Gather around, my children. Soon, you will be off to make your way in the world. Though our mighty empire of Akhosia has fallen, the world still knows that the Dragonborn are still among the strongest peoples in these dark times. Take this advice to heart, and make out ancestors proud! When I talk about your options for how you wish to adventure, I shall associate them with a color, similar to the style first used by Dictum_Mortuum: Sky Blue choices are best suited for your draconic might. Blue choices, while not as strong, are fine choices as well, and you'll do well in that profession. Black choices are not the best, but they're workable nonetheless. Purple choices can work, but they're much less suited to your abilities. Red choices are those that are least workable for the Dragonborn. You can try it, but it will take a lot of hard work.
When talking about options you have, I will be referring to several sources, which shall be abbreviated as so: Player's Handbook = PH1 Player's Handbook 2 = PH2 Player's handbook 3 = PH3 Forgotten Realms Player's Guide = FRPG Eberron Player's Guide = EPG Dark Sun Campaign Guide = DSCG Player's Handbook Races: Dragonborn = PHR Martial Power = MP Martial Power 2 = MP2 Arcane Power = AP Divine Power = DP Primal Power = PP Psionic Power = PsiP Dragon Articles = D###*
* The number of the issue the article was featured in.
I'd also like to acknowledge these other fine warriors for the help they have given us in understanding our might: Build Contributors: anomolousman, lordduskblade, upho Formatting Contributors: DragonsWrath Ability Score Layout Contributors: mkill Everyone that's posted here
Though we Dragonborn are spread all over the world, there are several things that we all share. Power that runs in our very blood!
Ability Scores: As whole, we tend to more charismatic than other races, along with possessing either enhanced strength or constitution. These traits lend us to excelling at a whole range of classes.
Skill Bonuses: Many Dragonborn grow up listening to tales about our mighty Empire of Arkhosia, and as such, we Dragonborn tend to do better at remembering history. Our draconic appearance also helps when we wish to intimidate others (this synergizes well with our forceful charisma).
Dragonborn Fury: Backing a Dragonborn into a corner will only result in his fighting back that much harder.
Draconic Heritage: Our very blood contains magic that allows us to come back fighting in less time. This feature tends us Dragonborn to choose classes with Constitution as a secondary ability score.
A wonderfully versatile power, which gives Dragonborn a round in which they can make two attacks, along with an automatic AOE (area of effect) attack. This power can be upgraded through feats as well. The damage type can be rather important:
Fire: If you want your Dragon Breath to deal as much damage as possible in Paragon and Epic tiers, then you might want to go for fire breath. Just be aware that fire is among the most resisted damage types there is.
Cold: If you enjoy the Wintertouched + Lasting Frost combination, this helps it along. In Paragon and Epic tiers, you can also use your breath to inhibit enemy movements. Dragonborn Warlocks who have the Rod of the Dragonborn can also make all their spells cold, which helps the combo work for them too. Overall, a nice element to have.
Acid: There's nothing inherently good or bad about Acid, and not many creatures resist it. If you want an attack that can debilitate enemy defenses in Paragon and Epic tiers, then go with this.
Lightning: With the Oncoming Storm feat released in the PHBII, you can now give your Thunder powers some extra accuracy by firing off a Dragon Breath at the enemy before unleashing them. The fact that Lightning resistance is rather rare also helps this element out. Lightning breath can add an element of control to your breath attack in Paragon and Epic tiers.
Poison: Poison is a fairly common resistance, and although there are a few feats that help you get around that, there's really no feats that enhance the element itself. If you want to weaken foes hit by your breath attack in Paragon and Epic tiers, then you might want to opt for poisonous breath.
Some Dragonborn never end up developing a Breath Weapon. While this may seem very odd at first, they make up for this deficiency in other ways. These Dragonborn best embody the concept of a Dragon's intimidating presence; their Dragonfear power causes opponents powers to miss more often, and forces them to grant combat advantage to them.
Both Dragon Breath and Dragonfear are nice powers, but you can only have one. So which one? It largely depends on what class you choose, but there are a few clues to help you decide: - Does your class use a physical stat? While there is indeed the powerful breath feat, you may just want to stick with Dragonfear and save yourself a feat slot. - Does your class have power-specific feat support? Dragonborn Paladins will almost universally want Dragon Breath for the Draconic Sanction feat, while Dragonborn Wardens might be better served by Dragonfear and the Draconic Guardian feat. - Does your class enjoy a lot of fear support? Thaneborn Barbarians and Star Pact Warlocks might like the Dragonfear option simply because it has nice fear backing.
As a whole, we Dragonborn tend to excel in the martial classes due to our naturally enhanced strength. Our forceful presence can be a big asset at times as well. And finally, we possess the drive to perfect ourselves, something that is a necessity when one wishes to adventure against monstrosities that can drive you to attack your allies at a glance armed only with a sword and a shield
Fighters (PH1) We dragonborn make FANTASTIC fighters. As mentioned before, our naturally enhanced strength makes swinging a weapon fairly trivial for us, our Dragon Breath allows us to mark many foes at once, and even our Charisma can be useful, giving us a bonus on intimidation checks that other fighters do not have. Just remember that you'll always want to put your flex ability in Strength. always.
Weapon Talent (PH1): The most basic of fighter techniques, although sometimes simple is the best way to go. You should generally go with a more Constitution oriented weapon such as an Axe or a Hammer.
Battlerager Vigor (MP1): An excellent way for you to stay in the fight for a long time. Your high Constitution will enhance your healing surges too, giving you some extra staying power as well.
Tempest Technique (MP1): While less Constitution focused than the other two paths, Dragonborn can make fine Tempest Fighters as well.
Brawler Style (MP2): Fighting with your bare hands is all well and good, but other than strength, we Dragonborn don't have much else synergizing with this build, and it seems to be the least effective fighter style at the moment. Still, we can pull this off if we must.
Arena Training (DSCG): While you'll want to have Dexterity as a secondary to gain full benefits from this feature, you can't argue with what it offers. A bonus to AC and free training with 2 superior weapons is nothing to scoff at.
Combat Superiority (PH1): This is a good class feature. Very good indeed. Unfortunately, this feature is at-odds with our Charisma boost. Still, even if we don't get any attack bonus with this, the foe-stopped part is nice.
Combat Agility (MP2): If you focus on Dexterity as a secondary stat, then go with this. If you do so, use Charisma to bolster your Will defense, rather than your Wisdom.
Knight (HoFL): For those who prefer more basic defending techniques rather than flashy attacks, the Knight is serviceable. It has a strength primary, constitution secondary, and several charisma-related skills including intimidate.
Slayer (HoFL): Unlike most other fighter builds, this one is all about striking, although your toughness means you can absorb some punishment too. Strength is your primary, and Dexterity will be your secondary, which means your Charisma bonus will be boosting will and intimidate, and Constitution will contribute at most one or two extra HP to your surge value. Not completely synergistic, but it works.
STR: 18 CON: 16 DEX: 12 INT: 8 WIS: 12 CHA: 12 This particular array works well for Battlerager Dragonborn Fighters. You'll want to boost Strength and Constitution at every chance you get.
STR: 18 CON: 16 DEX: 12 INT: 8 WIS: 10 CHA: 14 Another good Battlerager setup. This array trades some Opportunity Attack accuracy for a stronger Will defense and better Intimidate checks
Rangers (PH1) While the skirmisher role isn't as natural to us as is standing at the front lines, our strength allows us to still fight well with a weapon in either hand or in tandem with a beast companion. Melee Rangers from the Player's Handbook will want Strength as a flex stat. Ranged rangers and Essentials Rangers will be better served putting their flex stat into Constitution, seeing as it will be more helpful than strength.
Two-Blade Style (PH1): One of the stronger options for a Dragonborn ranger. You might want to try raising Constitution as opposed to Dexterity or Wisdom, get some heavy armor, and dual-wield hammers.
Archery Style (PH1): One of the only Martial Styles that we Dragonborn aren't good at. Our Dexterity and Wisdom isn't as naturally high as some other races are, and Draconic Heritage is wasted here since you won't be in melee all that much (and your Constitution won't be very high anyway).
Beast Mastery (MP1): In the old days, the War drakes of Arkhosia and the warriors who fought alongside them were some of the most feared creatures all over the world. Emulating this tradition is a good way for Dragonborn to fight, and once again Strength and Constitution contribute to this as well.
Hunter Style (MP2): The stat synergy for this particular build just isn't there at all. Still, its features are better than the Archery Style, so that makes up for a little.
