Secret Lesson 53

Dragonborn, Dwarf, and Elf

In Lesson 52, we learned that every Species gives you four fundamental elements:

CREATURE TYPE

SIZE

SPEED

and:

SPECIAL TRAITS

Now we can apply those rules to the first three Species in the SRD:

DRAGONBORN

DWARF

and:

ELF

These three Species demonstrate how different Species traits can influence completely different areas of play.

The Dragonborn emphasizes:

DRACONIC POWER

ELEMENTAL DAMAGE

and:

FLIGHT

The Dwarf emphasizes:

RESILIENCE

TOUGHNESS

and:

SENSING THROUGH STONE

The Elf emphasizes:

SUPERNATURAL MAGIC

KEEN SENSES

and:

TRANCE


PART ONE — SPECIES OVERVIEW

Species Creature Type Size Speed
Dragonborn Humanoid Medium 30 ft.
Dwarf Humanoid Medium 30 ft.
Elf Humanoid Medium 30 ft.

All three are:

HUMANOIDS

All three are:

MEDIUM

And all three begin with:

SPEED 30 FEET

But their Special Traits make them play very differently.


PART TWO — DRAGONBORN

A Dragonborn possesses supernatural abilities connected to:

DRAGONS

Its basic Species characteristics are:

Creature Type:

HUMANOID

Size:

MEDIUM

approximately:

5–7 FEET TALL

Speed:

30 FEET

Its Special Traits are:

DRACONIC ANCESTRY

BREATH WEAPON

DAMAGE RESISTANCE

DARKVISION

and:

DRACONIC FLIGHT

These traits are defined directly in the Dragonborn Species entry.


PART THREE — DRACONIC ANCESTRY

Every Dragonborn chooses:

A DRACONIC ANCESTOR

This choice determines the damage type associated with:

BREATH WEAPON

and:

DAMAGE RESISTANCE

It can also influence the Dragonborn's:

APPEARANCE


DRACONIC ANCESTORS

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

So there are five possible associated Damage Types:

ACID

COLD

FIRE

LIGHTNING

and:

POISON


EXAMPLE

You create a Dragonborn descended from:

RED DRAGONS

Its associated Damage Type is:

FIRE

Therefore:

BREATH WEAPON DEALS FIRE DAMAGE

and:

DAMAGE RESISTANCE APPLIES TO FIRE DAMAGE


ANOTHER EXAMPLE

Choose:

BLUE DRAGON

Associated Damage Type:

LIGHTNING

Breath Weapon:

LIGHTNING

Damage Resistance:

LIGHTNING

The choice links the two Species traits.


PART FOUR — BREATH WEAPON

The Dragonborn can exhale:

MAGICAL ENERGY

But this isn't simply a separate Action.

When you take:

THE ATTACK ACTION

on your turn, you can replace:

ONE OF YOUR ATTACKS

with your Breath Weapon.


WHY "ONE OF YOUR ATTACKS" MATTERS

At low level, you might normally make:

ONE ATTACK

with the Attack action.

Replacing it means that Attack action produces:

BREATH WEAPON

instead.

But a character with:

EXTRA ATTACK

can have more options.


EXAMPLE — DRAGONBORN FIGHTER LEVEL 5

Extra Attack allows:

TWO ATTACKS

with the Attack action.

You could make:

ATTACK 1 — LONGSWORD

and replace Attack 2 with:

BREATH WEAPON

You don't necessarily have to give up:

THE ENTIRE ATTACK ACTION


PART FIVE — BREATH WEAPON SHAPE

Every time you use Breath Weapon, choose one of:

A 15-FOOT CONE

or:

A 30-FOOT LINE

The Line is:

5 FEET WIDE


IMPORTANT

You don't permanently select:

CONE

or:

LINE

when creating the character.

You choose the shape:

EACH TIME YOU USE BREATH WEAPON


EXAMPLE — GROUPED ENEMIES

Three enemies are clustered close together.

A:

15-FOOT CONE

might allow you to catch several of them.


EXAMPLE — ENEMIES IN A CORRIDOR

Several enemies stand in a straight hallway.

A:

30-FOOT LINE

might be the more useful shape.

The player chooses based on:

POSITIONING


PART SIX — BREATH WEAPON SAVING THROW

Every creature inside the Breath Weapon area makes:

A DEXTERITY SAVING THROW

The DC is:

8 + CONSTITUTION MODIFIER + PROFICIENCY BONUS


EXAMPLE

Constitution:

16

Modifier:

+3

Proficiency Bonus:

+3

DC:

8 + 3 + 3 =

DC 14

Every creature affected makes:

DEXTERITY SAVE DC 14


FAILED SAVE

The creature takes:

FULL DAMAGE


SUCCESSFUL SAVE

The creature takes:

HALF DAMAGE


PART SEVEN — BREATH WEAPON DAMAGE

At character levels:

1–4

Damage:

1D10

At character levels:

5–10

Damage:

2D10

At character levels:

11–16

Damage:

3D10

At character levels:

17+

Damage:

4D10

The damage type is determined by:

DRACONIC ANCESTRY


IMPORTANT

These thresholds use:

CHARACTER LEVEL

not:

DRAGONBORN LEVEL

There are no Dragonborn levels.


