Fizban's Treasury of Dragons introduces three ancestries for the dragonborn race. Each reflects one of the three dragon families in Dungeons & Dragons — the chromatic, the gem, and the metallic. Here's a sneak peek at the metallic dragonborn and how it compares to the original dragonborn found in the Player's Handbook.
- Metallic dragonborn racial traits
- A metallic dragonborn's outlook on life
- Building a metallic dragonborn character
Metallic dragonborn racial traits
Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.
Source: Fizban's Treasury of Dragons
The original dragonborn offers two key traits that are based on your draconic ancestry: damage resistance and a breath weapon that can be used once per short or long rest. The race lends itself to martial classes — particularly the paladin — by offering +2 in Strength and +1 in Charisma at character creation.
The metallic dragonborn still offers damage resistance and a damaging breath weapon, but there are key differences to how the breath weapon works. On top of that, the metallic dragonborn also gains a second breath weapon at 5th level!
Here's a summary of the metallic dragonborn and how it compares to the original:
- You can use your breath weapon a number of times equal to your proficiency bonus. The uses of your breath weapon reset on a long rest. For adventuring parties that don't often take short rests, this change increases how many breath weapons you get per long rest. More importantly, you can save your breath weapon uses for combats that matter, rather than being limited to just one use per short rest.
- Your breath weapon is a 15-foot cone. With the original dragonborn, your breath weapon deals damage in a cone or a line depending on your ancestry.
- The damage on the breath weapon has changed. The damage scales from 1d10 up to 4d10 at 17th level. Comparatively, the original dragonborn's damage scales from 2d6 up to 5d6 at 16th level.
- An attack can be replaced with your breath weapon. The metallic dragonborn breath weapon replaces one of your attacks rather than uses an action. For example, if you have the Extra Attack feature, you can replace one or both of your attacks with a breath weapon!
- You gain a second breath weapon. At 5th level, you get Metallic Breath Weapon, a 15-foot cone attack that can be used once per long rest. When you use your Metallic Breath Weapon, you'll choose from one of two effects: Enervating Breath and Repulsion Breath. Enervating Breath forces enemies to make a Constitution saving throw or be incapacitated until the start of your next turn. Repulsion Breath forces enemies to make a Strength saving throw or be pushed back 20 feet and knocked prone.
Ability score increases for the metallic dragonborn
Starting with the harengon and fairy races found in The Wild Beyond the Witchlight, Dungeons & Dragons races no longer come with set ability score increases. Instead, players will get to choose one of the following options at character creation:
- Increase one score by 2 and increase a different score by 1
- Increase three different scores by 1
Similarly, you'll learn Common and one other language of your choice (with your DM's permission).
A metallic dragonborn's outlook on life
Much like their ancestors, dragonborn are prideful folk. They typically stand tall and are aware but unbothered by the fact that others commonly find them intimidating. Unlike many dragons, however, dragonborn rarely isolate themselves from their own kind. A dragonborn respects the clan to which they belong and will honor their position in it. However, people of this race are always seeking to improve and earn their place in the world.
Metallic dragonborn in particular are tenacious folk. If you're creating a metallic dragonborn, take a look at the personality traits and interests of the following dragons, summarized from the Monster Manual.
Metallic dragon personality traits
Type | Personality Traits |
Brass | Gregarious tricksters; irritated by those who don’t engage with them; fair in dishing out punishment |
Bronze | Tacticians; love learning about warfare; despise tyrants; happy to interfere in conflicts |
Copper | Witty; prankers and jokesters; greedy |
Gold | Wise and fair but aloof and grim; will eat just about anything |
Silver | Friendly and sociable; enjoy learning history |
Building a metallic dragonborn character
The metallic dragonborn's breath weapon traits not only allow your character to deal damage to multiple enemies. They offer crowd control, too. Consider the following as you approach character creation:
- You can use Breath Weapon and Metallic Breath Weapon on the same turn. Characters that can make two attacks in a single turn can replace one attack with their Breath Weapon and another with their Metallic Breath Weapon to wreak havoc on mobs.
- Repulsion Breath enables melee builds. Imagine a metallic dragonborn monk that knocks an enemy prone with Repulsion Breath and then follows it up with a flurry of blows made with advantage!
