DnD 5e - The Dragonborn Handbook
Last Updated: March 17th, 2020
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
- : Bad, useless options, or options which are extremely situational.
- : OK options, or useful options that only apply in rare circumstances.
- : Good options.
- : Fantastic options, often essential to the function of your character.
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The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.
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Dragonborn were introduced late in 3rd edition as a weird template, and became a full-fledged race in the 4th edition Player's Handbook. They were introduced to answer the simple criticism that the game is called "Dungeons and Dragons" but there was no easy way to play a dragon. 3rd edition had rules for playing a True Dragon, and there are a number of 3rd-party rules for playing a dragon in 5th edition (including my own interpretation in Monstrous Races (Affiliate Link)), but there is objectively no easier way to play to the draconic theme of the game than to play a dragonborn.
Mechanically, dragonborn are one of the weakest racest in the player's handbook. At first level their breath weapon is a helpful offensive tool, but the damage scales slowly and the Dragonborn simply doesn't provide enough racial benefits to compete mechanically with other races. Still, it's a perfectly viable option for several classes, and you simply can't compete with the cool-factor of being a humanoid dragon.
Explorer's Guide to Wildemount introduced two new dragonborn variants: the Draconblood and the Ravenite. Each replaces the standard Dragonborn's ability score increases and damage resistance, offering several new options to enjoy the race.
Classes (Default Rules)
This section assumes that you're not using the option "Customizing Your Origin" rules presented in Tasha's Cauldron of Everything. If you are using those rules, scroll up to the previous section.
Draconblood offers the crucial Intellgience increase that we need, and the dragonborn's breath weapon offers a helpful AOE damage effect to complement the Artificer's spellcasting.
A Strength increase is absolutely crucial for the Barbarian, and the Dragonborn's breath weapon provides a helpful way to handle crowds of enemies. The standard Dragonborn's Charisma increase is wasted, but the Ravenite Dragonborn's Consitution increase works great, and Vengeful Assault offers a great way to get some extra damage output.
College of Valor is easily the best option for a dragonborn bard. Without a Dexterity increase, you'll want to fight in medium armor, so start with 14 Dexterity and try to keep yourself alive until College of Valor grants you medium armor proficiency at 3rd level.
Nothing about the Dragonborn supports the cleric's strengths. If you want a divine feel, the Paladin is a much better option.
No Wisdom increase.
A Strength increase works really well for fighters, and the Dragonborn's breath weapon provides a helpful area damage option for a class that usually doesn't have a way to handle crowds easily. A Charisma increase works great for the Purple Dragon Knight, but for other subclasses you should strongly consider the Ravenite variant.
The Monk is too MAD to work with a race that doesn't provide either a Dexterity or Wisdom increase.
The Dragonborn's ability increases are perfect for the Paladin, and the damage resistance is a nice addition to the paladin's already spectacular durability.
The Dragonborn racial traits offer nothing which nicely complements the Ranger. You can build strength-based rangers in medium armor, but that's not enough to make the Ranger a good option for the Dragonborn.
No Dexterity increase.
Draconic Bloodline makes a lot of sense thematically for the Dragonborn, and betwen the two you can damage resistance to two damage types. The Dragonborn's breath weapon provides a helpful complement to the Sorcerer's spellcasting, but expect to rely more on spells. Either the standard Dragonborn or the Draconblood variant works great, so choose whichever you prefer.
Like the Sorcerer, the Warlock benefits from the Dragonborn's Charisma increase and damage resistance, and since the Warlock has fewer spell slots to spend on AOE spells, the Dragonborn's breath weapon is more impactful. The Strength increase is tempting for Pact of the Blade warlocks, but Strength is largely worthless for Hexblades and if you're building Pact of the Blade without Hexblade you're doing something really weird. Either the standard Dragonborn or the Draconblood variant works great, so choose whichever you prefer.
The Draconblood variant offers a +2 Intelligence increase, making the Draconblood Dragonborn a viable wizard. The dragonborn's breath weapon offers a helpful area damage option similar to burning hands, but expect to rely primarily on spells and to stay well away from melee. If you want an Intelligence-based dragonborn spellcaster, the Artificer is a better choice.
Making creatures frightened of you for a full minute is considerably more impactful than a little bit of damage, and expanding the AOE to a 30-foot radius is great. Paladins and Fighters should consider this once their primary ability scores are approaching 20, especially if they have an odd-numbered ability score. Warlocks might also consider it to help pad their limited spell slots.
Sorcerer may be the best candidate for this. Dragon Hide will replace the need for Mage Armor, freeing up one of your limited slots for spells known, but unless you're investing heavily in Dexterity your AC is still going to be terrible.