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.