MULTICLASS EXAMPLE

Fighter 3 / Sorcerer 2.

Total character level:

3 + 2 =

5

Breath Weapon therefore deals:

2D10


PART EIGHT — BREATH WEAPON USES

You can use Breath Weapon a number of times equal to:

YOUR PROFICIENCY BONUS

You regain all expended uses after:

A LONG REST


USE PROGRESSION

Character levels 1–4:

PB:

+2

Breath Weapon uses:

2

Levels 5–8:

PB:

+3

Uses:

3

Levels 9–12:

PB:

+4

Uses:

4

Levels 13–16:

PB:

+5

Uses:

5

Levels 17–20:

PB:

+6

Uses:

6


PART NINE — DAMAGE RESISTANCE

Dragonborn have:

RESISTANCE

to the Damage Type associated with their:

DRACONIC ANCESTRY


EXAMPLE — GOLD DRAGONBORN

Gold ancestry:

FIRE

Therefore:

FIRE RESISTANCE

If the Dragonborn would take:

23 FIRE DAMAGE

Resistance halves it.

23 ÷ 2 = 11.5

Round down:

11 FIRE DAMAGE


RESISTANCE DOESN'T MEAN IMMUNITY

Resistance means:

DAMAGE IS HALVED

It doesn't mean:

TAKE ZERO DAMAGE


PART TEN — DRAGONBORN DARKVISION

Dragonborn have:

DARKVISION 60 FEET

Within that range, Darkvision allows you to treat:

DIM LIGHT AS BRIGHT LIGHT

and:

DARKNESS AS DIM LIGHT

When seeing through Darkness in this way, colors are perceived only as:

SHADES OF GRAY

That is the SRD's general Darkvision rule.


IMPORTANT

Darkvision doesn't mean:

PERFECT VISION IN DARKNESS

Darkness is treated as:

DIM LIGHT

not Bright Light.

That distinction can still matter for:

PERCEPTION

and other rules involving visibility.


PART ELEVEN — LEVEL 5: DRACONIC FLIGHT

At:

CHARACTER LEVEL 5

the Dragonborn gains:

DRACONIC FLIGHT

Activate it as:

A BONUS ACTION

Spectral wings appear on your back.


DURATION

The wings last:

10 MINUTES

They end early if:

YOU RETRACT THEM

which requires:

NO ACTION

or if you gain:

THE INCAPACITATED CONDITION


FLY SPEED

While the wings exist:

FLY SPEED = YOUR SPEED

If your Speed is:

30 FEET

your Fly Speed is:

30 FEET


APPEARANCE

The spectral wings appear to be made of:

THE SAME KIND OF ENERGY AS YOUR BREATH WEAPON

A Fire Dragonborn might therefore manifest wings associated visually with:

FIRE

while a Lightning Dragonborn's wings might appear as:

LIGHTNING ENERGY

The exact visual presentation is descriptive.

It doesn't create additional damage or rules.


USES

Draconic Flight can be used:

ONCE

After using it:

FINISH A LONG REST

before using it again.


DRAGONBORN IN PRACTICE

The Dragonborn provides several distinct tools.

For offense:

BREATH WEAPON

For defense:

DAMAGE RESISTANCE

For perception:

DARKVISION

For mobility from level 5:

DRACONIC FLIGHT

This creates a Species that can contribute mechanically in:

COMBAT

EXPLORATION

and:

MOVEMENT


PART TWELVE — DWARF

The second Species is:

DWARF

Its basic characteristics are:

Creature Type:

HUMANOID

Size:

MEDIUM

approximately:

4–5 FEET TALL

Speed:

30 FEET

Its Special Traits are:

DARKVISION

DWARVEN RESILIENCE

DWARVEN TOUGHNESS

and:

STONECUNNING

The SRD gives Dwarves Darkvision 120 feet, Poison resilience, extra maximum Hit Points, and temporary Tremorsense connected to stone.


PART THIRTEEN — DWARF DARKVISION

A Dwarf has:

DARKVISION 120 FEET

Compare this with Dragonborn:

60 FEET

So Dwarves can use their Darkvision at:

TWICE THE RANGE

of the basic Dragonborn Darkvision.


DARKVISION REMINDER

Within 120 feet:

Dim Light behaves for your vision as:

BRIGHT LIGHT

Darkness behaves as:

DIM LIGHT

and colors seen through Darkness appear only as:

SHADES OF GRAY


PART FOURTEEN — DWARVEN RESILIENCE

Dwarven Resilience gives:

TWO BENEFITS

First:

RESISTANCE TO POISON DAMAGE

Second:

ADVANTAGE

on Saving Throws you make to:

AVOID

or:

END

the:

POISONED CONDITION


TWO DIFFERENT THINGS

This distinction is important.

POISON DAMAGE

is a:

DAMAGE TYPE

The:

POISONED CONDITION

is a:

CONDITION

They aren't the same rule.


