Dragonborn Traits | White, Purple, Blue & Silver for Monk, Paladin

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White Dragonborn

Traits of Dragonborn White, Purple blue & Silver

Suppose you look at the different types of dragons in the MM. In that case, a white dragon is much more untamed, and its scales are pure white, and a Dragonborn of that color would probably be similar. A silver dragon is often depicted with large fins/crests and metallic scales. A silver Dragonborn, in my opinion, would look more elegant and royal. A white Dragonborn would probably be kind of hard to see. In contrast, a silver dragonborn’s scales would be reflecting any glimmers of light that there were, so it would probably be kind of obvious.

White Dragonborn

Although many white Dragonborn choose to pursue a career as an adventurist, they are not necessarily born with these particular talents. Dragonborn can use their social skills and honor to benefit from the ruling councils. Some people hold more primitive fighting instincts than their ancestors. Some are more adapted to the mountains and oceans, while others are more suited for the arctic. White Dragonborn will likely have lighter, less shiny scales. Low light might make silver look greyer, but this is debatable.

There are no guidelines or rules. There may be other features that could set them apart than skin color. I.e., curved horns, eye shape, scale size, etc. It is not a set of rules, so talk to your DM. If you are the DM, make it up.

You will find many alternative racial traits and ability score bonuses to help you distinguish between different species of Dragonborn. Some campaigns might choose to have subraces live in separate countries with other religions or political goals rather than living in the same land.

The range of powers, skills, and ability score increases presented below would also allow for an entirely Dragonborn campaign with few other humanoid races.

Dragonborn Sub-race Traits

You have the option of choosing between the Player’s Handbook’s standard ability score adjustments or racial power adjustments for Dragonborn. Below are the racial characteristics. The racial trait replaces your Breath Weapon trait that you choose (you keep your Resistance trait).

All Dragonborn may choose from the Draconic Senses or the Winged traits in addition to those traits listed below.

Black Dragonborn

+2 Strength, +1 Charisma

Alternate Traits: Aquatic Heritage, Primal or Wildling

Blue Dragonborn

+2 Constitution, +1 Charisma

Alternate Traits: Desert Heritage, Primal or Regal

Brass Dragonborn

+2 Charisma, +1 Wisdom

Alternate Traits: Desert Heritage, Shifter, Socialite, or Wildling

Bronze Dragonborn

+2 Dexterity, +1 Charisma

Alternate Traits: Aquatic Heritage, Shifter, or Wildling

Copper Dragonborn

+2 Charisma, +1 Strength

Alternate Traits: Mountainous Heritage, Shifter, or Trickster

Gold Dragonborn

+2 Wisdom, +1 Charisma

Alternate Traits: Aquatic Heritage, Regal or Shifter, or Socialite

Green Dragonborn

+2 Dexterity, +1 Wisdom

Alternate Traits: Aquatic Heritage, Primal, Trickster, or Wildling

Red Dragonborn

+2 Strength, +1 Constitution

Alternate Traits: Mountainous Heritage, Primal or Regal

Silver Dragonborn

+2 Intelligence, +1 Charisma

Alternate Traits: Mountainous Heritage, Regal, or Shifter

White Dragonborn

+2 Constitution, +1 Strength

Alternate Traits: Polar Heritage or Primal

Alternate Traits

Aquatic Heritage (Black, Bronze, Gold, Green)

You can call the coasts, islands, and deepest ocean trenches home and the major cities of the Dragonborn countries. You can breathe both air and water, and you have a swimming speed of 30 feet. You can also see up to 60 feet with darkvision, and you can perform Athletics checks.

Desert Heritage (Blue, Brass)

Your instincts and anatomy are similar to an ambush predator. You can burrow at 10 feet and hold your breath for a time equal to your Constitution score (not the Constitution modifier). Stealth checks, Survival checks, and proficiency are also available.

Draconic Senses (All)

You inherit the Dragon’s natural senses. Darkvision up to 60 feet is yours. Perception checks are available. As a bonus action, you can also gain blindsight up to 10 feet for a minute. You can’t use this ability again until you take a rest.

