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Dragonborn Druid 5e D&D Guide

Dragonborn Druid 5e D&D Guide

With scales as tough as armor and breath as hot as fire, the Dragonborn Druid commands the elements and bends nature to their will.

These mighty beings can shapeshift into beasts of the wild, taking on the strength and ferocity of a bear or the agility and cunning of a wolf.

They commune with the spirits of the land and the sky, calling forth lightning bolts and summoning gusts of wind to thwart their foes.

Dragonborn Druids are masters of balance and harmony. They understand the delicate interplay between all living things and strive to protect the natural world from those who would harm it, as they know all too well the cruelty of this world.

Creating a Dragonborn Druid


The Dragonborn were born of dragons, feared by many because of their frightening appearance.

Long ago, Dragonborn hatched from dragon eggs, creating a unique race and combining the best attributes of dragons and humanoids.

Even with their powerful past, Dragonborn is a divided race; many serve true dragons, others fight in wars, and some merely drift through the world without a cause.

SkinBrass, bronze, scarlet, rust, gold, or copper-green (with fine scales)
Hands and FeetTalon-like claws, with one thumb and three fingers on each hand
EyesRed or gold
MouthSharp teeth, like those of their ancestors

Note: These features can be slightly changed or modified if some variations don’t fit your character.

Dragonborn Subraces

Dragonborn has 6 subraces, each relating either to their dragon kin or influence through decades of relations with other races. 

You’ll also get to choose a type of dragon you relate to, determining your damage and the area of your breath weapon, as well as the resistance you gain.

Dragon ColorDamage TypeBreath Weapon
BlackAcid5’ by 30’ line (DEX save)
BlueLightning5’ by 30’ line (DEX save)
BrassFire5’ by 30’ line (DEX save)
BronzeLightning5’ by 30’ line (DEX save)
CopperAcid5’ by 30’ line (DEX save)
GoldFire15’ cone (DEX save)
GreenPoison15’ cone (CON save)
RedFire15’ cone (DEX save)
SilverCold15’ cone (CON save)
WhiteCold15’ cone (CON save)

Note: Choosing Chromatic, Gem, or Metallic dragon ancestry only changes your damage type.

Standard Dragonborn – These are the most common Dragonborn, having increased Strength and Charisma.

Draconblood – Draconblood Dragonborn are socially manipulative and very intelligent, even remembering the days they were fearsome conquerors.

Ravenite – Ravenite Dragonborn have no tails but possess a sturdy physique, having increased Strength and Charisma.

Many Ravenites remember the days they were enslaved to Draconbloods, retelling the time they overthrew their overlords.

Chromatic Dragonborn – Chromatic Dragonborn trace their ancestry back to beautiful chromatic dragons.

Choose your damage type from the table below:

Chromatic Ancestry
DragonDamage type

Gem Dragonborn – Gem Dragonborn trace their ancestry back to breathtaking gem dragons.

Choose your damage type from the table below:

Gem Ancestry
DragonDamage type

Metallic Dragonborn – Metallic Dragonborn trace their ancestry back to impenetrable metallic dragons.

Choose your damage type from the table below:

Metallic Ancestry
DragonDamage type

Druid Class Features

Hit Points

Hit Dice1d8 per Druid level
HP at level 18 + Constitution modifer
HP at Higher levels1d8 (or 5) + Constitution modifier per Druid level after level 1


ArmorLight armor, Medium armor, Shields (Druids will not wear armor or shields made from metal)
WeaponsClubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
ToolsHerbalism kit
Saving ThrowsIntelligence, Wisdom
SkillsChoose two – Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Druid Circles

Upon reaching level 3, you’ll have access to 7 different Druid circles, all having their own playstyles – but you’ll have to find one that best fits your character.

Dreams – Members of the Circle of Dreams have strong ties to the Feywild. They have a duty to protect the natural world, meaning they’re in an alliance with the good-aligned fey.

These Druids are masters at magical remedies, using them to mend wounds, bring joy to those unwilling to live on and have them find peace.