Marauder Style (MP2): Like the Two-Blade style, this particular feature requires strength, which you have. It's more defensive and mobile than the Two-Blade style, so if that's the way you wish to fight, then look over here.
Prime Shot (PH1): Not a favorite choice here, because it only affects Ranged attacks, which aren't exactly our specialty when it comes to Rangers. However, there are feats that extend this bonus to melee attacks, which is why I don't rate this lower.
Running Attack (MP2): If you move and attack with one action, you get a bonus to that attack. This is better for Dragonborn, because it means we get a bonus to attacks from the get-go (especially if you favor techniques like Marauder's Rush).
2WF or Beastmaster, heavy armor STR: 18 CON: 14 DEX: 12 INT: 9 WIS: 14 CHA: 12 assuming you'll take chain mail proficiency at first level and upgrade to scale later
2WF or Beastmaster, light armor STR: 18 CON: 14 DEX: 14 INT: 8 WIS: 13 CHA: 12 needs a better Dex for AC, suffers from MAD
Dex even higher STR: 18 CON: 13 DEX: 16 INT: 8 WIS: 11 CHA: 12 Gets better AC and init and can use a bow as secondary weapon. Really needs the Durable feat, though.
Rogues (PH1) Generally, we Dragonborn prefer to announce our presence on the battlefield. Sneaking around and stabbing opponents in the back was not a tactic employed by our Arkhosian forefathers. Furthermore, the Dragonborn lack the inherent dexterity that Half-Orcs and Halflings have that allow them to excel at this career. Still, if that's how you feel you can best aid your party, I won't stop you, and you won't be entirely terrible at it. You'll switch between making Strength and Constitution your flex stat, depending on your build.
Brutal Scoundrel (PH1): Your strength bonus will help rack up more damage, and your inherent Charisma will help you boost your Will defense. You could do worse. Strength is what you want for your flex stat, if you're not sure.
Artful Dodger (PH1): Here, your Charisma is aiding your powers, with your flex stat boosting your Fortitude defense. Again, not the best choice, but workable. You'll probably want Constitution over Strength, for the purposes of some extra HP, surges, and surge value.
Ruthless Ruffian (MP1): An okay choice for a Dragonborn Rogue to go, as it requires both Strength and Charisma to be effective. You're Intimidation bonus should also help out as well.
Cunning Sneak (MP2): Not so good a choice. This requires both Dexterity and Intelligence to be effective, both attributes that aren't pronounced in Dragonborn. Your Constitution (this is the flex stat you'll want) and Charisma will boost Fortitude and Will some, but that's about the only positive thing here.
Thief (HoFL): Like any other Rogue, its married to Dexterity. However, its secondary stat is open. Use Strength if you prefer athletics and certain strength-based thief tricks. Otherwise, stick with Constitution as your flex stat. Charisma is also helpful to several skills and some tricks, so that works as a secondary stat too.
With a dagger, you'll hit high even with a starting 16 Dex. Dodgers get so many powers with really nice Charisma effects that an 18 is awesome here. And you can Intimidate the hell out of people.
Artful Dodger, Dex build STR: 10 CON: 13 DEX: 18 INT: 10 WIS: 8 CHA: 15 If you rather have the attack and AC bonus, it looks like this.
Warlord (PH1) When it comes down to it, we Dragonborn exult in standing at the forefront of battle, and as a Warlord, we can impart some of this zeal to our allies as well. Our Strength helps us swing our blades, our Charisma allows us to keep our allies fighting longer, and our Draconic Heritage allows us to stand in the fight even longer than other Warlords can. Strength is the score you'll be going with, unless you want to go the "lazylord" route of only ordering others to attack. However, that's lame and more suited to eladrin.
Inspiring Presence (PH1): Inspiring Warlords require both Strength and Charisma to be effective, and we have both in spades. Standing at the front of battle, bringing glory to ourselves and our allies. Can you imagine anything more majestic?
Tactical Presence (PH1): While our strength definitely helps, and Charisma improves our Will Defense, generally the greatest Tacticians, Genasi and Eladrin, have more Intelligence than we could ever hope to achieve.
Bravura Presence (MP1): This path is more suited to us than even the Inspiring Presence is. Charging right into the thick of the fray and leading our allies with sheer bravado is something we Dragonborn can do better than any other race can. This is due to our inherent Strength, our Charisma, and our draconic toughness.
Resourceful Presence (MP1): Both Strength and Charisma are key stats in this path, which makes it good for us. Being Resourceful also means working on your book smarts, so be sure to have a good Intelligence. Overall, it can work for us, but we serve our allies much better by inspiring them, either through words or actions.
Insightful Presence (MP2): You've got the Charisma to make this presence work for you (don't go with Wisdom). This presence is for those who prefer to keep their allies safer. There is some controversy about how long the bonus to defenses this provides lasts, so be aware of that.
Skirmishing Presence (MP2): This presence is for those who prefer a more mobile force at their disposal. If you go with this presence, use Intelligence to boost you attacks, so that your Wisdom and Charisma scores aren't taking up the same place boosting Will.
Melee Warlord (PH1): Not a class feature, per se, but instead this represents those who stick with melee weapons as opposed to bows. You'll generally want to do this, because the builds you favor all prefer to be in the thick of combat.
Archer Warlord (MP2): If you wish to be an Archer, this is the best way to do so. Generally, Archers choose the Skirmishing Presence, but you're not limited to that Presence. You'll likely want to take a combat style to open up more attacks, including several that fit Inspiring Presence.
Combat Leader (PH1): A bonus to Initiative for everyone is awesome. Nothing more need be said.
Canny Leader (MP2): Perception and Insight are generally considered some of the most important skills there are, and getting a boost to them is nice. Compared to the other options here, though, there's no contest whatsoever.
Battlefront Leader (MP2): Out of the gate, this isn't as good as Combat Leader is. It does get some nice feat support, though, and can become a strong option with time.
There are generally two ways to use Arcane Power: through a long period of dedicated practice and study, or through force of personality and intuition. We Dragonborn tend to excel at the latter method, our enhanced Charisma allowing us to command the very essence of the universe to destroy our enemies. This power is great, and you should always be aware of yourself when using it. Many Dragonborn have been corrupted by these powers (Ghedrin the Blasphemer comes to mind).
Warlock (PH1) It is not enough to make a pact for power; one must also possess the proper mind and body to wield the power granted. Fortunately (or unfortunately, depending on one's outlook), we Dragonborn can utilize power that is given to us by extraplanar entities well. One item to keep in mind is the Rod of the Dragonborn, a unique rod that allows you to make your Warlock spells deal the same elemental damage that your Dragon Breath deals. This means that you can pull off quite a few combos, including the infamous Wintertouched and Lasting Frost feat combo. You're going to want to put your flex stat into Constitution almost 100% of the time, because it boosts toughness even in Charisma-based warlocks and makes gaining the Warlock Implement Expertise feat in Epic Tier very easy. The only exception is if you're a Charisma-based warlock who wants to make use of the Curse of Io's Blood feat, and that's very niche.
Infernal Pact (PH1): It used to be that we weren't that good with this pact. However, with the ability to get Constitution as an ability boost, we can now use this pact as well as the tieflings themselves. Having a high Constitution as our main attack stat means the highest damage Dragon Breath possible, and our enhanced healing surges on top of the Temporary HP the pact grants means that you'll be one of the most durable strikers around.
Fey Pact (PH1): Our enhanced Charisma means making a pact with a Fey entity (a Mirage Dragon, perhaps?) is good way to us magic. Be aware though, that neglecting a physical stat will mean a drop in your Dragon Breath's effectiveness, so Dragonfear might be a better option for you.
Star Pact (PH1): What lies beyond the stars, no one can say for sure. I can't guarantee that you'll be able to safely wield this power while remaining sane, but dealing with the alien entities of the Far Realm can have its benefits. You'll be keeping both a high Charisma and Constitution, which means you'll have access to the full spectrum of Warlock powers, and your Dragon Breath will remain powerful. Again, having Constitution as a boosted ability here is a good idea; you'll be able to pull off either a Con-based, Cha-based, or Con/Cha split Starlock pretty well.
Dark Pact (FRPG): If you think that the dark entities that lurk at the edge of the Drow civilization have the most to offer you, then you'll be able to use that power because of your high Charisma, and you'll have constitution backing your toughness up. The warning about the Dragon Breath loss of effectiveness remains a problem though.