EXAMPLE — POISON DAMAGE

A trap deals:

18 POISON DAMAGE

Dwarven Resilience provides:

RESISTANCE

18 ÷ 2 =

9 DAMAGE


EXAMPLE — POISONED CONDITION

A monster forces the Dwarf to make a Constitution Saving Throw to avoid:

POISONED

Because of Dwarven Resilience:

ROLL WITH ADVANTAGE

if the save is being made to avoid or end the Poisoned condition.


IMPORTANT

The trait doesn't say:

IMMUNE TO POISONED

A Dwarf can still become:

POISONED

The Dwarf simply has:

ADVANTAGE

on qualifying Saving Throws against it.


PART FIFTEEN — DWARVEN TOUGHNESS

Dwarves are unusually durable.

Your Hit Point maximum increases by:

1

and then increases by:

1 MORE

whenever you gain a level.


LEVEL 1

Additional maximum HP:

+1


LEVEL 5

After gaining levels 2, 3, 4, and 5 as well:

+5 MAXIMUM HP TOTAL

from Dwarven Toughness.


LEVEL 10

Total:

+10 MAXIMUM HP


LEVEL 20

Total:

+20 MAXIMUM HP


IMPORTANT

This is an increase to:

HIT POINT MAXIMUM

It isn't:

TEMPORARY HIT POINTS

and it isn't:

HEALING

It permanently increases the character's maximum HP as the character gains levels.


EXAMPLE

A level 5 character would normally have:

42 MAXIMUM HP

If that character is a Dwarf:

42 + 5 =

47 MAXIMUM HP

assuming no other rule changes the result.


PART SIXTEEN — STONECUNNING

Stonecunning allows the Dwarf to perceive vibrations through:

STONE

Activate Stonecunning as:

A BONUS ACTION

You gain:

TREMORSENSE 60 FEET

for:

10 MINUTES


REQUIREMENT

To use this Tremorsense, you must be:

ON A STONE SURFACE

or:

TOUCHING A STONE SURFACE

The stone can be:

NATURAL

or:

WORKED


NATURAL STONE EXAMPLES

CAVE FLOOR

ROCK WALL

MOUNTAIN STONE


WORKED STONE EXAMPLES

STONE CASTLE FLOOR

DUNGEON WALL

PAVED STONE CORRIDOR

These are examples of the kinds of surfaces the rule can describe.

They don't add additional requirements.


PART SEVENTEEN — WHAT TREMORSENSE DOES

The Rules Glossary defines Tremorsense precisely.

It can pinpoint the location of:

CREATURES

and:

MOVING OBJECTS

within the specified range when both you and what you're detecting are in contact with:

THE SAME SURFACE

or:

THE SAME LIQUID

Tremorsense can't detect creatures or objects:

IN THE AIR

And Tremorsense:

ISN'T SIGHT

 


EXAMPLE — DUNGEON FLOOR

The Dwarf activates:

STONECUNNING

Both the Dwarf and an approaching monster are standing on the same stone floor.

If the creature is within:

60 FEET

the Dwarf's Tremorsense can pinpoint its location under the Tremorsense rules.


EXAMPLE — FLYING CREATURE

A creature is:

FLYING

above the stone floor.

Tremorsense can't detect creatures:

IN THE AIR

So Stonecunning doesn't automatically reveal that creature through Tremorsense.


EXAMPLE — INVISIBLE CREATURE ON STONE

An Invisible creature is moving across the same stone surface.

Stonecunning's Tremorsense can potentially pinpoint its:

LOCATION

because Tremorsense doesn't depend on normal sight.

But remember:

TREMORSENSE IS NOT SIGHT

So don't automatically assume that every rule requiring:

SEEING A CREATURE

is satisfied merely because Tremorsense has pinpointed its location.


PART EIGHTEEN — STONECUNNING USES

You can activate Stonecunning a number of times equal to:

YOUR PROFICIENCY BONUS

You regain all expended uses after:

A LONG REST


LEVELS 1–4

2 USES


LEVELS 5–8

3 USES


LEVELS 9–12

4 USES


LEVELS 13–16

5 USES


LEVELS 17–20

6 USES

Each use can provide:

10 MINUTES OF TREMORSENSE

if the trait's stone requirement is satisfied.


PART NINETEEN — DWARF IN PRACTICE

The Dwarf has a strong defensive identity.

Against Poison:

DAMAGE RESISTANCE

and:

ADVANTAGE AGAINST POISONED

For general durability:

EXTRA MAXIMUM HP

For dark environments:

120-FOOT DARKVISION

For stone environments:

60-FOOT TREMORSENSE

The Species is particularly strong at:

SURVIVING

and:

DETECTING DANGER IN STONE ENVIRONMENTS


PART TWENTY — ELF

The third Species is:

ELF

Basic characteristics:

Creature Type:

HUMANOID

Size:

MEDIUM

approximately:

5–6 FEET TALL

Speed:

30 FEET

before any lineage modification.

