[quote="Lord_Ventnor"]
Heart of the Dragon:
A Dragonborn's Handbook
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.
Table of Contents
01.) Introduction
02.) Draconic Traits
03.) Draconian Traits
04.) Martial Dragonborn
05.) Arcane Dragonborn
06.) Divine Dragonborn
07.) Primal Dragonborn
08.) Psionic Dragonborn
09.) Shadow Dragonborn
10.) Dragonborn Feats, Paragon Paths, & Epic Destiny
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
[/quote]
[quote="Lord_Ventnor"]
Power of the Dragon:
Dragonborn Traits
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.
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.
– 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.
[/quote]
[quote="Lord_Ventnor"]
Lance of the Dragon:
Draconian Heritage
While most of the time, Dragonborn have been heroes in tales, this isn't always the case. On the world of Krynn, our counterparts are known as Draconians, and for most of history, they were the elite troops in the evil armies that tried to overrun it. However, some draconians may try to rise above their proscribed station (a story that seems rather familiar, doesn't it). Or perhaps, in some other world, some dragonborn might manifest traits much like Krynn's draconians. However it may be, these features could give you the edge that you need. Note that all of these features replace one of your racial traits, much like Dragonfear replaces Dragon Breath.
Bozak Draconians
On Krynn, Bozak Draconians are born after Bronze Dragon Eggs are corrupted by evil rituals. While this may or may not be the case on other worlds, Bozak features are helpful primarily for Arcane Casters.
Instinctive Flight: This feature replaces Draconic Heritage, and lets you fly 6 squares as long as you land at the end of your turn. This can be helpful for a variety of classes, since you can bypass difficult terrain almost entirely. It's definitely worth taking if your Constitution isn't that great, and worth thinking about even if it is.
Concussive Vengeance: This feature replaces Dragon Breath, and provides you with a close burst daily attack power. The power deals damage equal to your bloodied value to enemies you hit with it and knocks them prone. However, the attack itself is innaccurate, and hit or miss, you also take a lot of damage and fall prone. It also triggers if you die, but even so, I'd say that this isn't worth it.
Kapak Draconians
Kapak Draconians on Krynn are hatched from Copper Dragon eggs that become corrupted. This may or may not be the case for you, however. Kapak features tend towards making your character more slippery and tricksy.
Murderous Eye: This feature replaces Dragonborn Fury, and grants you combat advantage against enemies afflicted with some conditions. Both features make you more accurate, although Rogues will likely prefer this over Dragonborn Fury.
Sinuous Agility: This feature replaces the normal Dragonborn ability modifiers, and grants you +2 Dexterity and +2 Charisma. This obviously makes some new classes much more viable for Dragonborn characters now, including Rogues, Rangers, Monks, and Assassins.
Caustic Heritage: This feature replaces Dragon Breath, and grants you a pair of racial powers. The first, Toxic Saliva, makes your next weapon attack deal extra damage and (save ends) slows foes, which synergizes pretty well with Murderous Eye. You also get a daily power called Acidic Revenge, which deals some acid damage to the enemy that kills you. These powers are okay, I guess. Better for some classes than Dragon Breath.
[/quote]
[quote="Lord_Ventnor"]
Strength of the Dragon:
Martial Dragonborn
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.
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 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.
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.
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 are better off being Kapak Draconians rather than straight Dragonborn.
Archery Style (PH1): While traditional Dragonborn aren't very good archers, Kapak Draconians have the Dexterity to make something of this. Just don't expect your Charisma to do much for you.
Beast Mastery (MP1): Although Strength can help you fight like this, the truth is that most of these creatures aren't that solid as companions. It's often better if you strike down foes yourself.
Hunter Style (MP2): Like archery, be a Kapak Draconian if you want to pursue this ranger path. It focuses on balancing melee and ranged combat, so if that sounds interesting to you, go for it.
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.
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).
Hunter (HoFK): The only Ranger build to be an outright controller. If you want to do this, go with Kapak heritage.
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. However, Dragonborn with Kapak Draconian features can excel in this particular course of work, especially if they take powers that debilitate their foes, which should allow them to gain combat advantage more often.