Vestige Pact (AP): Like the Infernal Pact, you'll be making Constitution a main stat here. The ability to change pact boons based on which Vestiges you are contacting is interesting. Perhaps you'll be able to contact ancient Arkhosian rulers in your travels?
Sorcerer-King Pact (DSCG): Forging a pact with one of the Mighty Sorcerer-Kings of Athas nets you spells that can be used with either Constitution or Charisma. You can make either score work for you, and it depends on whether you prefer Charisma-based skills or Constitution-enhanced surges. If you do go with Charisma, Powerful Breath is a good feat, or go with Dragonfear as a Racial Power (it works thematically too).
Infernal Hexblade (HoFK): You have the perfect stats to be able to use this pact to its fullest extent. Your charisma and toughness both play an important role in dealing with foes, and your draconic toughness means that you won't be going down easily.
Fey Hexblade (HoFK): Not as nice a fit as the Infernal Hexblade, but having Constitution as a teritary stat means you'll pick up Warlock Implement Expertise fairly easily. Dexterity is your secondary stat here, so you may want to use Dragonfear instead of Dragon Breath, seeing as your primary Charisma will always be higher.
Star Hexblade (HoFK): Not much to say about this pact that can't be said about the Fey Hexblade, except you'll be using Intelligence as a secondary stat instead of Dexterity.
Constitution-based Warlock spread STR: 13 CON: 18 DEX: 10 INT: 14 WIS: 8 CHA: 12 This array allows you to start with an 18 in Constitution, while still leaving you with decent riders. You'll want to pick up Chainmail proficiency to make up for your lower AC in light armor.
Charisma-based Warlock STR: 12 CON: 12 DEX: 12 INT: 16 WIS: 8 CHA: 16 Unfortunately, you'll have to make due with a lower to-hit bonus this time around, because you won't be able to get a good AC if you stick an 18 in Charisma.
Balanced Star Pact Warlock STR: 13 CON: 16 DEX: 10 INT: 14 WIS: 8 CHA: 16 Like the Charisma build, you won't be able to put an 18 in your attack stat, which makes Draconic Spellcaster and the Rod of the Dragonborn a good way to make up for the missing attack bonus. Like the Constitution array, you'll want to pick up heavy armor like Chainmail or Scale.
Wizard (PH1) As a whole, we Dragonborn tend not to gravitate towards the Wizardly profession. It can be done, but we generally don't possess the more advanced minds that Eladrin or Humans can have, which makes mastering this form of arcane magic much more of a challenge for us. Dragonborn Wizards will always favor Constitution as a flex stat over Strength; its simply a better attribute to have.
Staff of Defense (PH1): This is the best way for a Dragonborn to be a Wizard. Your Constitution boosts will help your Healing Surges and Dragon Breath, and your Strength and Charisma boosts can get you some nice feats, like Hide Armor Proficiency and Spell Focus.
Wand of Accuracy (PH1): Not quite as nice for you as the Staff of Defense, but by boosting your Dexterity your at least keeping your Dragon Breath accurate.
Orb of Imposition (PH1): This is the worst arcane implement for you to specialize in. There's no stat synergy for you at all, and your Dragon Breath will be all but useless as you focus of Intelligence and Wisdom.
Orb of Deception (AP): Although most Dragonborn disdain fighting opponents using trickery, our enhanced Charisma makes us decent at doing so. Just know that your breath will be falling behind.
Tome of Binding (AP): This implement is Constitution-based as well, which makes it nice for racial synergies. Plus, you can fluff your powers as summoning other dragons to fight for you, which is quite excellent indeed!
Tome of Readiness (AP): This feature isn't bad as a second implement, as it isn't based off of any secondary stat. Additionally, it provides some additional flexibility that can always be handy.
Evocation (HoFL): Not a bad choice, seeing as it utilizes Constitution as a secondary stat. Generally considered the weakest of the current schools though, seeing as its features are lacking compared to them.
Enchantment (HoFL): Your Charisma is the secondary stat you'll be focusing on here. Intelligence primary and Constitution secondary. This kind of trickery is generally frowned upon by other Dragonborn.
Illusion (HoFL): If you want to be an illusion-focused wizard, you're better off with the Orb of Deception, seeing as you lack both Intelligence and Wisdom.
Pyromancy (D391): Perhaps the best school of magic for you to use, if only because of the synergy it has with Draconic Spellcaster. Constitution is your secondary stat here, so keep that high.
Swordmage (FRPG) Like the Wizard, becoming a Swordmage requires a lot of patience and study, which means that it's not as good for Dragonborn as other Arcane professions are. It can be done; just don't expect to be the best Swordmage ever. You'll be matching your secondary stat to the Aegis you choose, and Charisma will generally serve as a Will-enhancer.
Aegis of Assault (FRPG): Your Strength boost will help out with your Assault power riders. That's it, really.
Aegis of Shielding (FRPG): It's always nice to have Constitution boosted as a secondary score, and now you have the ability boost to actually use it well..
Aegis of Ensnarement (AP): Like the Aegis of Shielding, this is also Constitution based. It can work but you won't be the best at it.
Bard (PH2) When one thinks of a Bard, the Dragonborn don't initially spring to mind. And yet, the Empire of Arkhosia has a rich history to be told, and who better to tell it than us? Tapping into the arcane magic that permeates rhythm and song is an unorthodox way of fighting, but rather effective all the same. Gaining Constitution as a flex stat raised us from "very good" bards to "excellent" bards, on par with half-elves, perhaps. In the end though, strength might be preferable if you need it for multiclassing. Otherwise, stick with Con.
Virtue of Valor (PH2): Undoubtably the better way for you to be a Bard. Your Charisma fuels your attacks, and having a high Constitution means better power riders, more temporary HP for your comrades, better healing surges for you, and a nice, strong Dragon Breath. If you wish to fight on the front lines with magic, look no further.
Virtue of Cunning (PH2): Your Charisma means that you can do well with this path, but you'll be neglecting a physical stat, which means you're Dragon Breath won't be all that useful; Dragonfear is a better choice. Constitution will end up boosting your Fortitude and HP.
Virtue of Prescience (AP): Like the Virtue of Cunning, your Charisma allows you to pull this off to decent effect, but lack of a physical stat means your breath will atrophy.
Valorous Array STR: 12 CON: 16 DEX: 12 INT: 12 WIS: 8 CHA: 18 This build is for those Dragonborn who wish to be Valorous bards.
Valorous Array, Hammer-style STR: 14 CON: 16 DEX: 10 INT: 12 WIS: 8 CHA: 18 For a different flavor of Valorous Bard, try this array. You will be able to access the Hammer Rhythm feat at Paragon levels with no other investment, which should make for an interesting option indeed.
Cunning Array STR: 14 CON: 12 DEX: 10 INT: 16 WIS: 8 CHA: 18 For Dragonborn who wish to be Cunning Bards. I recommend taking the Powerful Breath feat early in your career.
Prescient Array STR: 10 CON: 12 DEX: 10 INT: 12 WIS: 16 CHA: 18 For Dragonborn who wish to be Prescient Bards.
Prescient Array, Alternate STR: 14 CON: 10 DEX: 8 INT: 12 WIS: 16 CHA: 18 A different Prescient Array. You're not as durable, but your Fortitude is higher, and you'll qualify for multiclassing into several classes easier.
Sorcerer (PH2) When it comes down to it, the best way for the Dragonborn to use Arcane Magic is to simply direct its ebb and flow directly, to allow our souls to become one with the magic and to direct it to our will. No hours upon hours of study, and no convoluted pacts for power; only magic, raw and untamed. While Constitution might seem nice for this class, Strength is better in the end, both because Dragon and Cosmic sorcerers need it to fuel their extra damage, and Storm and Wild Sorcerers can use Strength to pick up Sorcerer Implement Expertise in Epic easily.
Dragon Magic (PH2): Unsurprisingly, this is the way for us Dragonborn to utilize magic. Tapping into your Draconic Blood requires a lot of Charisma and Strength, which we have in spades, and our Draconic Heritage will keep us fighting on the front lines longer.
Wild Magic (PH2): It's not as natural a fit as Dragon Magic is, but we can use magic taken from the elemental chaos effectively as well. Just be aware, though, that it won't be as easy for you because of your lack of inherent dexterity.
Cosmic Magic (AP): If tapping into your Draconic blood seems too cliche or simple, then accessing the magic of the heavens is an excellent way for you to fight (and certainly safer for your sanity than swearing a pact to the Eldritch Horrors of the Far Realm). Like Dragon Magic, having a good Charisma and Strength will help you control the ebb and flow of the magic.