Special Traits:

DARKVISION

ELVEN LINEAGE

FEY ANCESTRY

KEEN SENSES

and:

TRANCE

The Elf's defining choice is:

ELVEN LINEAGE

The three lineages in the SRD are:

DROW

HIGH ELF

and:

WOOD ELF

 


PART TWENTY-ONE — ELF DARKVISION

All Elves begin with:

DARKVISION 60 FEET

One lineage:

DROW

later modifies this range immediately through its level 1 benefit.


PART TWENTY-TWO — ELVEN LINEAGE

When you choose Elf, choose one:

DROW

HIGH ELF

or:

WOOD ELF

Your lineage immediately provides:

A LEVEL 1 BENEFIT

Then at:

CHARACTER LEVEL 3

and:

CHARACTER LEVEL 5

you gain additional spells from that lineage.


COMPLETE ELVEN LINEAGES TABLE

Lineage Level 1 Level 3 Level 5
Drow Darkvision increases to 120 ft.; Dancing Lights Faerie Fire Darkness
High Elf Prestidigitation; can replace it after a Long Rest with another Wizard Cantrip Detect Magic Misty Step
Wood Elf Speed becomes 35 ft.; Druidcraft Longstrider Pass without Trace

This is the exact progression established by the SRD's Elven Lineages table.


PART TWENTY-THREE — ELVEN LINEAGE SPELLCASTING ABILITY

When you choose your lineage, also choose one:

INTELLIGENCE

WISDOM

or:

CHARISMA

That ability becomes your:

SPELLCASTING ABILITY

for the spells you cast through:

ELVEN LINEAGE


EXAMPLE

You choose:

HIGH ELF

and select:

INTELLIGENCE

as the lineage Spellcasting Ability.

Prestidigitation, Detect Magic, and Misty Step gained from your Elven Lineage use:

INTELLIGENCE

when a Spellcasting Ability is relevant.


ANOTHER EXAMPLE

A Wood Elf Cleric might prefer:

WISDOM

A Drow Sorcerer might prefer:

CHARISMA

The lineage doesn't force one particular ability.

You choose among:

INTELLIGENCE

WISDOM

and:

CHARISMA


PART TWENTY-FOUR — LEVEL 3 AND 5 LINEAGE SPELLS

When you reach character levels:

3

and:

5

you gain the listed higher-level spell.

That spell is:

ALWAYS PREPARED


FREE CAST

You can cast that spell:

ONCE WITHOUT A SPELL SLOT

You regain the ability to cast it this way after:

A LONG REST


SPELL SLOTS

If you have appropriate Spell Slots, you may also cast the lineage spell using:

THOSE SPELL SLOTS

So the free casting doesn't prevent:

ADDITIONAL CASTINGS

using your own Spell Slots.


EXAMPLE — HIGH ELF LEVEL 5 WIZARD

Your lineage gives:

Level 3:

DETECT MAGIC

Level 5:

MISTY STEP

Each is always available through:

ELVEN LINEAGE

You have the free use provided by the Species trait.

And because you are also a Wizard with appropriate Spell Slots, you can potentially cast them again by:

EXPENDING SPELL SLOTS


PART TWENTY-FIVE — DROW

The Drow lineage begins by improving:

DARKVISION

Normal Elf:

60 FEET

Drow:

120 FEET

You also know:

DANCING LIGHTS


LEVEL 3

Gain:

FAERIE FIRE


LEVEL 5

Gain:

DARKNESS


DROW PROGRESSION

Character Level 1

DARKVISION 120 FEET

DANCING LIGHTS

Character Level 3

FAERIE FIRE

Character Level 5

DARKNESS


IMPORTANT DARKNESS INTERACTION

The Darkness spell creates:

MAGICAL DARKNESS

Ordinary Darkvision can't see through the magical Darkness created by that spell.

So having:

120-FOOT DARKVISION

doesn't by itself allow a Drow to see through its own:

DARKNESS SPELL

That spell's own rules specifically state that Darkvision can't see through it.


PART TWENTY-SIX — HIGH ELF

At level 1, a High Elf knows:

PRESTIDIGITATION


SPECIAL FLEXIBILITY

Whenever you finish:

A LONG REST

you can replace Prestidigitation with:

ANOTHER CANTRIP FROM THE WIZARD SPELL LIST


IMPORTANT

This means the High Elf's level 1 Cantrip isn't permanently locked to:

PRESTIDIGITATION

You can adapt it after each:

LONG REST


EXAMPLE

Day one:

PRESTIDIGITATION

After a Long Rest, replace it with:

MAGE HAND

Later, after another Long Rest:

CHOOSE ANOTHER WIZARD CANTRIP

if desired.

You still use the Spellcasting Ability chosen for:

ELVEN LINEAGE

not automatically Intelligence merely because the Cantrip came from the Wizard list.


LEVEL 3

High Elf gains:

DETECT MAGIC


LEVEL 5

High Elf gains:

MISTY STEP


HIGH ELF PROGRESSION

Character Level 1

FLEXIBLE WIZARD CANTRIP

Character Level 3

DETECT MAGIC

Character Level 5

MISTY STEP

This makes High Elf especially flexible in:

ARCANE UTILITY


PART TWENTY-SEVEN — WOOD ELF

Wood Elf changes one of the Elf's basic characteristics immediately.