Artful Dodger (PH1): The Kapak Draconian's choice for skulduggery. Your Dexterity and Charisma fit perfectly here, helping you move around the battlefield with impunity.
Ruthless Ruffian (MP1): Yes, you have the Dexterity to make this possibly work. It's just that this path focuses on using maces and clubs, which are terrible weapons.
Cunning Sneak (MP2): An okay choice. This requires both Dexterity and Intelligence to be effective, both attributes that aren't pronounced in Dragonborn. Kapaks aren't especially stealthy, but they can make this work.
Sharpshooter Talent (MP2): If you like fighting from a range with crossbows or slings, than you'll want to go with 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.
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.
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.
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.
[/quote]
[quote="Lord_Ventnor"]
Flames of the Dragon:
Arcane Dragonborn
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. If you're a Hexblade, being a Kapak can open up some of the Dexterity-based Pacts that those kinds of Warlocks can use, so keep that in mind too.
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).
Elemental Pact (HotEC): Some Dragonborn deal with the forces of the Elemental Chaos. The attack powers associated with this pact require Charisma to use. So I'd recommend going with a Charisma-Intelligence focus, with Constitution being a tertiary stat.
Fey Hexblade (HoFK): Since Dexterity is a required secondary stat here, you'll probably only want to swear this pact if you're a Kapak Draconian. All the cold damage you throw around here is pretty nice, since it works with the Frostcheese combo.
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. Which makes either Dragonfear or Powerful Breath a necessity.
Gloom Hexblade (HoS): Some Hexblades make pacts with creatures in the Shadowfell. They need Dexterity, which means that they tend to be Kapak Draconians.
Elemental Pact (HotEC) If your going to be a Hexblade, this is probably the pact you want to make. This is because, on top of having the Charisma and Constitution to make this pact work, it has great synergy with the Rod of the Dragonborn. This is because its primary At-Will attack creates vulnerabilities on enemies it hits, which you can subsequently take advantage of due to said Rod. Whether you're dealing with genies or tapping into inborn Elemental Power, this pact is a good pick.
Star Pact (HoS): Like other Binder pacts, not a good idea.
Fey Pact (D406): You're better served swearing some other kind of Fey Pact than this one.
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.
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. Obviously, go Kapak if you want the best Dexterity possible.
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.
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.[b]
Sha'ir (HotEC): Another Wizard who gives up most other Wizard class features, to get oddly-scaling elemental resistance and unique Gen Familiars. If having a tiny genie serve you sounds neat, take this. At least your Constitution will be helpful here.
Bladesinger (NWCS): A style of blending magic and blade developed by the Elves. As far as we're concerned, they can keep it. A Kapak Dexterity boost can be helpful, but only real specific races can make any good use of this form of wizardry.
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 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 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.
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. Your flex stat will be determined by which brand of Magic you focus on: Strength for the Dragon and Cosmic Magic, Constitution for Elemental Magic, and Dexterity for those Kapaks who want to use Wild or Storm Magic.
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 you'll want to be a Kapak Draconian if you want to tap into this kind of magic as optimally as possible.
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'll likely want some Kapak as features as well so that you can use this form of magic to its fullest potential.
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.
Tinkerer (EPG): One the other hand, this really does nothing for you, as it lacks a physical stat with which to bolster your Dragon Breath.
Warrior Forge (D381): Like the Tinkerer Artificer, this build has no synergy with you whatsoever.
[/quote]
[quote="Lord_Ventnor"]
Faith of the Dragon:
Divine Dragonborn
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.
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.
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.
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.
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.
Blackguard (HoS): Blackguards are the darker reflections of Cavaliers, drawing upon shadow magic in addition to divine prayers. Blackguards like having a lot of Strength and Charisma to lay down the hurt, and look what you just happen to have. Packing cold breath is optional, but thematic.
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 to be Kapak Draconians, because at least Dexterity is useful to one of the Censures. 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 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 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.
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.