- Constitution matters. This is true pretty much all of the time. But if you want your enemies to consistently fail their saving throws against your breath weapons, you'll want to find room in your build for a higher Constitution score. Since the barbarian's Unarmored Defense cares about Constitution and the fighter has extra Ability Score Improvements, these two classes could be a good pairing for the metallic dragonborn.
- Bronze dragonborn can maximize their breath weapon damage. The Tempest domain's Channel Divinity, Destructive Wrath, allows you to deal maximum damage when you roll for lightning or thunder damage. A bronze dragonborn's breath weapon deals lightning damage. Not a bad pairing at low levels!
More to find in Fizban's Treasury of Dragons
The metallic dragonborn is just one of three ancestries available for the classic race. But Fizban's Treasury of Dragons is chockful of other goodies, including two new subclasses, tons of dragons, and more.
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
Pardon: the above changes only apply to metallic dragonborn, correct? The chromatic ones are unaffected?
This argument is actually agnostic. I can use to legitimise either position. You are ignoring the fact that the opposite is also true. If you and your table prefer to play with variable bonuses, you can do that, but those who don't aren't forced to because of the "it's not in a book so it isn't legal" argument. That doesn't reinforce your particular point. Therefore, it is not an argument for one way of doing things or another. It is an argument that people should be able to do what they want and this has never been something that is disputing. Actually, the official books and RPG books in general long predating 5e, have endorsed players customising and changing their play experience.
The argument to remove them now is that if they are by default variable, then they are not abstracting anything. They lose any rational coherence for existing. Why would you get any bonus? Because the game is balanced for people with bonuses? Not actually true, considering the base rules for character creation is roll 4d6 drop 1. Standard array is an option. Pointbuy is a variant rule.Therefore, there isn't any actual expectation for a particular set of stats built into the system. So, game balance can't be the justification for racial ASIs. And if your race doesn't determine your ASI then... what is that bonus? If it only exists so that certain players can min/max, why should it be considered? That would mean it only exists to promote problematic behaviour. I mean, if your whole purpose at the table is to get the biggest numbers, why are you playing D&D? There are easier ways to accomplish that which require much less planning. Diablo 3, for instance, lets you do millions of points of damage. However, if there isn't a rational reason for the existence of something, then it probably shouldn't exist. Why not simplify the rules that much further and lower the barrier for new players that much more?
They’ve gone kind of overboard on the dragon born. Their now more kinds of dragon borne than humanoid races. Getting 5 breath weapons a day that can be substituted for an attack is ridiculous when you consider you can’t even do that with a natural weapon attack. I don’t know who balanced this one but they did a pretty poor job.
I don’t see the kobold. I was looking forward to a kobold with draconic ancestry.
I would say that having 2-6 (it is based on your prof mod) a day isn't going to break anything. It is 1-4d10 + nothing. This actually feels like something that is useful but in no way over powered where as the prior breath weapon was a 1/day 1-4d6 so it was ok, but too limited in use.
I'm not aware of any ... simple biologically verifiable concept of intelligence and I follow topics on cognition very astutely ...
Which concept were you referring to? I'm really not aware of a specific hominid genetic limitation of individuals in species that has widely populated across a region where they would not produce individuals two standard deviations above the mean general intelligence quotient.
If fact ... forming any even rudimentary model of cognition capable of mimicry in nature is something that would win you a Turing award. Much more so anything with even a "word concept".
I'm intrigued, naturally ... what could this be?
Clearly, you are much better versed on the topic than most of us, but are you suggesting that a fruit fly has the same cognitive capacity as a person or an octopus or a corvid? I think a person would be very wrong to suggest that between races there are variations (not least of all because race is not biological structure), but are you suggesting that between species that we are all equally capable in our mental faculties? Because the comparison between humans and orcs is not the comparison between person whose ancestors most recently lived in Europe vs those from Asia. An Orc is another species. Any comparison between them and humans (despite the ability to interbreed) should be like those comparing a boar to a human being. Anything else is willfully misreading the situation.
I think that is pretty insulting to Orcs. The point they were making is that any humanoid playable race can easily and entirely reasonably get a +2 to any stat and that is in no way breaking "reality". The simple fact is the disassociation of asi's from race makes the game more open, not less, you can still slot them to the suggested place, but I would argue the vast majority of the community appreciates the change.