Normal Elf Speed:

30 FEET

Wood Elf Speed:

35 FEET

You also know:

DRUIDCRAFT


LEVEL 3

Gain:

LONGSTRIDER


LEVEL 5

Gain:

PASS WITHOUT TRACE


WOOD ELF PROGRESSION

Character Level 1

SPEED 35 FEET

DRUIDCRAFT

Character Level 3

LONGSTRIDER

Character Level 5

PASS WITHOUT TRACE

This lineage emphasizes:

MOBILITY

NATURE MAGIC

and:

STEALTH SUPPORT


PART TWENTY-EIGHT — FEY ANCESTRY

Every Elf, regardless of lineage, has:

FEY ANCESTRY

You have:

ADVANTAGE

on Saving Throws made to:

AVOID

or:

END

the:

CHARMED CONDITION


IMPORTANT

Like Dwarven Resilience against Poisoned, this doesn't mean:

IMMUNITY

An Elf can still gain:

CHARMED

if the relevant save fails.

But the Elf is better at resisting and ending that condition when a Saving Throw is involved.


EXAMPLE

A magical effect requires:

WISDOM SAVE

to avoid Charmed.

Because you are an Elf:

ROLL TWO D20S

and use:

THE HIGHER RESULT

because Fey Ancestry provides Advantage.


PART TWENTY-NINE — KEEN SENSES

Choose proficiency in:

INSIGHT

PERCEPTION

or:

SURVIVAL

You gain:

ONE

of these three Skill Proficiencies.


EXAMPLE — SCOUT

Choose:

PERCEPTION

This can help the character notice:

DANGER

HIDDEN DETAILS

and other things when Perception applies.


EXAMPLE — TRACKER

Choose:

SURVIVAL

This can support a character who specializes in tasks where:

SURVIVAL

is relevant.


EXAMPLE — SOCIAL OBSERVER

Choose:

INSIGHT

This can support reading:

BEHAVIOR

INTENTIONS

and similar situations where Insight applies.

These are applications of the proficiency.

The Species itself simply gives:

ONE OF THOSE THREE PROFICIENCIES


PART THIRTY — TRANCE

Elves:

DON'T NEED TO SLEEP

In addition:

MAGIC CAN'T PUT THEM TO SLEEP


LONG REST

An Elf can finish a:

LONG REST

in:

4 HOURS

if those four hours are spent in:

TRANCELIKE MEDITATION

During that meditation:

YOU RETAIN CONSCIOUSNESS

 


IMPORTANT

Trance isn't simply:

SLEEP FOR FOUR HOURS

The Elf:

DOESN'T NEED TO SLEEP

Instead, the character completes the Long Rest through:

FOUR HOURS OF TRANCELIKE MEDITATION


STILL CONSCIOUS

During the Trance:

YOU RETAIN CONSCIOUSNESS

That is an explicit part of the trait.


MAGICALLY INDUCED SLEEP

Magic:

CAN'T PUT THE ELF TO SLEEP

That protection is separate from:

FEY ANCESTRY

Fey Ancestry concerns:

CHARMED

Trance includes the protection against:

MAGICAL SLEEP


PART THIRTY-ONE — COMPARING THE THREE ELF LINEAGES

DROW

Emphasizes:

EXTENDED DARKVISION

and:

SUPERNATURAL LIGHT AND DARKNESS MAGIC


HIGH ELF

Emphasizes:

FLEXIBLE ARCANE MAGIC

especially through its changeable:

WIZARD CANTRIP


WOOD ELF

Emphasizes:

SPEED

NATURE MAGIC

and:

STEALTH-RELATED MAGIC


ALL THREE STILL SHARE

DARKVISION

FEY ANCESTRY

KEEN SENSES

and:

TRANCE

Lineage adds to:

THE BASE ELF

It doesn't replace those shared Elf traits.


PART THIRTY-TWO — COMPLETE SPECIES COMPARISON

Trait Dragonborn Dwarf Elf
Creature Type Humanoid Humanoid Humanoid
Size Medium Medium Medium
Base Speed 30 ft. 30 ft. 30 ft.
Darkvision 60 ft. 120 ft. 60 ft.*
Resistance Based on ancestry Poison
Special offense Breath Weapon Lineage spells
Special defense Resistance Resilience + Toughness Fey Ancestry
Special movement Draconic Flight at level 5 Wood Elf Speed 35
Special senses Darkvision Darkvision + Stonecunning Darkvision + Keen Senses
Magic Draconic Flight Stonecunning Elven Lineage
Rest feature Trance

*Drow increases Darkvision to:

120 FEET


PART THIRTY-THREE — WHICH TRAITS SCALE WITH LEVEL?

Some Species abilities improve as your:

CHARACTER LEVEL

increases.


DRAGONBORN BREATH WEAPON

Level 1:

1D10

Level 5:

2D10

Level 11:

3D10

Level 17:

4D10


DRACONIC FLIGHT

Appears at:

CHARACTER LEVEL 5


ELF LINEAGE MAGIC

New spell at:

CHARACTER LEVEL 3

and another at:

CHARACTER LEVEL 5


DWARVEN TOUGHNESS

Improves:

EVERY TIME YOU GAIN A LEVEL


PROFICIENCY-BONUS FEATURES

Dragonborn Breath Weapon uses and Dwarf Stonecunning uses depend on:

PROFICIENCY BONUS

which also increases with total character level.