Serene Blade (D404): Like Defiant Runepriests, you need Strength and Wisdom to work this path. And, like them, it's workable, but a waste of our Charisma. At least you get some free proficiences with Swords out of the deal.
[/quote]
[quote="Lord_Ventnor"]
Fury of the Dragon:
Primal Dragonborn
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.
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.
Druid (PH2)
Druids can channel the wild directly into their bodies, Wildshaping into a manner of strange and useful creatures. Druid paths have either Constitution or Dexterity as a secondary, which means we can be okay at utilizing them.
Primal Predator (PH2): A Dexterity focus means that Kapaks can make passible Predator Druids.
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.
Circle of Shelter (HotF): The more offensive Protector build doesn't work as well for most Dragonborn, but Kapak Draconians have the dexterity to make something of this build.
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. You'll want to ignore the Intelligence builds, and focus on either a Constitution or a Dexterity secondary. Although, getting some strength at low levels might be wise so you can pick up some heavier armor.
Stalker Spirit (PH2): This path has no Physical stat attached to it, which means that your Dragon Breath will become useless.
Watcher Spirit (PP): Kapak Draconians, with their DEX boost, can make decent Watcher Shamans. That's all I can say 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.
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.
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.
Spiritbond (PH3): Traditional Dragonborn seekers tend to favor more stalwart spirits over bloodthirsty ones. Your Strength bonus is what makes this a better deal for you overall.
[/quote]
[quote="Lord_Ventnor"]
Mind of the Dragon:
Psionic Dragonborn
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 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.
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.
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. This is especially true if you're a Kapak Draconian; that Dexterity bonus really is important.
Stone Fist (PH3): This form of Monastic Discipline requires strength.
Iron Soul (PsiP): A Constitution focus is useful to sync up with our racial features, making this a good choice.
Eternal Tide (HotEC): Like the Stone Fist, this tradition uses Strength, so it's not a bad choice. Definitely has more of a controller bent, which could be useful
Desert Wind (HotEC): The purest striker of the Monastic Traditions, this path requires Charisma, of all things. This makes it the best choice for a Kapak Draconian monk. Maybe keep your Dragon Breath, so that you can blast foes with even more fire! Just be sure to find a way to punch through fire resistence; you'll be dealing it every round.
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.
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.
[/quote]
[quote="Lord_Ventnor"]
Shades of the Dragon:
Shadow Dragonborn
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 most Dragonborn will not be able to master the shadow arts, those Kapak Draconians that walk this path should find that they will have the right abilities to succeed. Just be careful; dealing with the shadows leaves one rather frail.
Night Stalker (D379): The focus on Charisma here lines up with our stat boosts as a Kapak Draconian. Stay out of sight, and strike down foes as quickly as you can.
Executioner's Guild (D400): No. If you want to be an excecutioner, be an executioner.
Vampire (HoS):
Yeah, vampires are… they're not good. They don't play to any of your strengths, and they don't really have strengths in general. I mean, I guess Kapak Draconians have the best stats for this class? Just… just stay alive. Trust me. In the long run, you'll be glad you did. There's no real choices to be made as far as class features go. Only reason to go with this is if you want to be a draconic vampire. Which I guess is kind of neat, if mechanically bad.
[/quote]
[quote="Lord_Ventnor"]
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.
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.
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.
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.
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.
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.
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.
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?
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.
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?
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.
Paragon Paths
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.
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.
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.
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.
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.
Epic Destinies
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!
[/quote]
[quote="Lord_Ventnor"]
erdana, Arial, Helvetica, sans-serif; font-size:12px; margin:8px">
Hoard of the Dragon
Dragonborn Equipment
Like any other adventurer, your life and death may end up depending on the weapons your wield and the armor you wear. Fortunately, there are several items that play to our racial strengths, and seeking them out may end up benefitting you in the long run.
Weapons
Battlecrazed Weapon:
Blood Fury Weapon:
Weapon of the Conquerer:
Implements
Arkhosian Scepter:
Rod of the Dragonborn:
Symbol of Gajz:
Armor
Neck
Wyrmtouched Amulet:
Rings
Ring of the Dragonborn Emperor: [/quote]