Monday, March 27, 2017

Dragonborn for 3.5e

The dragonborn have a relatively short but tumultuous history in D&D. They first appeared as a weird template in a late 3.5e supplement, Races of the Dragon (2006) and didn’t seem to make much of a splash there. Which made it all the more surprising when dragonborn emerged as a core race in 4e—and in fact, might have been one of the signature elements of the new edition.

The addition of dragonborn . . . was not universally acclaimed. I wasn’t a huge fan myself; as an old school guy, I would have preferred to have seen the classic lizardfolk promoted as a PC race, as they have been around since Greyhawk (1975) and have always been a semi-popular variant for players. I would have also liked to have kept dragons a little more distant and special.

But that said, dragonborn had their fans and it was not surprising to see them brought forward into 5e. I had not originally planned to have them in the Great Dungeon of the North, but when I started running a new 5e campaign for some younger kids, two out of three players opted for dragonborn characters. I have come to believe, somewhat late in the game, that good DMs should always try to follow Tina Fey's first rule for improvisation: agree. And so the setting now has dragonborn, and I think it’s better for it—the kids certainly seem to enjoy playing them.

Like their great rivals the tieflings, the dragonborn are fairly new arrivals to the North, originating from the Southern Kingdoms. Still fairly rare, a handful of dragonborn have journeyed up the Gobbo River to explore the Great Dungeon, though they are almost always mistaken for lizardfolk.

Wizards generously released dragonborn in the 5e System Reference Document and so I developed the following 3.5e back-conversion from that source. By the time you get to 5th edition the dragonborn little resembles the template from Races of the Dragon. I also consulted Kobold Press’ excellent Advanced Races Compendium. The Compendium, written for Pathfinder, has its own dragonkin which are close cousins to the dragonborn, and served as a helpful reference. Developing balanced third edition player character races is always a fraught undertaking, but I think the final result is pretty close, if maybe a little underpowered compared to the core races.

The following text is Open Game Content.

Dragonborn

This bipedal dragon stands well over six feet tall and is armed and armored like a warrior. Its fine scales are colored dark red.

Descended from Dragons. Dragonborn are rare, scaly humanoids. They may have once possessed a kingdom of their own, but now they are scattered across the world in small, tight-knit communities. They revere tradition and respect the bonds of their clan and family.

A Tendency for Extremes. Dragonborn make a conscious choice for one side or the other in the cosmic war between good and evil. They approach nearly every undertaking with the utmost enthusiasm and intensity.

Formidable Foes. Most dragonborn are good, but those who side with evil can be terrible villains. Dragonborn tend to be relentless in their pursuits, and their enemies are no exception.

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds.

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Most dragonborn encountered outside their home are warriors.

Dragonborn CR 1/2

Dragonborn warrior 1

Often LN Medium humanoid (dragonborn)

Init -2; Senses Listen +0, Spot +0

Languages Common, Draconic

Defense

AC 13, touch 8, flat-footed 13
(+4 armor, -2 Dex, +1 shield)

hp 7 (1d8+3 HD)

Fort +2, Ref -2, Will -1; +2 against fire effects

Offense

Spd 20 ft.

Melee longsword +3 (1d8+2/19–20)

Ranged javelin -1 (1d6+2)

Space 5 ft.; Reach 5 ft.

Special Attacks breath weapon (15-ft. cone, 2d6 fire, Reflex DC 10 half, usable 1/day)

tactics

During Combat A dragonborn warrior usually wades directly into melee, using its breath weapon only when several opponents are within the area of effect.

Morale Dragonborn warriors will fight to the death unless ordered to retreat.

Statistics

Str 15, Dex 7, Con 11, Int 10, Wis 8, Cha 12

Base Atk +1; Grp +3

Feats Toughness

Skills Diplomacy +3, Intimidate +7, Listen +0, Spot +0

SQ fire acclimated

Gear scale mail, light steel shield, longsword, 2 javelins

Ecology

Environment any

Organization solitary, family (2–4), or enclave (5–12 plus plus 2 3rd-level sergeants and 1 leader of 4th–6th level)

Treasure standard

Advancement by character class; Favored Class fighter

Level Adjustment +0

Special Abilities

Breath Weapon (Su) A dragonborn warrior can breathe a 15-foot cone of fire once per day as a standard action. Creatures in the area of effect take 2d6 fire damage, with a DC 10 Reflex save for half. The save DC is Constitution-based.

Fire Acclimated (Ex) A dragonborn warrior has a +2 racial bonus on saving throws against all fire spells and effects.

Dragonborn as Characters

Many dragonborn leaders are fighters. Dragonborn clerics usually venerate one of two draconic deities. A cleric of the lawful good power (favored weapon: heavy pick) can choose any two of the following domains: Good, Law, Luck, and Protection. A cleric of the lawful evil power (favored weapon: heavy pick) can choose any two of the following domains: Destruction, Evil, Law, and Trickery.