It doesn't really though, because being one point behind isn't the crippling disability people online seem to think it is. Plus you're getting some powerful abilities in exchange for that "missing" point.
Then those players are wrong; that ability is awesome. If you want to play a character that never grovels, cowers and/or begs, then don't play a Kobold 😉
You think because that grouping have hands and opposable thumbs and two legs that they are roughly equivalent? Is the difference between you and a orangutan-- possibly the only other real humanoid species we have access to-- just social? Humanoids just mean they are like humans, they are not humans: neither biologically nor socially. Racial ASIs are not nurture, they are nature. Rolled/assigned Ability scores are nurture and they are much more influential on a person's life and development. Therefore, no amount of training should be able to get an orc that +2 in int. It is not and has never been about training. If your position is that that "races" in D&D are fundamentally the same, aside from the occassional ability to breath fire (why can't a human learn to breathe fire if they were raised among Dragonborn or learn infravision if they were raised by elves? A dangerous aside.) then the logical step isn't variable ASIs but, as I have stated, no racial ASIs. Variable ASIs are just people wanting their numbers to increase. You want a higher Int? You can actually write any number you want on your character sheet. Your orc wizard can have a 15,000,000 in Intelligence. You are free to do that. But the recommended system should at least have a rational underpinning. The systems should make sense and should be intuitable by a reasonably intelligent person.
How does not applying racial ASIs to future races kill roleplaying? If you want to play in a racist human settlement, you can because the +2/+1 bonuses have zero effect on any stories you want to tell. Not to mention WotC didn't get rid of racial ASIs for past races, they just stopped applying them to future ones, so if free fairies and bunnies make you feel uncomfortable and emasculated then you can just not use them. Like literally every other race. See below for other questions you can't answer and arguments you can't debate.
It's not so much a "challenge" per say, as it is just accepting that your ability scores will be sub-optimal. It's not like there's a puzzle you can solve that will make that not be the case. I'm totally fine with now being able to choose a race based on concept, or other racial features without having to sacrifice key ability scores.
Before Tasha's, you would be hard-pressed to find any sort of table that would allow you to change the ability score increases of your race. You couldn't just homebrew rules that you didn't like for your characters at a table that you didn't run, unless you had a very lenient DM. I've even have some disallow me from playing elf barbarians or orc warlocks. Adding the optional rule is fine, but making it so you can play what you want, how you want as the core of the game is not something anyone loses out on. If orcs in your world have an alignment tendency or gain bonuses to strength, make that rule for your table. However, saying 'every orc is strong' or 'every elf is smart', to me, needlessly limits creativity in a situation that doesn't need it.
Every elf or orc isn't strong. Every orc is genetically more disposed to develop muscles than a human or elf or halfling. As the rules were, you could have an orc with a strength below the average human being (10). Such an orc isn't naturally strong. Likewise, you can have an elf with a 10 or lower int or dex. Their biology probably allows them to react faster. Which is totally a thing in nature, a humming bird has amazing reflexes compared to a human. If a humming bird was raised as a human, it wouldn't change its perception of time or its reflexes.
Besides, Tasha's rules are optional. A DM doesn't have to allow use of them. But they already there, so why do we need to enforce them as a mainline rule? I think the reason you'd be hard-pressed to find people who would allow that because A) it hurts verisimilitude, B) it smacks of powergaming. Not all stat increases are equally good and not all racial abilities are equally good. Humans get a great ASI, but the get, as a racial feature, an extra language. Other races can fly or re-roll 1s or get damage resistance or get proficiencies or the ability to survive being reduced to 0 HP... humans get ... a language, which everyone uses frequently at their tables, right? So, if you are getting all of these perks, why should you also get ideal ASIs? Because having a +1 to your roles more than you'd otherwise get makes or breaks a character? Is it super important that your spell save dc is 16 rather than 15?
Honestly, I don't have respect for people who insist on playing optimal characters. It just seems like the most boring choice someone could make. It's juvenile to only allow for the most powerful choices. I realise that D&D can be largely a power fantasy, but these sub-optimal characters have one step lower on the modifier ranks and will probably-- by campaigns end-- reach the highest modifier available for their primary stats. God forbid it happens four levels later than a optimal character. That would be absolutely unplayable. That's the situation put into perspective. This is what we've spent 7 pages arguing about.