Storm Magic (AP): Some Sorcerers' powers come from the very essence of storms themselves. Like the Blue Dragon, you too can command these powers, although you won't be nearly as good with them as you would be if you focused on channeling magic through your draconic blood or from the heavens.
Draconic Array STR: 18 CON: 12 DEX: 12 INT: 10 WIS: 8 CHA: 18 For Draconic or Cosmic sorcerers who wish to deal as much damage as possible. You'll be boosting Strength and Charisma at every level.
Cosmic Array STR: 16 CON: 13 DEX: 14 INT: 10 WIS: 8 CHA: 18 An alternate array for Dragon or Cosmic sorcerers. Loses a little damage and AC to buff Reflex and to access Sorcerer Implement Expertise at Epic tier.
Tempest Array STR: 14 CON: 12 DEX: 16 INT: 10 WIS: 8 CHA: 18 For Wild or Storm sorcerers. You'll qualify for Sorcerer Implement Expertise's improved crit range at epic tier with no investment in other stats.
Artificer (EPG) Like the Wizard and the Swordmage, the Artificer deals with the more intellectual side of Arcane Magic, and thus isn't as accessible to us Dragonborn. You can attempt it, but there are other races who will always outshine you when they use this form of magic. Getting Constitution as a flex stat does make certain forms of Artificer magic easier to use, though.
Some creation myths say that Dragonborn were created by Io, the grand father of all dragons. Others say that we are the children of Bahamut. But no matter what you believe, placing yourself into the service of the gods is perfect way for you live your life. Just be aware that your churches best use for you is to stand on the front lines, smiting enemies and healing allies. Others tend to lurk in the background better than you do.
Cleric (PH1): If you wish to dedicated yourself to Bahamut (or another deity), you could do worse than join the clergy. While Dragonborn Warlords tend to lead their allies better, at the end of the day, a Dragonborn Cleric can do his job well and be proud of it. Only PHB Battle Clerics will want Strength as their flex stat. Any other Cleric, which all use Wisdom, will prefer Constitution as a flex stat.
Battle Cleric (PH1): As clerics, Dragonborn tend to fight on the front lines with our allies, our natural Strength enhancing our blows and our Charisma helping boost our powers' rider effects. Be sure to have a decent Wisdom score as well.
Devoted Cleric (PH1): We Dragonborn just don't fire "lasers" as well as other race clerics can. You can do so, and Charisma will help with some of the power bonuses, but your Breath attack will suffer. You'll generally want Constitution as a flex stat.
Shielding Cleric (DP): Like the Devoted build, there's some synergy here with the Dragonborn's Charisma boost, but you just aren't as good at this. You'll want Constitution, as has been mentioned. Furthermore, most Dragonborn just can't imagine living as pacifists.
Storm (HoFL): Of the three Warpriest domains, this one best fits the aggressive Dragonborn mindset. Your Constitution is a vital secondary stat, but your Charisma will mainly serve as a slight skill booster.
Sun (HoFL): The ability scores needed for this Domain are the same as the rest.Go with this if you like Radiant Damage, or if you want to be more "pure" leader rather than one with shades of another role in it.
Earth (D382): Wisdom and Constitution are required for this domain, like the other two. This one is more of a controller, though.
Paladin (PH1): Better than clerics, Dragonborn do extremely well as Paladins, Holy Champions fighting in the name of their gods. As a matter of fact, we happen to be among the best Paladins, our natural Strength and Charisma bonuses allowing us to do well with either build. Some Paladins may end up using Constitution instead of Strength, though.
Avenging Paladin (PH1): The Dragonborn's natural strength lend us to being grade-A strength-based paladins, and our Charisma helps make our Divine Challenge stronger than most other strength paladins. Be aware, though, that your Divine Challenge will still be rather weak overall, unless one takes Mighty Challenge from Divine Power.
Protecting Paladin (PH1): Likewise, Charisma also helps Dragonborns with the Charisma side of things. Your Divine Challenge is among the most powerful there is, but unfortunately, not focusing on a physical stat will mean the degradation of your Dragon Breath. Protecting Paladins are generally better served with Constitution as a flex stat, along with the Powerful Breath feat.
Balanced Paladin (PH1): Dragonborn are one of the only races who can pull of the Balanced Build well, boosting both Strength and Charisma, and choosing the best Paladin powers of either build. While this results in a rather versatile paladin, be aware that your power riders won't be that strong, and you'll only be able to use Lay on Hands a few time per day.
Lay on Hands (PH1): The classic paladin power, and the one with the most feat support. Especially if you favor the Charisma end of powers, you'll be liking this. Just be sure to have a good Constitution (you'll want one anyway as a Chaladin, what with Io's Challenge), lest you run out of healing surges prematurely.
Ardent Vow (DP): Paladins who use this power are generally more striker-like in their outlook. The ability to reliably Sanction a foe is this power's main draw, although the bonus damage is also nice.
Virtue's Touch (DP): This power is a lot more situational than the other two, but when you need it, you'll be glad you have it. The ability to end a blind, daze, or stun effect on an ally (no need for saving throws) or yourself can be enormously handy.
Mighty Paladin STR: 18 CON: 12 DEX: 10 INT: 8 WIS: 16 CHA: 14 This array is for Dragonborn who favor their Strength score.
Charismatic Paladin STR: 12 CON: 12 DEX: 12 INT: 8 WIS: 16 CHA: 18 Charisma-based Paladins can do well with this path. Powerful Breath should be a priority feat in the lower tiers.
Tough Charismatic STR: 14 CON: 16 DEX: 10 INT: 8 WIS: 12 CHA: 18 For a different take on the Charisma-based paladin, you could try this. You won't be able to use you Lay on Hands-type power very often, but you do qualify for Hammer Rhythm in Paragon Tier, have a powerful Dragon Breath that you don't need to spend feats on, and you make good use of the Io's Challenge feat.
Balanced Array STR: 18 CON: 12 DEX: 10 INT: 8 WIS: 12 CHA: 18 A balanced paladin array. Just about any paladin power you want is open to you. The Mighty Challenge feat in Divine Power will also make your Divine Challenge damage rather monstrous.
Avenger (PH2): Sneaking about in the Shadows of established churches and hunting threats to them: these are Avengers. Dragonborn tend not to take this path, both due to the dubiousness of it all, and the complete lack of ability synergy with the class itself. Dragonborn Avengers will always want Constitution as a flex stat; they basically have no use for Strength, but at least Constitution has more HP with it. If you are going to dedicate yourself to the Divine, hold your head high and let your enemy know of his doom directly!
Censure of Pursuit (PH2): Of the two Censures there are, this tends to be the better choice for a Dragonborn Avenger, if only because having a high Dexterity will lend accuracy to your Dragon Breath.
Censure of Retribution (PH2): No stat synergy, no Dragon Breath... This path really isn't for you at all.
Censure of Unity (DP): You'd think that the Avenger build that emphasizes Teamwork the most would be right up our ally, but you'd be wrong. Most Unity-based powers focus on Intelligence, which of course leaves our breath out in the cold...
Invoker (PH2) In the days of old, the gods would touch some mortals, and imbue them with a bit of Divine Power directly. Even now, some Invokers are still on this world, chosen directly by their god. Bahamut tends to trust his Church in choosing Holy Warriors, and as such, we Dragonborn tend to not be able to use these invested powers to much effect. Those Dragonborn who do end up listening to the call end up with Constitution as their flex stat, since Strength doesn't serve much purpose.
Covenant of Protection (PH2): There's no real ability score matchups here, and your Breath Attack isn't going to be doing much good without a Physical stat to depend on.
Covenant of Wrath (PH2): This is better for Dragonborn, because Constitution helps boost your healing surge value and your Dragon Breath accuracy and damage.
Covenant of Malediction (DP): This is probably the way to go for Dragonborn invokers, because we're tough enough to take any damage that we inflict upon ourselves while speaking words of power.
Runepriest (PH3) Secluded from the world, Runepriests try to understand the divine runes that permeate the creations of the gods, and train themselves to use those runes as weapons against the gods' foes. We dragonborn can do very well in this vocation, our drive for excellence allowing us to harness the intricacies of Rune Magic. Since all Runepriest builds use Strength to attack, it's generally a good idea to always have Strength as your flex stat.
