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Dragonborn Character Name Actions

Sorcerer 1 Medium humanoid (silver dragonborn),


Attack. You can attack once when you
take this action, using the following:
“Do you hear that? It is the Draconic Bloodline, neutral good
roaring in my blood.” Quarterstaff. Melee Weapon Attack: +2
You are a ferocious wanderer of the Armor Class 14 (natural armor) to hit, reach 5 ft., one target.
untrodden ways, a survivor who Hit Points 9 (Hit Dice 1d6) Hit: 1d8 bludgeoning damage.
constantly tests yourself against the Speed 30 ft.
Dagger. Melee or Ranged Weapon
dangers of the wild—and conquers.
Despite your self-sufficiency, you STR DEX CON Attack: +3 to hit, reach 5 ft. or range
tire of a life alone. Your clan is far, but 10 (+0) 13 (+1) 14 (+2) 20/60 ft., one target.
these companions are the closest thing Hit: 1d4 + 1 piercing damage.
INT WIS CHA
to a tribe. As long as they can prove 10 (+0) 12 (+1) 16 (+3) Dart. Ranged Weapon Attack: +3 to hit,
themselves worthy of your company, you
range 20/60 ft., one target.
will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 1 piercing damage.
Saving Throws Con +4, Cha +6
Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each
You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a
proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw,
outweighs everything else in your life, taking 2d6 cold damage on a failed
Weapons daggers, darts, slings,
even the stated law of the land. save, and half as much damage on a
Wanderer. You have an excellent
quarterstaffs, light crossbows
Damage Resistances cold successful one.
memory for maps and geography, and you
can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature
terrain, settlements, and other features Languages Common, Draconic,
around you. In addition, you can find food Sylvan
and fresh water for yourself and up to five
other people each day, provided that the
land offers berries, small game, water,
and so forth.
Faction. You are a member of
the Emerald Enclave, defenders of
the wild lands.
Personality Trait. You once ran
25 miles to warn your clan of an
approaching threat, and you’d do Sorcerer Features Spells Known:
the same again. Cantrips (at will): blade ward, mage hand,
Dragon Ancestor. Whenever you make ray of frost, true strike
Ideal. To dishonor yourself is to
a Charisma check when interacting with
dishonor the clan. 1st level (2 slots): magic missile, shield
dragons, your proficiency is doubled if it
Bond. Your clan is the most important
applies to the check.
thing in your life, even when they are Equipment
far from you. Draconic Resilience. As magic flows
Quarterstaff (serves as an arcane focus),
Flaw. It is nature’s way that the strong through your body, it causes physical
dart (20), daggers (2), explorer’s pack,
survive and the weak perish. traits of your dragon ancestor to emerge.
hunting trap, drum crafted from a bear’s
Your hit point maximum increases by
skull, component pouch, traveler’s
Dragonborn Traits 1 at 1st level and whenever you gain a
clothes, belt pouch, money (10 gp).
sorcerer level.
Draconic Ancestry (Silver). You have
Additionally, parts of your body are
a cold breath weapon and resistance to
covered by a thin sheen of dragon-
cold damage.
like scales. When you aren’t wearing
Breath Weapon (Recharges after You armor, your AC equals 13 + your
Finish a Short or Long Rest). You can Dexterity modifier.
use your action to exhale cold energy in
Spellcasting. Charisma is your
a 15-foot cone. Each creature in the area
spellcasting ability for your sorcerer
must make a DC Constitution saving
spells. You use your Charisma whenever
throw (DC = 8 + your Con modifier + your
a spell refers to your spellcasting ability.
proficiency bonus) taking full damage on
To cast a spell, you must expend a slot
a failed save, and half as much damage
of the spell’s level or higher. You regain
on a successful one.
all expended spell slots when you finish
a long rest.
Spell save DC: 13
Spell attack modifier: +5

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