Land – Circle of the Land Druids are keepers of knowledge passed down through oral tradition. They whisper secrets around standing stones and serve as advisors to communities holding on to the Old Faith.

The magic they wield is influenced by the land they were initiated, giving them an undying link to that place.

Moon – Druids belonging to the Circle of the Moon are fierce natural guardians, living so deep within the wilderness that months can pass before seeing another humanoid.

These Druids can prowl as a giant feline, fly through the sky as a bird of prey or act as the guardian bear of the forest. 

Shepard – Circle of the Shepard Druids commune with nature spirits – especially those of beasts and fey – calling upon them for aid.

They protect animals rather than themselves, living their days in the wilderness, enjoying the company of the animals they hold so dear. The spirits of the wilderness always follow their shepherds.

Spores – Members of the Circle of Spores find beauty in decay, seeing that every death leads to new life and only being a change of state.

These Druids have complex relations with the undead, considering some as allies.

However, they don’t permit undead to change the cycle they hold dear, thwarting out those who try to violate it.

Stars – Circle of the Stars Druids understand the power of the cosmos, seeking to harness its powers and reveal its mysteries.

They record constellations, documenting their effects on the world and constructing monoliths to hold their knowledge, protected even against powerful cataclysms.

Wildlife – Druids belonging to the Circle of Wildfire see destruction as the precursor to creation.

They bond with primal spirits, unlocking their creative and destructive power and using it to create devastating attacks or give life to those who need it most.

Combining Druid With Dragonborn

Determining Your Druid Subclass

Deciding on a subclass is subjective, but if you’re concerned with optimizing your character, try understanding what your character wants to do and what subclass fits best with their subrace.

DreamsSupport/Utility Caster
LandController/Support/Utility Caster

Optimal Dragonborn Subrace

Dragonborn is a very intricate race, leaving you with a lot of choices when choosing a subrace. 

If you want a direct approach, choose the Draconblood subrace, as it has an Intelligence bonus (2), which goes well with the Druid class.

However, if you want more customization, try between the Chromatic, Gem, and Metallic subraces, as they give you more ability score options.

Your Dragonborn Druid Background

You need to think of a background that embraces the core values of a Dragonborn yet leads you down the path of becoming a Druid.

Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?

Place of Birth

Think of the environment a Dragonborn Druid grew up in, the physical and emotional outcome of it, and how it shaped their view of the world.

Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.

Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.

Characteristics and Personality Traits 

Dragonborn may seem cold, but most of them are fiercely loyal, often devoting themselves to a cause for life or settling down.

These are only some of the choices they make, but your character can be different.

Dragonborn Druid Examples:

  • I place no stock in well-mannered or wealthy folk. Money and manners won’t save you from a hungry owlbear.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in a Dragonborn Druid’s life – their conviction, ethical principle, and moral standing (probably something about nature).

The natural world is more important than all the constructs of civilization.

Bonds – Think of a single bond that your Dragonborn Druid has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.

I’ve been discerning my whole life for the answer to a certain question.

Flaws – Choose a single flaw for a Dragonborn Druid – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

I have a ‘tell’ that reveals when I’m lying.


The DM can use inspiration to reward you for playing according to your bond, personality traits, ideals, and flaw.

I know my presence scares people, and I like using it against them sometimes.

Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.

Supplies and Gear For Dragonborn Druids

Druids start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.

  • (a) Wooden shield or (b) Any simple weapon
  • (a) Scimitar or (b) Any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

You can decide how your character came about these goods – whether they stole them, inherited them, or purchased them some time back – adding to your character’s background.

Note: You can also use your starting wealth to buy equipment (2d4 x 10 GP for Druids).

Final Thoughts

A Dragonborn Druid is very rare, as many choose to serve others, not thinking of the whole picture and seeing themselves more as tools than an individual.

Dragonborn Druids, however, serve nature, choosing to safeguard its secrets and keep those who live there safe.

These creatures can be excellent Controllers, Strikers, Supports, or Utility Casters.

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