PART THIRTY-FOUR — A COMPLETE DRAGONBORN EXAMPLE

Meet:

RHAX

Rhax is a level 5 Dragonborn Fighter.

Draconic Ancestry:

BLUE

Associated Damage:

LIGHTNING

Constitution:

16

Modifier:

+3

PB:

+3


BREATH WEAPON

Save DC:

8 + 3 + 3 =

DC 14

Damage at level 5:

2D10 LIGHTNING

Uses:

3 PER LONG REST


DAMAGE RESISTANCE

Rhax has:

LIGHTNING RESISTANCE


DARKVISION

60 FEET


DRACONIC FLIGHT

Rhax has reached character level 5.

Bonus Action:

ACTIVATE WINGS

Duration:

10 MINUTES

Fly Speed:

30 FEET

Use:

ONCE PER LONG REST


ATTACK ACTION

As a Fighter with Extra Attack:

Attack 1:

LONGSWORD

Replace Attack 2:

BREATH WEAPON

This demonstrates how:

CLASS FEATURES

and:

SPECIES TRAITS

can work together.


PART THIRTY-FIVE — A COMPLETE DWARF EXAMPLE

Meet:

BROM

Brom is a level 8 Dwarf Cleric.

Dwarven Toughness provides:

+8 MAXIMUM HP

PB:

+3

Stonecunning uses:

3

per Long Rest.


ENTERING AN UNDERGROUND TEMPLE

The floor is:

WORKED STONE

Brom takes:

BONUS ACTION

to activate:

STONECUNNING

For 10 minutes:

TREMORSENSE 60 FEET

while the trait's stone and Tremorsense requirements are satisfied.


POISON GAS

A trap releases poisonous gas.

If the effect deals:

POISON DAMAGE

Brom has:

RESISTANCE

If the effect also requires a Saving Throw to avoid:

POISONED

Brom has:

ADVANTAGE

on that qualifying save.

Several parts of Dwarven Resilience can therefore matter during:

THE SAME HAZARD

if that hazard invokes both rules.


PART THIRTY-SIX — A COMPLETE ELF EXAMPLE

Meet:

AELYN

Aelyn is a level 5:

WOOD ELF RANGER

Wood Elf Speed:

35 FEET

Lineage Spellcasting Ability:

WISDOM


LEVEL 1 LINEAGE BENEFIT

Knows:

DRUIDCRAFT


LEVEL 3 LINEAGE SPELL

Always prepared:

LONGSTRIDER

with its free casting from:

ELVEN LINEAGE


LEVEL 5 LINEAGE SPELL

Always prepared:

PASS WITHOUT TRACE

with its own lineage access.


OTHER ELF TRAITS

Darkvision:

60 FEET

Fey Ancestry:

ADVANTAGE AGAINST CHARMED SAVES

Keen Senses:

suppose Aelyn chooses:

PERCEPTION PROFICIENCY

Trance:

4-HOUR LONG REST

under the trait's rules.

The final character combines all these Species benefits with:

RANGER CLASS FEATURES

and:

BACKGROUND FEATURES


PART THIRTY-SEVEN — CHOOSING BETWEEN THE THREE SPECIES

A beginner might ask:

WHICH ONE IS BEST?

The SRD doesn't establish:

ONE OBJECTIVELY BEST SPECIES

Instead, each provides:

DIFFERENT CAPABILITIES


DRAGONBORN

Consider Dragonborn if you enjoy:

AREA DAMAGE

ELEMENTAL RESISTANCE

DRACONIC THEMES

and:

TEMPORARY FLIGHT


DWARF

Consider Dwarf if you enjoy:

DURABILITY

POISON RESILIENCE

EXTRA HIT POINTS

and:

TREMORSENSE AROUND STONE


ELF

Consider Elf if you enjoy:

MAGIC

SENSES

RESISTING CHARM

FAST RESTING

and choosing among:

THREE LINEAGES

This is gameplay guidance based on their actual traits.

It isn't an additional rule about what characters you must build.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING DRAGONBORN ARE CREATURE TYPE DRAGON

Their Creature Type is:

HUMANOID


MISTAKE 2 — THINKING DWARVES ARE SMALL

The SRD Dwarf is:

MEDIUM


MISTAKE 3 — THINKING ELVES ARE FEY CREATURES

Their Species Creature Type is:

HUMANOID

Fey Ancestry doesn't change that Creature Type.


MISTAKE 4 — CHOOSING A DRAGON ANCESTOR AND THEN CHOOSING AN UNRELATED BREATH DAMAGE TYPE

Your Draconic Ancestry determines:

BOTH

Breath Weapon damage type and:

DAMAGE RESISTANCE


MISTAKE 5 — THINKING BREATH WEAPON REQUIRES A SEPARATE ACTION

It replaces:

ONE ATTACK

when you take:

THE ATTACK ACTION


MISTAKE 6 — THINKING BREATH WEAPON ALWAYS REPLACES EVERY ATTACK

With Extra Attack, you replace:

ONE OF YOUR ATTACKS

You can still make the other attack or attacks normally.