Mountainous Heritage (Copper, Silver, Red)

You’re built to traverse rugged terrain and treacherous mountain peaks. You can climb at 30 feet per hour and are proficient in Athletics checks. Any Athletics check you make will double your proficiency bonus.

Polar Heritage (Silver, White)

You’re built to cross icy ledges and slippery mountainsides. Acrobatics and Athletics proficiency are earned. You can choose one of these skills to double your proficiency bonus.

Primal (Black, Blue, Green, Red, White)

You prefer fresh meat and personal combat. 1d4 points of piercing damage increase your Strength modifier, and you gain a bite attack. You can use an Attack action to attack your bite. You can charge your bite attack at the 5th level with the same elemental energy as you resist. You can set your bite with the same essential power you are resistant to. You will be able to inflict additional 1d6 elements of damage. Your bite is also magical. Before you take a long rest, you can charge your bite up to the Constitution modifier.

Regal (Blue, Gold, Silver, Red)

You are influenced by the Dragon’s royal appearance and demeanor. You can pass the History and Intimidate tests with proficiency. You can choose one of these skills to double your proficiency bonus.

Shifter (Brass, Bronze, Copper, Gold, Silver)

You inherit the fluidity of form that metallic dragons possess. You may cast disguise self once per long rest. At the 3rd level, you may cast alter self once per long rest. You may get two benefits if you cast change self at 5th level.

Socialite (Brass, Gold)

Born with the kindness, compassion, love of conversation, and heart of the metallic dragons, you are destined to live a happy, healthy life. You can pass Insight or Persuasion tests, and you gain proficiency. You can choose one of these skills to double your proficiency bonus.

Trickster (Green, Copper)

You are prone to deceit and trickery, no matter how good-natured or evil your humor is. You can perform Sleight of Hand and Deception checks with proficiency. You can choose one of these skills to double your proficiency bonus.

Wildling (Black, Brass, Bronze, Green)

A deep connection is formed with the natural world. It is up to you to decide whether you want to ally yourself with the natural world or not. At will, you can speak with animals. You can cast pass without the trace at 3rd level once per long rest. You can cast animal friendship as a 1st-level spell at the 5th level.

Winged (All)

The gift of draconic wings, which are rarer than the ability to breathe fire or lightning, can elevate you to a high-ranking position. Your flight speed increases to 30 feet. This flight speed is increased to 50 feet at the 11th level.

Draconic Ancestry

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Purple Dragonborn Traits

Ability Score Increase. Your Charisma score will increase by 2.

Purple Psychic Breath. Your action can be used to exhale harmful energy. Each creature within a 15-foot radius must make a Constitution saving throw when you use your breath weapon. Your Constitution modifier + proficiency bonus equals 8. This saving throw DC is 8. A creature suffers 2d6 psychic damage and is either confused if it fails to save its life or takes half the damage if it succeeds. At the 6th level, the damage is 3d6; at the 11th level, it is 4d6. And at the 16th level, it is 5d6. The confused creature takes 2d4 psychic injury at the beginning of each turn, can’t take responses, and can only move or take action. If the Constitution saving throw is made by a confused creature at the end of each turn, it ends the effect on itself. However, you can move the creature up to 15 feet in any direction you choose if the save fails. You can’t use your breath weapon again after you have used it.

Psychic Resistance. You are immune to psychic damage.

Red Dragonborn Traits

Ability Score Increase. Each of your Strength, Dexterity, and Constitution scores will increase by 1.

Red Fire Breath. Your action can be used to exhale harmful energy. Each creature within a 15-foot radius must make a Dexterity saving throw when you use your breath weapon. This saving throw DC equals eight + your Constitution modifier + your proficiency bonus. If a saving throw fails, a creature takes 2d6 fire damage. A successful save will do half the damage. At the 6th level, the damage increases to 3d6 and 4d6 at 11th levels, respectively, and to 5d6 at 16th. You can’t use your breath weapon again after you have used it.

Fire Resistance. You are resistant to fire damage.

Silver Dragonborn Traits

Ability Score Increase. Your Constitution score will increase by 1.