Wrathful Hammer (PH3): For Dragonborn, the best way to learn Runes is through forgework and muscle memory. Rather than study the runes, we use runes, and doing so in this fashion requires both Strength and Constitution, which is just excellent for us overall. Our Charisma modifier will also be excellent as a way to boost our Will defense.
Defiant Word (PH3): Although we can do well with this, our strength being an excellent boost, this path focuses on Wisdom, which means that our Charisma is basically going to waste. This can be done if you really want to, but it doesn't work as well for us as it does for, say, Minotaurs or Shifters.
Wrathful Array STR: 18 CON: 16 DEX: 10 INT: 12 WIS: 8 CHA: 14 Dragonborn Runepriests who favor the Wrathful Hammer will go with this. You can switch Dexterity and Intelligence if you favor initiative over Intelligence skills.
Defiant Array STR: 18 CON: 12 DEX: 10 INT: 12 WIS: 16 CHA: 10 A Defiant Word array. Nothing more to say, really.
Towards the end of the Primordial War, the spirits of the natural world itself became known to us, and they were able to force the epic conflict off of this plane. These spirits are powerful, and they will lend their strength to you, if you will but listen to them.
Barbarian (PH2) The best way for a Dragonborn to gain power from the primal spirits is to channel them through sheer willpower and rage. The path of the Barbarian will make you tough and powerful, and deadly combination to be sure. Since all barbarians use Strength to attack, you'll want to make that your flex stat.
Rageblood Vigor (PH2): A Dragonborn's enhanced Strength powers your attacks, and your Charisma provides a Will boost. Increasing your Constitution also means bigger healing surges and enhanced Dragon Breath damage too. A good choice.
Thaneborn Triumph (PH2): This path is more suited to Dragonborn, though, because you're scaring opponents into defeat. Your larger-than-life Charisma helps you do this, although having a good Constitution is a good idea as well.
Thunderborn Wrath (PP):
Like the Rageblood Barbarian, a good choice. Strength primary and Constitution secondary will give you good power, great healing surges, and a powerful dragon breath. For thematic reasons, you might want to get Lightning Breath.
Whirling Slayer (PP): You'll be pretty decent at this path, what with having the proper main ability score and all. It's just that the dexterity focus of this path isn't all too synergistic with the other racial features you have.
Durable Barbarian STR: 18 CON: 16 DEX: 12 INT: 8 WIS: 10 CHA: 14 This array works well for Dragonborn Rageblood and Thunderborn Barbarians.
Intimidating Barbarian STR: 18 CON: 13 DEX: 11 INT: 8 WIS: 10 CHA: 18 An array for Dragonborn Thaneborn Barbarians. You can get chainmail at level 1 to offset your low AC.
Dextrous Barbarian STR: 18 CON: 12 DEX: 16 INT: 8 WIS: 10 CHA: 14 The array favored by Dragonborn Whirling Barbarians. Powerful Breath might want to be taken to offset Dragon Breath's low damage.
Druid (PH2) Druids can channel the wild directly into their bodies, Wildshaping into a manner of strange and useful creatures. Some Druid paths have Constitution as a secondary; that's what you'll be using as a flex stat regardless of your build choice.
Primal Guardian (PH2): Having a good Constitution modifier helps your surges, AC, and Dragon Breath damage. Be sure to keep it high.
Primal Predator (PH2): No stat synergy here. At least your Dexterity can be used to fuel your Dragon Breath, so that won't be totally wasted.
Primal Swarm (PP): Another good Dragonborn druid path. The Constitution focus is handy, and the damage resist can be rather valuable. And because Hide Armor Expertise now no longer provides the uber AC bonus it once did, your Draconic boost to healing surges will be just that much more valuable.
Spring (HoFK): The Sentinel, unlike the Wildshaping Druid, is a weapon-wielding primal leader with an animal companion. This path tends towards more accurate, with an attack bonus built into the weapons it wields and the aura that its wolf companion has. Since Constitution is a good thing to have here, it's not a bad choice.
Summer (HoFK): Much like the Spring Sentinel, except your weapons and Bear companion are less accurate, and focus more on defending allies. Again, the Constitution bonus is a nice plus.
Shaman (PH2) Shamans can speak to the Primal spirits themselves, and can even call forth a spirit companion to help fight their battles for them. Like the Druid, the Constitution-based builds here are what you'll generally be looking at. Although, getting some strength at low levels might be wise so you can pick up some heavier armor.
Protector Spirit (PH2): The Constitution focus of this path provides benefits I'm sure you know about by now. As has been mentioned, getting heavy armor is a good idea.
Stalker Spirit (PH2): This path has no Physical stat attached to it, which means that your Dragon Breath will become useless.
Watcher Spirit (PP): Like the other Shaman paths, no stat synergy here. The DEX focus gives you Dragon Breath accuracy. That's about it.
World Speaker Spirit (PP): You'll be about as good at this as the Protector build. It really depends if you want to focus on healing or focus on control.
Elemental Spirit (DSCG): This spirit focuses on the same abilities that the Stalker Spirit does, which means it doesn't really work for you at all.
Warden (PH2) Fighting to defend the wild is the other good way for a Dragonborn to commune with the primal spirits. Like the Druid, Wardens have transformative powers that they can use; unlike the Druid, these powers are not used to transform completely, but to enhance their natural forms. All Wardens require strength to make attacks, which means that you'll be making that your flex stat every time.
Earthstrength (PH2): The best way for a Dragonborn to be a Warden, because of the Constitution synergy with Dragonborn racial features. Your enhanced strength help fuel your powers. At character creation, you may choose to invest in some Charisma to boost your Will defense instead of Wisdom.
Wildblood (PH2): While it isn't as nice a fit for a Dragonborn as the Earthstrength build is, Dragonborn can make perfectly fine Wildblood Wardens.
Lifespirit (PP): Your STR bonus is a good fit, and while the WIS focus isn't as natural, you can still do some good here.
Stormheart (PP): Like the Earthstrength build, you focus on CON as a secondary ability here, which means you'll do well with this path. Dragonborn who hear the call of the storm spirits will often have lightning breath the reflect that tendency.
Elemental Warden STR: 18 CON: 16 DEX: 12 INT: 8 WIS: 10 CHA: 14 The array favored by Earthstrength and Stormheart Wardens. While not putting any points into Wisdom means that skills based on Wisdom won't be very high, it's worth it when compared to a higher Will defense.
Spiritual Warden STR: 18 CON: 12 DEX: 12 INT: 8 WIS: 16 CHA: 12 A stat array good for Wildblood or Lifespirit Wardens.
Seeker (PH3) The way of the Primal Hunter can seem very odd to most Dragonborn, even those who follow the spirits. It requires a different mindset than what we normally have, along with learning the arts of binding primal spirits into weapons and ammunition that we aren't as proficient at. Your flex stat will depend on your build, here.
Bloodbond (PH3): The Bloodbond path isn't for just any Dragonborn. It takes a lot of dedication to make up for the Wisdom and Dexterity that we don't have. If you wish to rage with the Primal Spirits, it may be better to just be a Barbarian. If you insist on walking this road, use Constitution as a flex stat, since it will be more useful for you.
Spiritbond (PH3): Dragonborn seekers tend to favor more stalwart spirits over bloodthirsty ones. Your Strength bonus is what makes this a better deal for you overall.
Harnessing the power of the mind can grant a flexible fighting technique unlike any other. Like in other disciplines, we Dragonborn tend to do better when fighting with raw emotion rather than practiced study.
Ardent (PH3) This is a great way for us Dragonborn to harness Psionic Magic. We can use the emotional surges we feel to bolster our allies in a way that few can match, and our toughness allows us to take blows that would fell a lesser mortal. You'll almost always want Constitution as a flex stat.
Mantle of Clarity (PH3): Not so good for us. Our Charisma helps with the hitting, but no physical stat means a weaker Dragon Breath. Not to mention that the idea of being on the defensive just doesn't sit as well with most Dragonborn anyway.
Mantle of Elation (PH3): The way to go. Charisma and Constitution play directly to Dragonborn strengths.
Mantle of Impulsiveness (PsiP): Another good Ardent Mantle for you. This one plays a little more recklessly than the Elated Ardent does, so your extra durability will definitely be helpful.
Battlemind (PH3): Another excellent way of using Psionic Power. Battleminds use their inner constitution to fuel their psionic powers, and having a boost to Constitution means you're going to be great at this. Just remember, Battleminds should never put the flex stat in strength; Constitution is everything here.