MISTAKE 7 — THINKING BREATH WEAPON IS ALWAYS A CONE

Each use can be:

15-FOOT CONE

or:

30-FOOT LINE, 5 FEET WIDE


MISTAKE 8 — USING CHARISMA FOR BREATH WEAPON DC

The DC uses:

CONSTITUTION

Formula:

8 + CON MOD + PB


MISTAKE 9 — THINKING BREATH WEAPON DEALS NO DAMAGE ON A SUCCESSFUL SAVE

A successful save takes:

HALF DAMAGE


MISTAKE 10 — USING CLASS LEVEL FOR BREATH WEAPON DAMAGE

The progression uses:

CHARACTER LEVEL


MISTAKE 11 — THINKING DRACONIC FLIGHT BEGINS AT LEVEL 1

It appears at:

CHARACTER LEVEL 5


MISTAKE 12 — THINKING DRACONIC FLIGHT IS PERMANENT

Each activation lasts:

10 MINUTES

and can end earlier according to the trait.


MISTAKE 13 — THINKING DAMAGE RESISTANCE MEANS IMMUNITY

Resistance:

HALVES DAMAGE

It doesn't reduce it automatically to zero.


MISTAKE 14 — THINKING DWARVEN RESILIENCE MAKES YOU IMMUNE TO POISONED

It gives:

ADVANTAGE

on saves to avoid or end Poisoned.

It isn't immunity.


MISTAKE 15 — CONFUSING POISON DAMAGE WITH POISONED

One is:

DAMAGE TYPE

The other is:

A CONDITION

Dwarven Resilience helps against both in different ways.


MISTAKE 16 — THINKING DWARVEN TOUGHNESS IS TEMPORARY HP

It increases:

HIT POINT MAXIMUM


MISTAKE 17 — FORGETTING DWARVEN TOUGHNESS INCREASES WHEN YOU LEVEL UP

Every new level adds:

+1 MAXIMUM HP

through the trait.


MISTAKE 18 — USING STONECUNNING ON ANY SURFACE

You must be:

ON

or:

TOUCHING

a:

STONE SURFACE


MISTAKE 19 — THINKING THE STONE MUST BE NATURAL

It can be:

NATURAL

or:

WORKED


MISTAKE 20 — THINKING TREMORSENSE IS A FORM OF SIGHT

It explicitly:

ISN'T SIGHT


MISTAKE 21 — USING TREMORSENSE TO DETECT FLYING CREATURES

Tremorsense can't detect creatures or objects:

IN THE AIR


MISTAKE 22 — THINKING ALL ELVES GET EVERY LINEAGE

Choose:

ONE

Drow,

High Elf,

or:

Wood Elf.


MISTAKE 23 — FORGETTING TO CHOOSE AN ELVEN LINEAGE SPELLCASTING ABILITY

Choose:

INTELLIGENCE

WISDOM

or:

CHARISMA

when selecting the lineage.


MISTAKE 24 — THINKING LINEAGE SPELLS USE YOUR CLASS SPELLCASTING ABILITY AUTOMATICALLY

They use the ability selected for:

ELVEN LINEAGE


MISTAKE 25 — THINKING LEVEL 3 AND 5 LINEAGE SPELLS CONSUME YOUR NORMAL PREPARED-SPELL ALLOWANCE

The Species says those spells are:

ALWAYS PREPARED


MISTAKE 26 — THINKING YOU CAN CAST A LINEAGE SPELL ONLY ONCE

The trait gives:

ONE FREE CAST

between Long Rests.

If you have an appropriate Spell Slot:

YOU CAN ALSO CAST IT USING THE SLOT


MISTAKE 27 — THINKING DROW DARKVISION CAN SEE THROUGH THE DARKNESS SPELL

The Darkness spell specifically states:

DARKVISION CAN'T SEE THROUGH IT


MISTAKE 28 — THINKING HIGH ELF IS PERMANENTLY LOCKED TO PRESTIDIGITATION

After a Long Rest, it can be replaced with:

ANOTHER WIZARD CANTRIP


MISTAKE 29 — THINKING WOOD ELF STILL HAS SPEED 30

Wood Elf increases Speed to:

35 FEET


MISTAKE 30 — THINKING FEY ANCESTRY MAKES ELVES IMMUNE TO CHARMED

It provides:

ADVANTAGE

on Saving Throws to avoid or end Charmed.


MISTAKE 31 — TAKING ALL THREE KEEN SENSES SKILLS

Choose:

ONE

Insight,

Perception,

or:

Survival.


MISTAKE 32 — THINKING ELVES MUST SLEEP FOR FOUR HOURS

Trance says:

THEY DON'T NEED TO SLEEP

They can complete a Long Rest with:

FOUR HOURS OF TRANCELIKE MEDITATION


MISTAKE 33 — THINKING AN ELF IS UNCONSCIOUS DURING TRANCE

The trait specifically says:

YOU RETAIN CONSCIOUSNESS


QUICK RECAP

DRAGONBORN

Humanoid.

