Dragonborn Racial Traits

Dragonborn are hearty and healthy, but they are awkward in their newly adopted

bodies +2 Constitution, –2 Dexterity.

Dragonborn retain all racial traits from their former race.

Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of their original race.

Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.

+2 dodge bonus to Armor Class against creatures of the evil alignment. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.

Draconic Aspect: A dargon has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.

Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line’s length is 5 feet per Hit Die the dragonborn has, up to a maximum of 50 feet at 12 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, this damage type does not change once chosen. A successful Reflex save (DC 10 + 1/2 the dragonborn’s HD + her Con. modifier) halves the damage. A dragonborn can use her breath weapon once per day.

Mind (Ex): A dragonborn who selects the mind aspect sharpens her senses, gaining immunity to paralysis and magic sleep effects. They gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks. At 6 HD, the dragonborn’s darkvision extends to 40 feet. At 9 HD, the dragonborn’s darkvision extends to 60 feet, and her low-light vision allows her to see three times as far as a human in shadowy illumination. At 12 HD, the dragonborn’s darkvision extends to 90 feet, and her low-light vision allows her to see four times as far as a human in shadowy illumination. At 15 HD, the dragonborn gains blindsense once per day.

Wings (Ex): A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fly.

Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent.

Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn’s maneuverability improves, she can’t hover while gliding. A dragonborn can’t glide while carrying a medium or heavy load. If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them.

The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can’t fly while carrying a medium or heavy load or while fatigued or exhausted.

A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.

When she reaches 12 HD, a dragonborn has enough stamina and prowess to fl y without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.

A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.

A dragonborn with flight can use the run action while flying, provided she flies in a straight line.

Automatic Languages: Draconic. Bonus Languages: Dragonborn gain the ability to speak Draconic upon their transformation but do not lose the ability to speak languages they already know.

Favored Class Fighter. A multiclass dragonborn’s fighter class does not count when determining whether they takes an experience point penalty for being a multiclassed character. Furthermore, dragonborn paladins can leave that class and return to it without penalty.