Quick Battlemind (PH3): If you want to be a battlemind, I'd recommend following this path, since in addition to the Constitution focus, it also rewards having a good Charisma score.
Resilient Battlemind (PH3): Having a good Constitution here is always helpful, but since Charisma is redundant with Wisdom as a secondary stat, this isn't quite as synergistic for you.
Harrier Battlemind (PsiP): There isn't a real secondary stat here, which means that focusing on Charisma as a secondary may get you somewhere.
Wild Battlemind (DSCG): With Charisma as a secondary, you'll find this to be an excellent choice as well. With all of the Forced Movement emphasis that this tradition has, investing in Lightning Breath and Thundering Breath should be a fairly thematic choice.
Charismatic Battlemind STR: 13 CON: 18 DEX: 10 INT: 8 WIS: 10 CHA: 16 An array for Quick Battleminds, which pushes Constitution and Charisma up as high as they can go.
Armored Battlemind STR: 15 CON: 18 DEX: 10 INT: 8 WIS: 10 CHA: 15 A Quick Battlemind array that sacrifices some Charisma to boost strength, which should allow for the Dragonborn to qualify for several weapon and armor feats, including Plate Armor proficiency.
Wise Battlemind STR: 13 CON: 18 DEX: 10 INT: 8 WIS: 14 CHA: 12 This array is for Resilient Battleminds.
Monk Although we Dragonborn aren't as good at honing our mind in the fashion that other races can be, there are some monastic traditions that we can work well with. Your choice of flex stat is going to depend on which Monastic Style you use.
Centered Breath (PH3): Not so good for us. There's no real stat synergy here. Go with Constitution as your flex stat, for the extra HP.
Stone Fist (PH3): This form of Monastic Discipline allows us to use our enhanced strength to fight, making it preferable.
Iron Soul (PsiP): A Constitution focus is useful to sync up with our racial features, making this a good choice.
Psion (PH3) The art of attacking with just the mind is an anathema to us Dragonborn, as we are a race that tends to favor physical prowess over much. Though once there was no way to really ever maintain a useful racial power with any Psion discipline, the advent of Powerful Breath and Dragonfear means that going with a purely cerebral route to Psionic Mastery is doable. Just make sure to put your flex stat in Constitution; it will be much more useful than strength.
Telekenetic Focus (PH3): Just a bad deal for us in general, with no stat synergy whatsoever.
Telepathic Focus (PH3): If you must be a Psion, then take this, as your Charisma will be bolstering you power riders, and Constitution will boost HP and surges. But be sure to take measures to make your Racial Power useful.
Shaper Focus (PsiP): Another Psion route that emphasizes Charisma, this time as a way to conjure or summon creations of pure thought. If Telepathy isn't your thing, try this.
The mysterious forces of the Shadowfell can be unpredictable, and are as dangerous to reckon with as any Archduke of Hell or Demon Prince. Nonetheless, there is also great power that can be found in the shadows, for those who are willing to take it.
Assassin (D379): Assassins are masters of Shadow Magic, able to slip in and out of shadows seemingly at will. While we Dragonborn will never master it as the true masters of this style will, we can still perform adequately with it. You'll probably want Constitution over Strength as your flex stat; Assassins tend to be fairly fragile.
Bleak Assassin STR: 13 CON: 14 DEX: 18 INT: 8 WIS: 10 CHA: 12 For Dragonborn Bleak Disciples. The extra point in strength could be put into Charisma, depending on what classes the Assassin wishes to multiclass into.
Glass Cannon Assassin STR: 12 CON: 11 DEX: 18 INT: 8 WIS: 10 CHA: 16 Dragonborn Night Stalkers might want to take this array, but they should be careful. Without proper team support and tactics, they'll be slaughtered in a flash.
Durable Stalker Assassin STR: 12 CON: 13 DEX: 18 INT: 8 WIS: 10 CHA: 15 When I say "durable," I mean "slightly less squishy." But the extra HP and healing surge might just be enough to keep you from dying, which may make it worth giving up a point of Night Stalker bonus damage.
Claws of the Dragon Dragonborn Feats, Paragon Paths, and Epic Destinies
There are several ways for us to get in touch with out Draconic side, from minor alterations such as increasing the potency of our breath, to outright combat specialization including growing wings. Trust me, my children, not many want to fight a Dragonborn that is in tune with the dragon within.
Feats Many of these abilities will enhance your Dragon Breath, or something else similar. Give them consideration. Heroic TierShow
Adaptable Breath (D365/PHR): Having your Dragon Breath being even harder to resist is always nice, but it isn't priority number one.
Avowed Dragonfoe (FRPG): If you run into a lot of dragons in your campaign, this is a rather nice feat to have. Otherwise, don't bother.
Bolstering Breath (PHR): Your Dragon Breath no longer hurts allies, and instead gives them a bonus to attack rolls. Yeah, this one's a keeper
Broken Shackles (FRPG): You get a nice bonus to Will defense at Heroic tier, and a saving throw bonus against Charm effects. Charm effects suck, so having this little bonus at your side can be handy.
Daunting Breath (PHR): Your breath marks foes it hits. An okay feat, but there are better options around, and it isn't quite as good if you don't have a way to punish that mark like a defender can. The one main exception is Dragonborn Battleminds, who should find this feat worth it.
Dragonborn Frenzy (PHB): This feat works well with your Dragonborn fury racial trait. This will find use by more melee oriented-classes, particularly Barbarians and Fighters.
Dragonborn Senses (PHB): Dragonborn tend not to have the greatest perception in the world, although if your in a party with other members who have low-light vision, you don't have to worry about sunrods as often, which is nice.
Enlarged Dragon Breath (PHB): Catching more enemies in your Dragon Breath is always a nice thing.
Focused Breath (PHR): If you focus your Breath into one square, it deals a little extra damage. Thing is, with the proper feats, you'll want to have allies in that Blast as well.
Hurl Breath (D365/PHR): This feat greatly increases the versatility of your Dragon Breath. Absolutely amazing for Fighters, who can use this to mark foes who are a good distance away from them.
Powerful Breath (PHR): Your Dragon Breath's attack and damage are re-chosen by you. This is a nice feat to have if you've decided on being a class without a physical stat, like a Fey Pact Warlock.
Surprising Breath (PHR): Enemies hit by Dragon Breath grant you combat advantage. Not a bad benefit, certainly.
Bloodied Invigoration (MP1): A nice boost for any Dragonborn Fighters with a few Invigorating Powers, but Battlerager Fighters will find the most use for it. Also cements the idea that Dragonborn fight best when bloodied.
Bracing Breath (MP1): After you hit a foe with Dragon Breath, you gain a bonus to hit with Invigorating Powers. Use your Breath first, then you have two turns of the bonus. Not bad for Fighters at all.
Bravura Spirit (MP1): Remember how I mentioned that Dragonborn made good Bravura Warlords? This only enhances that. Bloodied allies get a nice boost with this feat.
Breath-Resistant Beast (MP1): Could be useful. Dragonborn Rangers might want to invest in Adaptable Breath so that their beast gets even more resistances.
Brutal Teamwork (MP1): The thing is, Rogues do a lot more damage when flanking, as opposed to standing next to an ally. Still, this could be better than nothing, and if you have a lot of melee characters in your party, you might be able to get both bonuses.
Draconic Combat Challenge (PHR): This feat just doesn't measure up. Dealing a little extra damage with Combat Challenge sounds good, but its better to pick up feats you KNOW you're going to use.
Draconic Hunter (PHR): Hitting your quarry with your Dragon Breath gets you an attack bonus. A nice benefit indeed.
Dragonborn Channeling (MP2): Any martial dragonborn who takes this can "automatically hit" with Dragon Breath. While that sounds awesome, be aware that since you're not actually attacking with Dragon Breath, you don't get to attack multiple foes or add on any modifications that feats add on except for damage (like Empowered Dragon Breath or Dragonclaw Mark). This option might be worth looking at in heroic tier, but don't use it by Paragon unless you haven't taken any other Dragon Breath modification feats.
Dragonclaw Mark (MP2): Fighters who mark their enemies beforehand deal extra damage to those marked targets with Dragon Breath. Problem is, fighters usually use Dragon Breath to establish marks, and the bonus damage from this feat doesn't apply in that situation.
Glorious Victory (PHR): You drop an enemy once per encounter, you spend a healing surge.
Inspiring Breath (MP2): Allies get a fairly hefty damage bonus against enemies hit by a Warlord's Dragon Breath. Combine this with Bolstering Breath, and you've got a pretty good way to kick off a Nova Round from your party.
