Dragonborn (2024) Guide 5e

Published on October 22, 2024, Last modified on November 29th, 2024

The 2024 Player’s Handbook brings a new and improved Dragonborn for players who want to suit up, throw down, and maybe breathe a little fire.

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Looking for the legacy version of this article based on the 2014 rules? Click here.

What is this guide?

This guide is meant to give you an idea of whether or not the dragonborn (2024) will be right for your 5e character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your dragonborn (2024). This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Red : Isn’t going to contribute to the effectiveness of your character build at all
  • Orange : Situationally good, but a below-average option otherwise
  • Green : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

Dragonborn in the 2024 Player’s Handbook

Dragonborn are back in the 2024 Player’s Handbook! While they got a recent update in Fizban’s Treasurey of Dragons, the new 2024 Player’s Handbook takes a step to integrating their upgrades while keeping things simple.

Changes from Previous Versions

When compared to the 2014 Player’s Handbook, Dragonborn have seen a lot of upgrades. They get more uses of their Breath Weapon, as well as greater control of its destructive force. Plus, they gain access to a temporary Fly Speed at level 5.

What are Dragonborn (2024) in 5e?

Source: 2024 Player's Handbook

Dragonborn are bipedal, dragon-like creatures that originally hatched from dragon eggs. They inherit the elemental affinity of their draconic progenitor, allowing them to unleash destructive energy and harness it for flight.

Dragonborn have scales, taloned arms and legs, long, reptilian faces, and thick-boned horns on their head that resemble their elder kin. The color of a Dragonborn’s scales reflects the dragon that they descended from.

Regarding social life, Dragonborn are typically notoriously proud beings, and their clan is more important than life itself.

Dragonborn (2024) 5e Traits

Breath Weapon: You now get uses of your breath weapon equal to your Proficiency Bonus per Long Rest, which offers plenty of uses for this ad-hoc AoE blast. It can also now be shaped into a 15-foot cone or a 30-foot by 5-foot Line, allowing you to target the most enemies possible (while also missing allies.) The last improvement made to this ability is it can replace one of your attacks instead of taking an entire action, allowing martials to intersperse their Breath Weapons with weapon attacks. Overall, this is an incredibly potent tool that has improved significantly from the last iteration. it still uses your Constitution modifier as its save DC, which makes it ubiquitously useful seeing as that’s a secondary stat for most builds.

Damage Resistance: A pick-your-own Resistance is always useful, especially when you get to choose from such common damage types. Remember, choosing Fire will mean your Resistant to the most damage, but also increases the likelihood your enemy is Resistant to your Breath Weapon.

Darkvision: 60 feet of Darkvision will always come in handy.

Draconic Flight: A Concentration-less Fly Speed is one of the best evasion tools in the game. It’s perfect for ranged or caster builds, but melee-focused martials won’t get as much use out of it.

Which 5e Classes Work With Dragonborn (2024)?

Given the variety of the dragonborn subraces, most classes can find something that will work.

Artificer: The breath weapon adds an occasional AoE option, but the real value comes from flight and damage resistance, both of which enhance positioning and survivability. Darkvision helps in low-light environments.

Barbarian: Flight isn't as useful when you need to tank, but your Breath Weapon's DC will likely be maxed as it aligns with the Barbarian's priorities.

Bard: The breath weapon provides a rare AoE option, while Resistance and flight help protect the Bard from harm while maintaining Concentration on buffs or debuffs. Darkvision adds useful utility.

Cleric: The breath weapon is a decent backup, but the damage resistance and flight are the real stars, helping the Cleric avoid damage and keep a safe distance. Darkvision is a nice extra.

Druid: Breath Weapon offers a solid AoE option, damage resistance and flight offer solid utility. Darkvision is always helpful, despite the Druid's access to Wild Shape.

Fighter: Breath Weapon is great since it can be used with multi-attacks and scales with Constitution. Damage resistance bolsters the Fighter’s durability, and flight offers excellent mobility. Darkvision is handy for melee combat in dim environments.

Monk: The breath weapon fits well with the Monk's multi-attacks, and both damage resistance and flight amplify the Monk's already excellent mobility and defenses. Darkvision aids in stealthy maneuvers.

Paladin: The breath weapon adds a useful ranged AoE option, which are rare for Paladins, and damage resistance is invaluable for front-line defense. Flight is situationally good, and Darkvision helps with the occasional underground expedition.

Ranger: Breath weapon offers AoE flexibility, while damage resistance supports the Ranger’s survivability. Flight allows the Ranger to easily reposition for ranged attacks or evade enemies. Darkvision is critical for skulking and scouting.

Rogue: Rogues don't love being upfront and personal, so the Breath Weapon and Damage Resistance may not synergize well with their playstyle. If you're looking for innate flight, maybe look at an Aasimar.

Sorcerer: You already have access to Burning Hands, and would rather avoid damage than have Resistance. Flight and Darkvision are good, but there are more synergistic options.

Warlock: You already have access to Burning Hands, and would rather avoid damage than have Resistance. Flight and Darkvision are good, but there are more synergistic options.

Wizard: You already have access to Burning Hands, and would rather avoid damage than have Resistance. Flight and Darkvision are good, but there are more synergistic options.

Sources Used in This Guide

  • 2024 PHB: 2024 Player's Handbook
  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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