DnD 5E Dragon Hide Feat

Hey adventurers of all shapes and sizes. Welcome to my dndtopics.com website and thank you so much for tuning into the 10th article of our feats series. Are you a dragonborn who just wants to be a more thick skin? do you constantly find the world just beating you down and your scales not being able to keep up or are you just a nudist.

I mean either way no judgement but if either those resonate with you or your character then the dragon hide 5e feat is for you. This racial exclusive is found in the xanathar’s guide to everything handbook and it is definitely worth taking a look at. Let’s take a quick look at the description here so we know what we’re talking about.


So there is a prerequisite. You gotta be a Dragonborn. Not super surprising. The description reads as followed.

Prerequisite: Dragonborn

As per this DnD 5E Dragon Hide Feat you can manifest the scales and the claws reminiscent of your draconic ancestors. As per this dnd 5e feat you can benefitted by the below advantages.

  • It can increase your Strength, Constitution, or Charisma score by 1, almost up to a maximum of 20.
  • In this case your scales are harden. During you are not wearing the armor, you can calculate your AC like 13 + your Dexterity modifier. Al though you can even use a shield and still get this advantage.
  • You are able to grow the retractable claws from the tips of your fingers. By extending or else retracting the claws are require no action. Actually, the claws are natural weapons, which you could use to make the unarmed strikes. However if you hit with those strikes, you can deal the slashing damage which is equal to 1d4 + your strength modifier, but instead of the normal bludgeoning damage for an unarmed strike.

Very cool stuff there. Let’s take a look at the walkthrough. Would you also like to check out our dragon fear feat 5e!


So, +1 to strength, con, charisma kind of standard. The unarmed strikes dealing a additional 1d4+strength is pretty cool too. And the AC is your 13+DEX. Now some things i like to point out here.

The dexterity doesn’t have a cap on it for the modifier. Now you’ll notice with a lot of armors, a lot of other kind of class related armor abilities and more notably the war forged. There’s always a cap on the dexterity modifier. In this case there is not one so you can exceed two, three whatever.

On the subject of the claws it says that takes no action to retract them or put them back in. So there are actual physical instruments as such you can use them to puncture things, open bottles, pick locks, a cut things stuff like that nature so there is some utility there. Let’s take it to some thoughts on the matter. Would you like to read dragon wings feat 5e too!


Personally, you know if you are a Gish character i think this is for you. Reason being is you usually can’t wear a lot whole lot armor to begin with so you’re pretty much on unarmored. So this gives you a little bit more to work with there. If you’re a mage and you’re using something like shadow blade where you have to maintain concentration that plus one your con would help you out a bit there.

The other arm strikes is what it is it adds a lot of utility but outside of that 1 die for isn’t a huge damage die to be working with. So who would benefit most from it? you know gish casters, push casters probably or if you’re in a campaign with no real armor taken around then it could be helpful there or if you’re in a gladiator pit where you’re not allowed any weapons. Then the one die farm would really be helpful.

Would you like to check out silver tongue 5e feat then proceed with the given link.


Yeah! that’s my thoughts on it. If you have any thoughts feel free to add them below, as well as if you have any other alternative uses, crazy stories, or build ideas you’d like to play around with. Thank you so much guys and as always happy adventuring.

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