Ancient Soul (PHR): Your Dragon Breath is now an Arcane power, which means a substantial boost to damage. Additionally, if your Dragon Breath type matches your Dragon Soul resistance, getting hit with that element recharges Dragon Breath. Quite an excellent package, all said and done.
Curse of Io's Blood (AP): If you've managed to keep a decent strength modifier, this is a pretty good way for you Warlocks to increase your damage while bloodied. Needless to say, this synergizes rather well when you multiclass (maybe even paragon multiclass) into Sorcerer.
Draconic Augmentation (D387): When your ally deals damage with an attack that you've boosted with Augment Energy, an enemy adjacent to that ally takes extra damage. It goes without saying that only Battlesmiths should take this, and even then, there are some problems with this. For one, you'll be spending most of your Augment Energies on melee allies, as the extra damage won't kick in for ranged allies unless they're in melee too. At higher levels, you'll also likely be skipping Augment Energy to instead use Impart Energy to restore magic item daily powers.
Draconic Blast (PHR): Dragonborn Warlocks can make their Eldritch Blast deal the same damage type that their Dragon Breath does. Which isn't that bad if you also have Draconic Spellcaster, I suppose.
Draconic Spellcaster (AP): Oh. Oh my. Your breath weapon will only help to fuel your Arcane attacks now. So remember to choose wisely...
True Dragon's Soul (AP): This is, a nice pick for Dragonsoul Sorcerers. The boost to your NADs when bloodied is excellent, but the ability to have your breath punch through resistances is duplicated much better with Ancient Soul.
Breath of Life (DP): Quite simply, feat any Dragonborn would want. Your breath only hurts enemies, and furthermore, invigorates your allies. If you can, you might want to multiclass to cleric just for this.
Covenant of Io (PHR): If you've decided on being a Dragonborn Invoker, then pick this up. On top of your Dragon Breath now activating your Covenant Manifestation on account of being a Divine Encounter power, if also allows you more versatility with the Grasping Shards or Vanguard's Lightning power, which can be turned into close blasts at your discretion.
Draconic Challenge (DP): Every enemy you attack with your breath is subject to your divine sanction. A good feat for Paladins, who should consider it well.
Draconic Enmity (PHR): If you're targeting only one foe with Dragon Breath, you get the Oath of Enmity reroll with it. Not too impressive on its own, but if you buff out your Dragon Breath with other feats, then insuring that it hits could be useful.
Draconic Healing (PHR): If you're bloodied, Healing Word restores more HP. Problem is, the extra healing is based off of your Constitution modifier, which tends to be a low priority for Clerics.
Draconic Majesty (PHR): This feat allows you to emulate the Draconic Presence of true dragons, inflicting a penalty to defenses on bloodied enemies when you use Channel Divinity. Kind of situational, but it could help.
Io's Challenge (PHR): A bloodied Paladin adds his Constitution modifier to his Divine Challenge damage. The importance of this feat depends on how highly your Paladin values Constitution.
Radiant Breath (D378): This feat does what you think it does. Furthermore, you don't need to wait for Admixture Breath to make your breath deal multiple damage types. Solid, through and through.
Inspiring Triumph (PHR): Dragonborn Thaneborns will want to pick this up, since this adds to the "Leader-ness" of their Roar of Triump power.
Primal Breath (PP): Dragonborn Wardens can pick up the feat to allow them to mark foes with their breath like a fighter can. Considering that Wardens can already mark pretty well on their own already, this feat doesn't look as good. Of course, combining it with Hurl Breath is an idea that merits some looking into.
Raging Drake Form (PHR): Dragonborn Druids in beast form get a bonus to attack and damage while bloodied. Since this stacks with Dragonborn Fury, this isn't that bad.
Spirits of the Primal Dragons (PP): You become bloodied in an encounter, you deal a little extra damage. This won't rank high on many lists.
Infectious Wrath (D388): This psionic feat is more handy for those who are in the thick of a fight, handing out our Dragonborn Wrath feature to all our allies for a round after we're bloodied. May prove handy in an Ardent or Battlemind's hands, but not a top priority.
Io's Roar (PsiP): You hit a foe with Dragon Breath, they have vulnerability to Psychic Damage until the end of the turn you hit them. Obviously, you'll want either a Githyanki Silver Sword or a few Psychic powers to take advantage of this, and even then, you way be better served simply by using the tried and true Wintertouched/Lasting Frost Combo.
Admixture Breath (D365/PHR): Builds off of Adaptable Breath. If you have that feat, you might as well get this feat.
Burning Breath (PHR): If your dragon breath deals fire damage, you can make one of the enemies that was hit take fire damage equal to your constitution modifier. It is as awesome as it sounds, yes.
Critical Breath (PHR): Getting a critical hit with Dragon Breath inflicts ongoing 10 damage. Since there isn't a way to boost Dragon Breath critical rates, this isn't that reliable, but its nice when it kicks in.
Corrosive Breath (PHR): Dragonborn who favor acidic breath can now debilitate their foes AC with it. Nice.
Dragonborn Zeal (D365/PHR): The power you can swap out with this feat is rather nice, especially if your class has Charisma as a primary or secondary stat.
Empowered Dragon Breath (PHB): A nice damage boost for Dragon Breath, but there are usually more important feats to take.
Frost Breath (PHR): Foes hit by a cold-type Dragon Breath are temporarily slowed. A nice benefit, particularly for defenders.
Opportunity Breath (PHR): Dragon Breath as an opportunity attack Hell yeah.
Thundering Breath (PHR): Dragonborn with lightning breath can make it do thunder damage and have it push foes. Awesome by itself, but wait 'til you see epic tier.
Toxic Breath (PHR): Dragonborn with poison breath can inflict a save ends poison condition onto one of those foes. Just what isn't awesome about that?
Bloody Inspiration (MP1): A rather situational feat for Warlords, at best.
Dragon Breath Scoundrel (MP2): A nice feat for rogues, who can now sneak attack all enemies who grant them combat advantage with Dragon Breath. Not only are you hitting multiple targets for substantial damage, but you also have another chance to use Sneak Attack in a round just in case you didn't get a chance with your standard action attack.
Dragon Breath Tactician (MP2): A feat for warlords who focus on Intelligence, oddly enough. You can slide one ally in the burst quite a ways if you focus on Intelligence, which could be useful depending on the situation.
Dragon Breath Warrior (MP1): Not a bad damage bonus, although it benefits classes who wield large weapons more, like Fighters and Barbarians.
Draconic Arrogance (MP1): Dragonborn fighters should definitely pick up several powers that push or knock prone, because of this wonderful feat. This also makes multiclassing into Fighter very attractive for Dragonborn Barbarians, who also get several push/knock prone powers.
Spirit Breath (PHR): Dragonborn who select daily primal powers with keywords that match their Dragon Breath type will find that they can use that Breath more often. If you're going for a thematic build, like a Storm Warden, then this is definitely one to consider.
Concussive Breath (PHR): You remember Thundering Breath? Well take all that and add dazing on top of that. Yeah, it's as awesome as it sounds.
Conflagration Breath (PHR): Dragonborn with Burning Breath can now turn their Breath into a temporary zone of fire.
Debilitating Breath (PHR): Poison breath Dragonborn can now inflict weakness on every enemy hit by their attack (although the save-ends weakness still only applies to one enemy).
Dissolving Breath (PHR): On top of the AC penalty that its predecessor, Corrosive Breath grants, an acidic Dragon Breath now also inflicts a substantial penalty to all defenses. This means that the foes' AC is pretty much crap for a round, which could be just what your party needs to pull off that nova.
Draconic Restoration (PHR): Use your second wind, and get Dragon Breath back too. With awesome Breath boosters in epic, this is a solid pick.
Draconic Triumph (PHR): Killing a nonminion foe gets you Dragon Breath back. Probably a better pick if you're a striker, but still worth a look for anyone.
Freezing Breath (PHR): A cold-based Dragon Breath will now immobilize enemies. Need I say more?
Blood of Dragons (D388): You get a bonus to defenses vs. fear attacks, and the bonus doubles if the foe is a dragon. While avoiding the stunning effect of fearsome presence is nice, these bonuses are just too situational for me to recommend highly.
Draconic Guardian (D388): This feat is a good pick for Dragonfear Defenders, especially Wardens and Battleminds (Fighters already mark with all of their attacks anyway). For everyone else, this allows you to pull a little defender duty if you need to.