Draconic Ancestry: A dragonborn's ancestry determines the breath weapon and energy acclimated ability (see below).

Draconic Ancestry
Dragon Breath Weapon Energy Acclimated
Black 30-foot line of acid Acid
Blue 30-foot line of electricity Electricity
Brass 30-foot line of fire Fire
Bronze 30-foot line of electricity Electricity
Copper 30-foot line of acid Acid
Gold 15-foot cone of fire Fire
Green 15-foot cone of corrosive (acid) gas Acid
Red 15-foot cone of fire Fire
Silver 15-foot cone of cold Cold
White 15-foot cone of cold Cold

Dragonborn characters possess the following racial traits.

  • +2 Strength or Charisma, -2 Dexterity.
  • Medium size.
  • A dragonborn’s base land speed is 30 feet.
  • Breath Weapon: A dragonborn has a breath weapon. The type and shape depend on the draconic ancestry. Using a breath weapon is a standard action that does not provoke attacks of opportunity. A dragonborn’s breath weapon deals 2d6 points of damage. A successful Reflex save (DC 10 + ½ dragonborn’s racial HD + dragonborn’s Con modifier) reduces damage by half. The damage increases to 3d6 at 6 HD, 4d6 at 11 HD and 5d6 at 16 HD. Regardless of its strength, the breath weapon can be used a number of times per day equal to the dragonborn’s Constitution modifier (minimum 1).
  • Acclimated: A dragonborn has a +2 racial bonus on saving throws against all spells and effects associated with the same energy type as the breath weapon.
  • +2 racial bonus on Intimidate and Diplomacy checks.
  • Automatic Languages: Common, Draconic. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Terran.
  • Favored Class: Fighter.

The dragonborn warrior presented here had a red dragon ancestor and the following ability scores before racial adjustments: Str 13, Dex 9, Con 11, Int 10, Wis 8, Cha 12.

Advanced Dragonborn

Dragonborn sergeants are the sworn defenders of their enclaves. The sergeant presented here had a white dragon ancestor and the following ability scores before racial adjustments: Str 13, Dex 9, Con 12, Int 11, Wis 8, Cha 10.

Dragonborn SergeantCR 2

Dragonborn warrior 3

Often LN Medium humanoid (dragonborn)

Init -2; Senses Listen +0, Spot +0

Languages Common, Draconic

Defense

AC 15, touch 8, flat-footed 15
(+7 armor, -2 Dex)

hp 16 (3d8+3 HD)

Fort +4, Ref +1, Will +0; +2 against cold effects

Offense

Spd 20 ft.

Melee mwk greatsword +7 (2d6+3/19–20)

Ranged mwk javelin +2 (1d6+2)

Special Attacks breath weapon (15-ft. cone, 2d6 cold, Reflex DC 10 half, usable 1/day)

Statistics

Str 15, Dex 7, Con 12, Int 11, Wis 8, Cha 10

Base Atk +3; Grp +5

Feats Lightning Reflexes, Weapon Focus (greatsword)

Skills Climb -3, Diplomacy +2, Intimidate +8, Listen +0, Spot +0

SQ cold acclimated

Combat Gear potion of heroism, Other Gear half-plate, masterwork greatsword, 2 masterwork javelins

Dragonborn clerics that follow evil are far fewer in number than those who choose good, and generally belong to a secretive cult that worships in hidden shrines. They are often driven by vengeful purposes. The dragonborn cultist presented below had a blue dragon ancestor and the following ability scores before racial adjustments: Str 14, Dex 8, Con 12, Int 10, Wis 15, Cha 13.

Dragonborn Cultist CR 3

Dragonborn cleric 3

Usually LE Medium humanoid (dragonborn)

Init +2; Senses Listen +2, Spot +2

Languages Common, Draconic

Defense

AC 14, touch 8, flat-footed 14
(+5 armor, -2 Dex, +1 shield)

hp 20 (3d8+3 HD)

Fort +4, Ref -1, Will +5; +2 against electricity effects

Offense

Spd 20 ft.

Melee mwk heavy pick +5 (1d6+2/x4)

Ranged javelin +0 (1d6+2)

Spells Prepared (CL 3rd)

2nd—death knell (DC 14), shatter D (DC 14), silence (DC 14)

1st—cause fear (DC 13), disguise self D, magic weapon, shield of faith

0—detect magic, guidance, inflict minor wounds (+4 melee touch, DC 12), resistance

D Domain spell; Domains destruction, trickery

Special Attacks breath weapon (30-ft. line, 2d6 electricity, Reflex DC 12 half, usable 1/day), rebuke undead 5/day (+2, 2d6+5 HD, 3rd), smite 1/day

Statistics

Str 14, Dex 6, Con 12, Int 10, Wis 15, Cha 15

Base Atk +2; Grp +4

Feats Combat Casting, Improved Initiative

Skills Bluff +7, Concentration +3 (+7 casting defensively), Diplomacy +7, Disguise +4 (+6 acting), Intimidate +6, Knowledge (arcana) +2

SQ aura (evil, lawful), electricity acclimated, spontaneous casting (inflict spells)

Combat Gear potion of heroism, potion of enlarge person; Other Gear +1 scale mail, light steel shield, masterwork heavy pick, 2 javelins

Special Abilities

Smite (Su) Once per day the dragonborn cultist can make a single melee attack with a +4 bonus on attack rolls and a +3 bonus on damage rolls if it hits. The cultist must declare the smite before making the attack.