That's not the argument at all actually. The argument is that racial ASI's are restrictive to gameplay and they were only included in the original D&D game based on half-baked racial theories and pseudo-biology. The argument is that racial ASI's removal from future races and the retroactive optional rules in Tasha's allow players to have more freedom to play the characters they want. If you want to play suboptimally you can bc nothing proposed or implemented says that you can't. On the contrary, before Tasha's this game was a lot more restrictive bc there were no official ways to change your racial ASI. As Ranthel stated, DMs could disallow player choice based on RAW, so even though the new options are only options, it still gives players a powerful tool to argue for a change in their individual games bc now they have official alternatives that have been balanced by the creators of the game so no one has to worry about gamebreaking homebrews.
No one on this forum has stated a good reason to not provide additional options to the game. If anyone doesn't like freedom of choice then they don't have to use them. And if they want to play a fairy, bunny, or any future race then they can just come up with their own racial ASI dogmas in their own games bc again nothing is stopping them.
Let me put to you another way: same sex marriage is racial ASI. Legalizing gay marriage (fairies/bunnies and Tasha's) doesn't take away anything away from same sex marriage. Civil unions (homebrew) is not equivalent to marriages so LGBT+ community should not be regulated to only that type of union. When was the last time anyone had a wedding and honeymoon for a civil union? Marriages are civil unions (in the US) but civil unions are not marriages (think squares and rectangles from elementary geometry). And finally, even if civil unions and marriages were exactly the same in every way shape and form, then why shouldn't LGBT+ members be able to do both? Why deny them the option?
If you have anymore questions, comments, and/or concerns please refer to the below quote before posting a reply with "shit I already know." -Sarge
I'm curious if the fact that this has mostly maintained from the UA but with some buffs means that the Chromatics got some buffs as well. I've always felt like their damage immunity ability was a lot more situational than the equivalent that Metallics get, so they could use a bit more to play with imo.
Dragons are cool.
That comparison is trite at best, inaccurate in general and emotionally manipulative at worst. It's nothing like the LGBT community and using that metaphor as a shield is a despicable tactic to win an argument.
Furthermore, your post does nothing to legitimise any specific proscription of Racial ASIs and if anything only delegitimises Racial ASIs as a concept. Yet, your clining to variable Racial ASIs is therefore rendered hypocritical because you are endorsing the very structure that you earlier denounced as "half-baked racial theories and pseudo-biology." So, your willingness to endorse Racial ASIs at at, be they variable or no, is about you wanting to get a bonus to your character rather than any pronouncement of moral principle. You might not want to acknowledge that this is what the argument is about, but if we look clearly at the facts of the case, that seems to be the most likely motivator for people tacticly endorsing, again, half-baked racial theories and pseudo-biology.
Furthermore, the argument that options that have been explicitly granted for a year and implicitly granted for decades are already possessed. So, the idea that people need to argue against giving people options, when they were always in possession of those option, is an absurdity.
Simply put, a cake, once eaten, cannot simutaneously be possessed.
Such an emotionally charged subject to use as an analogy probably isn’t the best idea, but the analogy is still apt.
Having a choice to distribute your racial ASI’s elsewhere has no effect on those who choose who choose not to. Just as having a choice to marry the same sex has no effect on those who choose not to.
A) Calm down bro (Verenti), it's just an analogy. Not everyone wants to use hummingbirds as an example.
2) I never said variable racial ASI, I said (in a previous reply to another commenter) variable ASI. So that means the ability score improvements can come from anywhere: individual physical/mental traits, family traits, or personal training and upbringing. Most campaigns do not have their PCs start at the moment of birth so the variable increases could even theoretically be linked to your chosen background. But the point is that the variable ASI is just an official way for players to better fine tune their characters. So if your characters stats are suboptimal bc that's how you like it then go right ahead. The problem is when DMs deny options based on RAW (as I and Ranthel have both previously stated). DMs can still deny the options but players can make better arguments for including them because they are now official options. Before Tasha's, they were not. Official options are better than unofficial options.
△) Please thoroughly read my comments before responding bc at this point I'm just repeating myself. And if you do, attempt to actually add to the conversation. Try answering one of my aforementioned questions, I literally spoonfed you possible counter-arguments and responses.