Intimidation of the Dragon (D388): Basically Skill Focus, but a little better. Unless you live and breath intimidation, skip this one.
Dragon's Rejuvenation (D388): When you use Second Wind, you recharge Dragonfear. A solid feat through and through.
Dragon's Terror (D388): You can now daze a foe hit by Dragonfear (only one, but that's still rather nice). Come Paragon Tier, I'd say that this is a mandatory feat for every Dragonfear user out there.
When you gain enough power to truly become a paragon in the world, new paths to true power become open to you. Some paths allow you to specialize the the profession you have chosen, while others allow you to tap into the true power of your Draconic Blood. It is these paths that we shall be looking at.
Argentum Agent (D385): Although this Paragon Path is open to any Dragonborn, it most benefits Strength-based Defenders like Fighters, Paladins, or Wardens. The features include a mix of extra marking, Dragon Breath buffing, and cold resistance. The attack powers focus on restraining enemies, something that Defenders really like, and a utility power that lets you rush to the side of a prone or dying ally. Overall, solid for Defenders, but really not worth it to anyone else.
Mercurial Assassin (D385): This paragon path has a rather unique niche, in that it is mainly for Dragonborn Rogues and Assassins. For them, this path provides some nice benefits, including bonuses to movement and some additional protection against opportunity attacks (Dragonborn Rogues who opt to be Artful Dodgers should be able to maneuver around the battlefield without being hit very often at all). The powers themselves are nice, with the big standout being what is essentially an improved version of the Changeling's Change Shape power. This power alone might be what makes this path a keeper, since the utility of hiding your true shape cannot be understated (just be sure to keep your Charisma high, so that others believe you when you say that you're a Shardmind Fighter named Biff).
Mithral Arm (D385): One of the most popular paragon paths for humans is the Adroit Explorer. It's a very versatile path, basically able to improve anyone who takes it, regardless of class. A group of Mithral Dragons called the Pentad saw this, and decided that they'd give Dragonborn an equally versatile path as well. The attack powers are all based off of your classes powers, so any class likes this. Astral Luck and Prophetic Action are both equally useful to any class, and just about everyone won't object to teleportation as a move action they can take at any time (you won't be using your move actions to shift past level 16). One caveat with this path is that you might want to train Nature, Religion, or Arcana to take advantage of the one non-combat aspect of the path (this is basically in addition to everything else, which by itself would have made this path great. This is just an extra fluff option). If nothing else, you'll be able to pick up plot indicators, which can be helpful.
Scion of Arkhosia (PH2): Any Dragonborn with solid physical stats (especially Constitution) and the urge to fly will like this path. The features grant you a hybrid of Adaptable Breath and Admixture Breath that you can change up when you want, automatic damage when an action point is spent, and overland flight. On the power side of things, Dragon's Wrath gives you a ranged attack similar to Hurled Breath, Dragon Wings give you... something... I guess I'll remember later, and Clinging Breath is similar to Dragon Breath, except it inflicts ongoing damage, and hurts on a miss.
Steelsky Liberator (FRPG): An absolutely wonderful path for any strength-powered Dragonborn in a campaign rife with Dragons and/or Elementals. You can regain Dragon Breath with an action point, you get defensive bonuses against dragons, and a bonus to saves against fear and charm effects. The power's are okay too, with Liberator's Blow allowing you to make a strength attack with a ranged weapon. The other two daily powers are awesome, Steelsky Stance allowing you to keep a draconic or elemental foe weakened throughout the encounter, and Break the Chains granting saves against Fear and Charm effects that could normally not be saved against. If you find yourself not fighting a lot of dragons though, you can pass it over.
Honorable Blade (PHR): Dragonborn who rely on their Martial talents might like this path. The features include allowing your Weapon to deal the same damage type as your Dragon Breath (thus allowing Frostcheese without needing a Frost Weapon), getting a free use of Dragon Breath on an action point, and getting resistance to your Dragon Breath damage type. The powers are mostly good, with an excellent encounter power that allows you to respond to flanking foes with a shift and Dragon Breath retaliation, and a utility power that allows you fly without wings. The daily power is this path's only true weak point, a close burst that deals piddly damage for its level. Beyond that, though, this is all good.
Inner Dragon (MP1): A solid path for Battlerager Dragonborn, or really any Dragonborn with a strong Constitution score. You can regain Dragon Breath with an action point, your Dragonborn Fury becomes more potent, and you can even make your Dragon Breath deal ongoing damage. On the power side, Dragon Blast is a nice reaction attack, Ancestral Manifestation allows you to become bloodied while still retaining your toughness, and Dragonbreath Strike provides some nice bonus damage with melee attacks (depending on your Constitution, that is). In addition to fighters, Rageblood Barbarians, Valorous Bards, and Infernal Warlocks can find use for this path.
Glee-Born (D385): This path is for Arcane Dragonborn, and its abilities and powers focus on combat advantage, whether it is getting it yourself or avoiding it. The attack powers aren't too bad, but overall, the path is a little underwhelming.
Ninefold Master (PHR): An excellent Paragon Path for any Dragonborn versed in the Arcane arts. With it, you can make Dragon Breath an arcane power with its power boosted by your implement, gain resistance to the damage type that your Dragon Breath deals, and regain your Breath by spending an action point. As far as power goes, the attacks mimic your Breath to some extent, while the utility power allows you to negate attacks with the same damage type as your Dragon Breath. If you choose this path, consider taking the Adaptable Breath feat, since the extra damage types will certainly be useful with the features and powers of this path.
Adamant Instructor (D385): A path for any Divine Dragonborn to take, although you'll want Wisdom or Charisma as a primary or secondary ability. The action point ability is kind of leaderish, but helps you as well, which is good. Your Dragon Breath also deals thunder damage, does more damage, and pushes a little. One feature gives you a bonus to insight checks, and lets you make insight checks in place of diplomacy, but that won't often happen unless your class gets insight and not diplomacy, or you dump Charisma in place of Wisdom (which could happen). The powers are all solid, if not spectacular (although the Daily power does dominate, which is always handy).
Platinum Templar (PHR): A path for Divinely-inclined Dragonborn who worship Bahamut. While the path is open to all Divine classes, its focus on Charisma means that generally only Paladins or Clerics will want to take it. The features are all solid, including granting allies a bonus to defenses when using Channel Divinity, getting a saving throw supercharged with your Charisma modifier on an Action Point, and allowing your Dragon Breath to inflict a save-ends slow condition. The powers are nice to, including getting a temporary flight power that comes with an Immediate Interrupt attack, a utility power that should see use in diplomatic skill challenges, and a mass-stun daily power.
Storm Dragon (PHR): This path has great flavor to it, but it's a little over the place as far as ability scores are concerned. Its features include getting Lightning and Thunder resistance, pushing foes your Charisma modifier on an action point, ignoring a foes lightning and thunder resistance, and getting overland flight. The powers are a Wisdom-based attack that grants you temporary flight, a utility power that gives your entire party flight, and a Strength-based attack that creates a zone. I want to like this path, but its just a bit too MAD for me to recommend it that highly.
Fear Walker (D388): This Paragon Path is only open to Dragonborn who use the Dragonfear power, and its all about fear effects. So loading up on fear powers is a good way to use this path. Thaneborn Barbarians will especially like this.
Only a few of you will reach the very highest peaks of power, the kind of power that leaves Gods in awe and sets Primordials trembling. Perhaps you could aspire to be a Demigod or an Epic Seeker like anyone else, but there are also some paths to Epic Power that only Dragonborn can use. Go, and grip you destiny!
Avatar of Io (PHR): Although Io is dead, there are some legends that say he is not truly gone, and that his power is merely laying dormant within the heritage of all Dragonborn until one worthy will take up his mantle and allow him to be reborn. This destiny confers upon it the greatest powers a Dragonborn can have, including a complete mastery of Dragon Breath; every damage type is available to you, it cannot be resisted, and powers that share the damage type of the breath you just attacked with will be more accurate. Your Strength and Charisma will also be boosted, a boon to several classes to be sure. Later on, you will manifest the Wings of the Dragon God, granting you mastery of the air itself. You will also gain a certain power that will allow you to save against debilitating effects before they effect you. Finally, when nearing Io's apotheoses, it is said that the Avatar will gain the ability to discorporate like a god will; death is a small hurdle, and the Dragonborn must only wait a few rounds before returning to the battle. Truly, a destiny worthy of Io himself!