune to a dragon’s frightful presence.
Dragonskin: Dragonborn receive a +1 natural armor bonus due to their scaly hide at 3 HD.
Dragon Claws: While Dragonborn have claws they count as normal unarmored attacks for only 1d4 damage.
Weapon Familiarity: Dragonborn are proficient with longswords and bastard swords.
Dragon Breath:
Dragonborn have retained the dragon breath of their draconic heritage, manifesting itself in of the dragonborn's parentage. At 1 HD damage is 1d4 On the 2nd HD damage increases to 1d6. At 5th HD and every 3 HD thereafter add 1d6. On the 3rd HD and every 3 HD thereafter increase the range by 5ft. This ability may be used 3 times per day. The dragon breath ability is renewed after resting for 8 hours, although these hours do not need to be consecutive.
Dragon Type Energy Type Breath Shape
Green.....Poison........10-foot cone
Blue......Electricity...15-foot line
Black.....Acid..........15-foot line
Red.......Fire..........10-foot cone
White.....Cold..........10-foot cone
Brass....Poison.........10-foot cone
Bronze...Electricity....15-foot line
Copper...Acid...........15-foot line
Gold.....Fire...........10-foot cone
Silver...Cold...........10-foot cone
DRAGONBORN FEATS:
Improved Breath: Breath's damage die increases one rank. This feat may be taken multiple times.
Expanded Breath: Breath's range increases two ranks. This feat may be taken multiple times.
Selective Breath: (requires Expanded Breath) May exclude 1 target. This feat may be taken multiple times.
Frequest Breath: Breath may be used 2 more times per day. This feat may be taken multiple times.
Dragon's Claws: Dragonborn who embrace their draconic heritage grow claws that do 1d4 damage slashing damage. Claw attacks do not provoke attacks of opportunity and count as natural weapons. At 5 HD they increase to 1d6, at 10 HD this increases to 1d8, 15 HD to 1d10, and finally 2d6 at 20 HD.
Dragon's Bite: Dragonborn who embrace their draconic heritage gain a bite attack as a natural weapon. This secondary natural attack deals 1d4 piercing damage. The damage increases at the same progression as Dragon's Claws.
Dragon's Tail: Dragonborn who embrace their draconic heritage grow a scaled prehensile tail. You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold/dragonborn tail attachments. For the purpose of weapon feats, you are considered proficient with all such tail attachments.
Dragon's Wings: Special rituals passed down through the bloodlines allow a worthy Dragonborn to grow wings. You can use these wings to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall. If you are under the prone condition you can not glide.
Dragon Adept: (requires 3 of Dragon's Claws, Dragon's Tail, Dragon's Wings, and Dragon's Bite) Dragon's Claws are considered Magic +1 claws. It is possible to enchant them further as per a double weapon. Dragon's Tail damage dice increase as per claws of one rank less (at level 10 the tail counts as level 5 and does 1d6). Dragon's Wings gain fly speed of 20 feet.
Improved Dragon's X: (requires 10 HD) Gain the effect of Dragon Adept for one particular feature. Must be taken separately for each feature.

TheDisgaean |
Late to the party, but I thought I'd throw in my 25 cents.
Ability Scores: +2 Strength and Charisma, -2 Dexterity.
Size:: Medium
Base Speed: 30 ft.
Languages: Common, Draconic; may choose any languages they want (save secret languages like Druidic) as bonus languages.
Educated: +2 Knowledge (History)
Draconic Presence: +2 Intidimate
Draconic Aspect: Select one of the following traits:
Dragonbreath: You gain a breath weapon based on your draconic ancestry (see below). All creatures must make a Reflex save (DC 10 + 1/2 character level + CON modifier) of take 1d6 for every 4 levels you have. You can use this ability once for every five levels you have. Once this decision is made, it can't be changed.
Black and Copper: 20 ft. line of acid
Blue and Bronze: 20 ft. line of electricity
Brass: 20 ft. line of fire
Green: 15 ft. cone of acid
Gold and Red: 15 ft. cone of fire
Silver and White: 15 ft. cone of cold
Dragonsenses: You gain low-light vision and darkvision 60, and are immune to magic sleep effects.
Dragonwings: You take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with these wings alone; you merely coast in other directions as it falls. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide.
Dragonfear: You may use cause fear as a spell-like ability 1/day.
Dragonscales: You gain a +1 natural armor bonus to AC and energy resistance 5 based on your draconic heritage (see below).
Black, Copper, and Green: Acid
Blue and Bronze: Electricity
Brass, Gold, and Red: Fire
Silver and White: Cold

TheDisgaean |
Who says only western style dragons get mortal kin? Was going to include Primal and Outer dragons, but some dragons in the set were more powerful than others.
Dragonbreath
Forest: 15 ft. cone of piercing
Sea: 15 ft. cone of fire
Sky: 15 ft. cone of electricity
Sovereign: 15 ft. cone of sonic
Underworld: 20 ft. line of fire
Dragonscales
Forest: +4 to Fortitude saves vs poison.
Sea: Fire Resistance 5
Sky: Electricity Resistance 5
Sovereign: Acid, Cold, Electricity, or Fire Resistance 5; selected at first level, can't be changed.
Underworld: Fire Resistance 5