With their draconic bloodline, dragonborn are natural sorcerers. The sorcerous dragonborn presented below had a copper dragon ancestor and the following ability scores before racial adjustments and Hit Dice ability score increases: Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 15.

Sorcerous Dragonborn CR 5

Dragonborn sorcerer 5

Often LN Medium humanoid (dragonborn)

Init +0; Senses Listen +1, Spot +1

Languages Common, Draconic

Defense

AC 12, touch 11, flat-footed 12
(+1 armor, +1 deflection)

hp 27 (5d4+13 HD)

Fort +3, Ref +3, Will +5; +2 against acid effects

Offense

Spd 20 ft.

Melee heavy mace +1 (1d8-1)

Ranged light crossbow +2 (1d8/19–20)

Spells Known (CL 5th)

2nd (5/day)—scorching ray (+2 ranged touch), web (DC 16)

1st (7/day)—magic missile, obscuring mist, shield, silent image (DC 15)

0 (6/day)—acid splash (+2 ranged touch), daze (DC 14), detect magic, flare (DC 14), light, mage hand

Special Attacks breath weapon (30-ft. line, 2d6 acid, Reflex DC 14 half, usable 2/day)

Statistics

Str 8, Dex 11, Con 14, Int 10, Wis 12, Cha 18

Base Atk +2; Grp +1

Feats Lightning Reflexes, Toughness

Skills Bluff +6, Concentration +10, Diplomacy +6, Intimidate +6, Knowledge (arcana) +3, Spellcraft +3

SQ acid acclimated, summon familiar

Combat Gear potion of barkskin +3, scroll of shout; Other Gear bracers of armor +1, ring of protection +1, heavy mace, light crossbow with 20 bolts

With an innate zeal for justice, many dragonborn are called to become paladins. The dragonborn champion presented below had a silver dragon ancestor and the following ability scores before racial adjustments, Hit Dice ability score increases, and equipment bonuses: Str 15, Dex 8, Con 12, Int 10, Wis 13, Cha 14.

Dragonborn Champion CR 7

Dragonborn paladin 7

Always LG Medium humanoid (dragonborn)

Init +2; Senses Listen +0, Spot +0

Languages Common, Draconic

Aura courage (10 ft.)

Defense

AC 18, touch 8, flat-footed 18
(+8 armor, -2 Dex, +2 shield)

hp 57 (7d10+14 HD)

Fort +9, Ref +2, Will +5; +2 against cold effects

Immune disease, fear

Offense

Spd 20 ft.

Melee +1 longsword +12/+7 (1d8+5/19–20)

Ranged javelin +5 (1d6+4)

Spell-Like Abilities (CL 3rd)

1/week—remove disease

At will—bless, divine favor

Spells Prepared (CL 7th)

1st—detect evil

Special Attacks breath weapon (15-ft. cone, 3d6 cold, Reflex DC 15 half, usable 2/day), smite evil 1/day, turn undead 5/day (+2, 2d6+6, 4th)

Statistics

Str 18, Dex 6, Con 14, Int 10, Wis 13, Cha 14

Base Atk +7; Grp +11

Feats Alertness, Improved Initiative, Weapon Focus (longsword)

Skills Diplomacy +4, Handle Animal +7, Heal +6, Intimidate +4, Ride +3, Sense Motive +5

SQ aura (strong good), cold acclimated, divine grace, divine health, lay on hands (14 hp), special mount

Gear amulet of health +2, +1 half plate, heavy steel shield, +1 longsword, 2 javelins

Special Abilities

Aura of Courage (Su) Each ally within 10 feet of the dragonborn champion gains a +4 morale bonus on saving throws against fear effects.

Lay on Hands (Su) The dragonborn champion can heal up to 14 hp of wounds per day (its own or those of others) by touch as a standard action. A champion may choose to divide its healing among multiple recipients, and it doesn’t have to use it all at once. Alternatively, the champion can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack (at +11) and doesn’t provoke an attack of opportunity. The champion decides how many of its daily allotment of points to use as damage after successfully touching an undead creature.

Smite Evil (Su) Twice per day, the dragonborn champion may attempt to smite evil with one normal melee attack. The champion has a +2 bonus to the attack roll and does +7 extra points of damage. If the champion accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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