Silver Cold Breath. Your action can be used to exhale harmful energy. Each creature within a 15-foot radius must make a Dexterity saving throw when you use your breath weapon. This saving throw DC equals eight + your Constitution modifier + your proficiency bonus. If a saving throw fails, the creature takes a 2d6 cold injury and becomes frostbitten. The damage is half that of a successful save. At the 6th level, the damage is 3d6; at the 11th level, it’s 4d6. And at the 16th level, it’s 5d6. Frostbitten creatures are vulnerable to all damage. Frostbitten creatures can make Constitution saving throws at the end of each turn, which will stop the effects from being permanent. You can’t use your breath weapon again after you have used it.

Cold Resistance. You are immune to cold damage.

Steel Dragonborn Traits

Ability Score Increase. Your Charisma score goes up by 2, and your Strength score goes up by 1.

Steel Force Breath. Your action can be used to exhale harmful energy. Each creature within a 15-foot radius must make a Constitution saving throw when you use your breath weapon. Your Constitution modifier + proficiency bonus equals 8. This saving throw DC is 8. If the saving throw fails, the creature takes 2d6 force injury and is dazed. The damage taken by a successfully save throw is half that of a failed one. At the 6th level, the damage is 3d6; at the 11th level, it is 4d6. And at the 16th level, it is 5d6. A dazed creature cannot take action, can only move, take action or take a bonus action during its turn. A confused creature may make a Constitution saving throw at each turn, which ends the effect on itself. However, you can move the creature up to 15 feet in any direction you choose on a failed save. You can’t use your breath weapon again after you have used it.

Force Resistance. You are immune to force damage.

White Dragonborn Traits

Ability Score Increase. Your Constitution score will increase by 2.

White Cold Breath. Your action can be used to exhale harmful energy. Each creature within a 15-foot radius must make a Dexterity saving throw when you use your breath weapon. Your Constitution modifier + proficiency bonus equals eight as the DC for this saving throw. A creature suffers 2d6 cold damage and is shivering if it fails to save. It takes half the damage if it succeeds. At the 6th level, the damage is 3d6; at the 11th level, it’s 4d6. And at the 16th level, it’s 5d6. The speed of a shivering creature is reduced by half, and its melee- and ranged attacks do half the damage. A shivering creature may make a Constitution saving throw at each turn, ending its effect on itself. You can’t use your breath weapon again after you have used it.

Cold Resistance. You are immune to cold damage.

Summary

The Dragonborn was born of dragons and walked proudly in a world filled with fearful incomprehension. Dragonborn were created by the draconic gods, or the dragons, from dragon eggs. They are a unique race that combines the best qualities of humanoids and dragons, only a few hundred years ago. Some Dragonborn serve faithfully as servants to dragons. Others join the ranks of soldiers in great conflicts. Still, others are left adrift with no clear purpose in life.

Proud Dragon Kin. Although Dragonborn is humanoid form, they look much like dragons. They stand tall in humanoid form and lack wings or tails. Many Dragonborn has vibrant scales that match the dragon kin’s colors. Some Dragonborn clans are rooted in the blood of particular dragon types. These Dragonborn have scales that closely match the dragon ancestors. They can be bright red, green, blue, or lustrous black or gleaming metal gold, silver, or copper. They can often reach 6 1/2 feet in height and weigh 300 pounds. They have strong claws that resemble talons and three fingers on each hand.

Self-Sufficient Clans. The clan is important to any Dragonborn more than life itself. Dragonborn owe their loyalty and respect to their clan more than anything else, even the gods. Every Dragonborn’s conduct is a reflection of the honor of their clan. Dishonoring the clan could lead to expulsion or exile. Every Dragonborn is aware of their position and duties within the clan. Recognition requires that they adhere to those boundaries.

The self-sufficiency and self-improvement of the entire race are reflected in a constant drive to improve oneself. Dragonborn are proud of their ability to excel in any endeavor. Dragonborn are not afraid to fail and will go to great lengths to succeed. The goal of a Dragonborn is to master a specific skill. Dragonborn’s are open to respect from other races that share the same commitment.

Although all Dragonborn including white want to be self-sufficient, they recognize the need for help in times of difficulty. The clan is the best resource for such help. When a family requires support, it will turn to another Dragonborn clan first before turning to other races or the gods. So, now it is time for your session with DM for white dragonborn build.