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Dragonborn Barbarian Build: 2014 Rules

2014 Player’s Handbook Dragonborn and Barbarian rules.

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This guide uses the 2014 Player’s Handbook Dragonborn and Barbarian rules. It uses the printed Dragonborn ability-score increases and breath weapon; it does not use revised 2024 rules or the separate Chromatic, Metallic, and Gem Dragonborn options from Fizban’s Treasury of Dragons.

For a concise quick reference, see the Dragonborn Barbarian Quick Build: 2014 Rules.

Building a 2014 Dragonborn Barbarian

A Dragonborn Barbarian pairs a Strength-focused melee class with a limited-use breath weapon and ancestry-based damage resistance. The combination gives you options at different ranges, but the features do not automatically stack into extra damage or doubled defenses. Build around Strength, Constitution, and enough Dexterity for your preferred Armor Class; use the breath when its area is more useful than weapon attacks.

2014 Dragonborn Traits

The 2014 Player’s Handbook Dragonborn entry increases Strength by 2 and Charisma by 1. Your Draconic Ancestry determines your breath weapon’s damage type, shape, and saving throw, as well as your resistance. The 2014 option does not give you natural armor, a Constitution increase, or Darkvision. For the complete trait table, see the 2014 Dragonborn rules.

The breath weapon takes an action. Each creature in its area makes the saving throw specified by your ancestry against a DC of 8 + your Constitution modifier + your proficiency bonus. A failed save takes 2d6 damage and a successful save takes half; damage rises to 3d6 at character level 6, 4d6 at level 11, and 5d6 at level 16. You regain its use after a short or long rest. This is the 2014 version: it does not replace one attack in the Attack action and is not a bonus action.

Ability Scores and Legal Point Buy

Strength improves your weapon attacks, damage, and Athletics. Constitution increases hit points and contributes to Unarmored Defense and your breath save DC. Dexterity contributes to Armor Class, initiative, and Dexterity saves. Charisma receives the fixed +1 but is usually a lower combat priority.

A legal 27-point-buy array before the Dragonborn increases is Strength 15, Dexterity 14, Constitution 14, Intelligence 8, Wisdom 10, and Charisma 10. Its costs are 9 + 7 + 7 + 0 + 2 + 2 = 27 points. After the 2014 increases, the array is Strength 17, Dexterity 14, Constitution 14, Intelligence 8, Wisdom 10, and Charisma 11.

With that array, a +2 Strength increase at Barbarian level 4 raises Strength to 19, not 20. At level 8, you can raise Strength and Constitution by 1 each to reach Strength 20 and Constitution 15. You can choose a feat instead, but compare it with the value of those ability increases rather than assuming the 17 reaches 20 in one step.

Armor Class and Survivability

Without armor, 2014 Unarmored Defense sets your AC to 10 + your Dexterity modifier + your Constitution modifier; a shield is allowed. With Dexterity 14 and Constitution 14, that is AC 12 before a shield. Medium armor may give you more protection while you develop Constitution: scale mail is AC 14 + up to 2 from Dexterity, and a shield adds 2. Choose between armor and Unarmored Defense using the 2014 equipment rules.

Rage provides resistance to bludgeoning, piercing, and slashing damage while you are not wearing heavy armor. Your Dragonborn ancestry resistance applies to its selected damage type. These defenses can protect against different attacks in the same encounter, but two instances of resistance to the same damage type still reduce that damage only once. See the 2014 damage rules for how resistance is applied.

Rage, Breath Weapon, and Your Turn

You enter 2014 Rage as a bonus action. You can use your action for the breath weapon on that turn, but then you give up the Attack action. The breath uses a saving throw, not an attack roll, so it does not receive Rage’s damage bonus, which applies to melee weapon attacks using Strength, or Reckless Attack’s advantage. Against one reachable target, weapon attacks will often be stronger; the breath can be worthwhile when it affects several enemies or reaches a foe you cannot engage.

Rage can end early at the end of your turn if you have neither attacked a hostile creature since your previous turn nor taken damage since then. Since the breath weapon forces saving throws rather than making an attack roll, do not assume it counts as the attack that maintains Rage. If you start a turn with Rage and breathe, plan to make a qualifying attack on a later turn or take damage before the early-end condition applies. The 2014 Barbarian rules contain the complete Rage text; the focused Dragonborn Breath Weapon and Rage Guide (2014 Rules) explains this interaction in more detail.

Choosing a Barbarian Path

Choose a Primal Path for the job you want to do, not because Dragonborn requires one. A Bear Totem Warrior can gain broad resistance while raging, but that does not multiply an existing Dragonborn resistance to the same damage type. The Ancestral Guardian can help protect allies, while other paths emphasize damage, mobility, or a particular character concept. Read the selected path’s exact feature text and source before planning reactions or resistance: not every protective feature uses your reaction, and many apply only to a specific creature or situation.

The ancestry choice is also a tactical decision. A cone can catch nearby foes; a line rewards alignment and clear lanes. Consider the damage type and saving throw, the terrain, allied positions, and whether the expected area damage is worth spending your action. The trait does not let you exclude allies from its area.

Putting the Build into Play

Use Rage and weapon attacks as your normal close-combat plan. Save the breath weapon for a group, a target beyond your reach, or a moment when its damage type and area are advantageous. Reckless Attack can make Strength-based melee attacks more likely to hit, but it also gives enemies advantage against you; use it when the damage or urgency justifies that risk. Your resistance is not a substitute for AC, and your breath is not a second attack action.

For a blue Dragonborn’s specific lightning-line tactics, see the Blue Dragonborn Barbarian Lightning Tactics (2014 Rules) and the separate Blue Dragonborn Barbarian Build (2014 Rules). For revised 2024 mechanics, use the Dragonborn Barbarian Build Guide (2024 Rules); the revised breath weapon and class features differ.

Official Rules Sources

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