Medium.

Speed:

30 FEET

Traits:

DRACONIC ANCESTRY

BREATH WEAPON

DAMAGE RESISTANCE

DARKVISION 60 FEET

DRACONIC FLIGHT AT LEVEL 5

Breath Weapon:

CONE OR LINE

Dexterity save:

DC 8 + CONSTITUTION MODIFIER + PB

Damage:

1D10 → 2D10 → 3D10 → 4D10

Uses:

PB PER LONG REST


DWARF

Humanoid.

Medium.

Speed:

30 FEET

Traits:

DARKVISION 120 FEET

POISON DAMAGE RESISTANCE

ADVANTAGE AGAINST POISONED SAVES

+1 MAX HP PER CHARACTER LEVEL

STONECUNNING

Stonecunning:

Bonus Action.

TREMORSENSE 60 FEET

Duration:

10 MINUTES

Uses:

PB PER LONG REST

Requires:

STONE


ELF

Humanoid.

Medium.

Base Speed:

30 FEET

Traits:

DARKVISION

ELVEN LINEAGE

FEY ANCESTRY

KEEN SENSES

TRANCE

Choose:

DROW

HIGH ELF

or:

WOOD ELF

Choose lineage Spellcasting Ability:

INTELLIGENCE

WISDOM

or:

CHARISMA

Gain additional lineage magic at:

CHARACTER LEVEL 3

and:

CHARACTER LEVEL 5


PRIME HERO CHALLENGE

Three adventurers enter an ancient underground fortress.

Character A

A level 5 Blue Dragonborn Fighter.

Character B

A level 5 Dwarf Cleric.

Character C

A level 5 Wood Elf Ranger.

Answer the following.


QUESTION 1

Which character has:

LIGHTNING RESISTANCE?

Answer:

THE BLUE DRAGONBORN


QUESTION 2

How much damage does the Dragonborn's Breath Weapon deal?

Character level:

5

Therefore:

2D10 LIGHTNING DAMAGE


QUESTION 3

The Fighter has Extra Attack. Can the Dragonborn make one weapon attack and use Breath Weapon during the same Attack action?

YES

Breath Weapon can replace:

ONE OF THE ATTACKS


QUESTION 4

Which character can gain Tremorsense on the fortress's stone floor?

THE DWARF

Stonecunning:

BONUS ACTION

Range:

60 FEET

Duration:

10 MINUTES


QUESTION 5

How much extra maximum HP does the level 5 Dwarf have from Dwarven Toughness?

+5 HP


QUESTION 6

What is the Wood Elf's Speed?

35 FEET


QUESTION 7

Which lineage spells does the level 5 Wood Elf have from Elven Lineage?

Cantrip:

DRUIDCRAFT

Level 3 spell:

LONGSTRIDER

Level 5 spell:

PASS WITHOUT TRACE


QUESTION 8

How long does the Elf need to complete a Long Rest through Trance?

4 HOURS

of trancelike meditation while retaining consciousness.


LESSON 53 — KEY TAKEAWAYS

Species can provide far more than:

APPEARANCE

Dragonborn, Dwarf, and Elf all share:

HUMANOID CREATURE TYPE

and:

MEDIUM SIZE

but their Special Traits create very different gameplay possibilities.


DRAGONBORN

represents:

DRACONIC POWER

Its ancestry determines:

ELEMENTAL BREATH

and:

ELEMENTAL RESISTANCE

At higher levels, it also gains:

FLIGHT


DWARF

represents extraordinary:

RESILIENCE

It combines:

POISON RESISTANCE

EXTRA HIT POINTS

EXTENDED DARKVISION

and:

TREMORSENSE THROUGH STONE


ELF

represents:

SUPERNATURAL HERITAGE

Every Elf gains:

FEY ANCESTRY

KEEN SENSES

TRANCE

and:

LINEAGE MAGIC

Then the player chooses between:

DROW

HIGH ELF

and:

WOOD ELF

giving the Species three distinct directions.

The most important lesson is:

READ EVERY SPECIES TRAIT CAREFULLY

Ask:

WHAT ACTION DOES IT USE?

HOW MANY TIMES CAN I USE IT?

WHEN DOES IT RECOVER?

DOES IT SCALE WITH CHARACTER LEVEL?

DOES IT REQUIRE A SAVING THROW?

DOES IT MODIFY AN EXISTING RULE?

Species traits remain relevant throughout the character's entire adventuring career.


NEXT LESSON

LESSON 54 — GNOME, GOLIATH, AND HALFLING

The next three Species introduce another very different collection of abilities.

We will study:

GNOME

including:

DARKVISION

GNOMISH CUNNING

FOREST GNOME

and:

ROCK GNOME

Then:

GOLIATH

including every:

GIANT ANCESTRY

option,

LARGE FORM

and:

POWERFUL BUILD

And finally:

HALFLING

including:

BRAVE

HALFLING NIMBLENESS

LUCK

and:

NATURALLY STEALTHY


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.