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Drakewarden

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97 views22 pages

Drakewarden

Uploaded by

k.holden274
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Str: 10 Name

Class/Level Archaeologist CG
Con: 15 Spec Race Tymora
Weigh Age ft
Dex: 17 t
Prof + AC CC
Int: 10 Mod
HP INIT SPEED ft

Wis: 14
weapon Weapon weapon Cp
2d6 + 4 1d8 + 4 1d6 + 4 Sp
Cha: 8 gp
Hit M 4+2 6
pp
Hit R 2+1 3
Class Features
Proficiencies
1. +2 Expertise, Sneak Attack, Thieves' Cant Skill:
2. +2 Cunning Action Tool:
3. +2 Roguish Archetype, Steady Aim (Optional) Languages:
4. +2 Ability Score Improvement
Saving Throws:
5. +3 Uncanny Dodge
6. +3 Expertise Feature: Historical Knowledge
7. +3 Evasion When you enter a ruin or dungeon, you can correctly
8. +3 Ability Score Improvement ascertain its original purpose and determine its builders,
9. +4 Roguish Archetype feature whether those were dwarves, elves, humans, yuan-ti, or some
10. +4 Ability Score Improvement other known race. In addition, you can determine the
11. +4 Reliable Talent
monetary value of art objects more than a century old.
12. +4 Ability Score Improvement [+2 Str]
13. +5 Roguish Archetype feature Gear
14. +5 Blindsense
15. +5 Slippery Mind
16. +5 Ability Score Improvement
17. +6 Roguish Archetype feature
18. +6 Elusive
19. +6 Ability Score Improvement
20. +6 Stroke of Luck

Feats

Personality Trait

I love a good puzzle or mystery.

Ideal

Danger. With every great discovery comes grave danger. The two walk
hand in hand.

Bond

I have a friendly rival. Only one of us can be the best, and I aim to
prove it's me.

Flaw

I can't leave a room without searching it for secret doors.


Mordenkainen's Monsters of the Multiverse
Metallic Dragonborn

Source: Fizban's Treasury of Dragons

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three
different scores by 1.

Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Metallic Ancestry. You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose
one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as
shown in the table.

Metallic Ancestry

Dragon Damage Type

Silver Cold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an
exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw
(DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10
damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage.
This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.

Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on
your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is
8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

 Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become
incapacitated until the start of your next turn.
 Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20
feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is
appropriate for the character.
Skill Proficiencies: History, Survival

Tool Proficiencies: Cartographer's tools or navigator's tools

Languages: One of your choice


Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of
traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of
their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the
earliest dragons. In some lands, kobolds serve chromatic or metallic dragons — even worshiping them as divine
beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend
against draconic destruction.

Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold
sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of
emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with
draconic power.

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a
different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You discern colors in that darkness only as shades of gray.

Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your
next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.

Kobold Legacy. Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold.
Choose one of the following legacy options for your kobold:

Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine,
Sleight of Hand, or Survival.

Class Features

As a ranger, you gain the following class features.


Hit Points

Hit Dice: 1d10 per ranger level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and
Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(b) leather armor

(a) two shortswords

(b) an explorer's pack

A longbow and a quiver of 20 arrows

Favored Foe (Optional)

This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no
benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as
your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you
mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8
at 14th level.

Deft Explorer (Optional)


This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and
don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.
You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in
this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the
chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking
speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier
(minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You
can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a
druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots
when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of
these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class,
you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it
with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature.
You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus (Optional)

At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a
sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living
tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness (Optional)

This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature
and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you
reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table.
These spells don't count against the number of ranger spells you know.

Primal Awareness Spells

Ranger Level Spell

3rd Speak with Animals

5th Beast Sense


9th Speak with Plants

13th Locate Creature

17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you
can't do so again until you finish a long rest.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features
at 3rd level and again at 7th, 11th, and 15th level.

Drakewarden Fizban's Treasury of Dragons

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a
fighting style you know with another fighting style available to rangers. This replacement represents a shift of
focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass
through nonmagical plants without being slowed by them and without taking damage from them if they have
thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to
impede movement, such as those created by the Entangle spell.

Nature's Veil (Optional)

This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and
don't qualify for anything in the game that requires it.
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically
become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by
nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a
creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't
hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies.
You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a
drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a
majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of
the awe-inspiring power of dragons.

Draconic Gift

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding
and empowering your presence.

You gain the following benefits:

Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Drake Companion

At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied
space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the
accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places.
Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine
the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic
Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use
its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action
on your turn to command it to take another action. That action can be one in its stat block or some other action. If
you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until
you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of
1st level or higher to summon it.

Drake Companion

Small dragon

Armor Class: 14 + PB (natural armor)

Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)

Speed: 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)

Saving Throws: Dex +1 plus PB, Wis +2 plus PB

Damage Immunities: determined by the drake’s Draconic Essence trait

Senses: darkvision 60 ft., passive Perception 12

Languages: Draconic

Challenge: Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison.
The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon
attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type
determined by its Draconic Essence.

Bond of Fang and Scale

At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you
summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount
if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic
Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake’s Breath

At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it.
Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic
Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6
damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd
level or higher to use it again.

Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and
the drake gain the following benefits:

Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence
(for a total of 2d6 extra damage).

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the
flying speed of Bond of Fang and Scale.

Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you
can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this
reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a
long rest.
Racial Traits

Ability Score Increase

Your Dexterity score increases by 2.

Age

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no
tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their
community and the comfort of their old ways.

Size

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Lucky

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new
roll.

Brave

You have advantage on saving throws against being frightened.

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath
to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition,
however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they
dwell or through which they are traveling.

Lightfoot Halfling Traits


Ability Score Increase

Your Charisma score increases by 1.

Naturally Stealthy

You can attempt to hide even when you are obscured by only a creature that is at least one size larger than you.

Class Features

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves' tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a rapier or (b) a shortsword

(a) a shortbow and quiver of 20 arrows or (b) a shortsword

(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack


Leather armor, two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with
thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen
proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal
an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column
of the Rogue table.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands
such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in
an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus
action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype
choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Archetype Source
Arcane Trickster Player's Handbook

Assassin Player's Handbook

Inquisitive Xanathar's Guide to Everything

Mastermind Xanathar's Guide to Everything

Phantom Tasha's Cauldron of Everything

Scout Xanathar's Guide to Everything

Soulknife Tasha's Cauldron of Everything

Swashbuckler Xanathar's Guide to Everything

Thief Player's Handbook

D&D Beyond Partnered Content

Wild Card Legends of Runeterra: Dark Tides of Bilgewater

Archived Unearthed Arcana

Phantom Unearthed Arcana 72 - Subclasses Revisited

Revived Unearthed Arcana 64 - Fighter, Ranger, Rogue

Soulknife (2019) Unearthed Arcana 66 - Fighter, Rogue, Wizard

Soulknife (2020) Unearthed Arcana 71 - Psionic Options Revisited

Steady Aim (Optional)

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can
use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed
is 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to
halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery
breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half
damage if you fail.
Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability
check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature
within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll
has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within
range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.
Dragonborn Features

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-
year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250
pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the
below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

Dragon Color Damage Type Breath Weapon

Silver Cold 15 ft. cone (Con. save)

Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to
your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type
of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your
proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful
one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath
weapon, you cannot use it again until you complete a short or long rest.

Languages. You can read, speak, and write Common and Draconic.

Standard Dragonborn

Damage Resistance. You have resistance to the damage type associated with your ancestry.
race
Background
class

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