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Yua

6 Level (0/23000 XP for level-up) Acolyte Of the Dragon Background Dragonborn Race / Species / Heritage Neutral Good Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+4 Class 1
Rouge
Level 1
Hit Dice: 1/1
1d8+4 Class 2

STR
14
+2
DEX
20
+5
CON
18
+4
INT
7
-2
WIS
16
+3
CHA
11
+0
67
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
13
Passive Perception
5 / 5
Ki Points
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+8 Dexterity
+4 Constitution
-2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+11 Acrobatics DEX
+3 Animal Handling WIS
-2 Arcana INT
+5 Athletics STR
+0 Deception CHA
-2 History INT
+3 Insight WIS
+0 Intimidation CHA
-2 Investigation INT
+8 Thieves Tools DEX
skills
+3 Medicine WIS
-2 Nature INT
+3 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+11 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +8 DEX 1d8+5 blugeoning
Dragon Claws +5 STR 1d8+2 slashing
 Natural Weapon
Dagger +8 DEX 1d8+5 peircing
 Finesse, light, thrown (range 20/60)
Spear +8 DEX 1d8+5 peircing
 Versatile (1d8), thrown (20/60)
Attacks

Spell Book

Species Traits:

Dragon Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon and Damage Resistance traits, as well as the look of your Draconic Flight. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.

Bronze Dragon Ancestry. Your Dragon Ancestor is Bronze

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 either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance. You have Lightning Resistance.

Darkvision. You have Darkvision with a range of 60 feet.

Draconic Flight.
When you reach 5th level, you learn how to channel the magical energy of your Draconic Ancestry to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you are Incapacitated or you retract the wings as a Bonus Action. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the energy used by your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.


Class features:


LEVEL 1: MARTIAL ARTS
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are the following:

• Simple Melee Weapons
• Martial Weapons that have the Light property

You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing armor or wielding a Shield:

Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.
Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.

LEVEL 1: UNARMORED DEFENSE
While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

1ST LEVEL: EXPERTISE
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are iconic choices for a Rogue if you have proficiency in them.

1ST LEVEL: SNEAK ATTACK
You know how to turn a subtle attack into a deadly one. Once per turn, you can deal extra damage to one creature you hit with an attack roll if you’re attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:
Advantage. You have Advantage on the attack roll.
Ally Adjacent to Target. At least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

To determine the extra damage, roll a number of d6s equal to half your Rogue level (round up), and add the dice together (the Rogue table shows the number of Sneak Attack dice you get at each Rogue level). The extra damage’s type is the same as the weapon’s Damage Type.

1ST LEVEL: THIEVES’ CANT
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the Standard Languages and Rare Languages tables.

1ST LEVEL: WEAPON MASTERY
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.

LEVEL 2: MONK'S DISCIPLINE
Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Discipline Points. Your Monk level determines the number of points you have, as shown in the Discipline Points column of the Monk table. You can spend these points to fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you spend a Discipline Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points. Some features that use Discipline Points require your target to make a saving throw. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.

Flurry of Blows. You can spend 1 Discipline Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

LEVEL 2: UNCANNY METABOLISM
When you roll Initiative, you can regain all expended Discipline Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.

LEVEL 2: UNARMORED MOVEMENT
Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown in the Monk table.

LEVEL 3: DEFLECT ATTACKS
You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level. If you reduce the damage to 0, you can spend 1 Discipline Point to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

LEVEL 3: DRACONIC DISCIPLINE
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

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

LEVEL 3: BREATH OF THE DRAGON
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

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. While you have no uses available, you can spend 2 ki points to use this feature again.

LEVEL 3: SLOW FALL
You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

LEVEL 5: EXTRA ATTACK
You can attack twice, instead of once, whenever you take the Attack action on your turn.

LEVEL 5: STUNNING STRIKE
Once per turn when you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1 Discipline Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target takes Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.

Features & Traits

Equipment Copper: 201, Silver: 150, Electrum: 79, Gold: 264, Platinum: 0 Money
Common, Draconic, Celestial, Infernal, Primordial, Thieves cant

Languages & Proficiencies
Racial Breath Weapon 0/3 PLR(per long rest)
Class Breath Weapon: 1/3 PLR
Draconic Flight: 0/1 PLR
Uncanny Metabolism: 0/1 PLR

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Spear

Weapon

Common

Thrown, versatile

Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing 20/60 ft

Cost: 1gp
Weight: 3 lb

DnD 5e PHB

Dagger

Weapon

Common

Finesse, light, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2gp
Weight: 1 lb

DnD 5e PHB

Calligrapher's Supplies

Artisan Tool Common

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.      This is a set for any Calligrapher. With either pen or crafted exotic feather, and a set of nibs and inkwell, as well as several starting sheets of paper. Refilling this for use would be the costs of ink and paper sold separately. If the nibs or main tool is lost a new set would need to be purchased.

Cost: 10gp Weight: 5 lbs.


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

The statblocks of your class features

One DnD Playtest

Monk

Monks use rigorous combat training and mental discipline to align themselves with the multiverse and tap into internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler focus of defense and speed, this power infuses all that a Monk does. Monks harness and focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In their hands and guided by their power, even the most basic weapons can become sophisticated implements of combat mastery. And their mightiest attacks can stun their opponents. Many Monks find that a structured life of ascetic withdrawal from the mundane world helps them cultivate the physical and mental discipline they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline. Monks generally view their adventures as personal tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to hone themselves into living weapons.
hit dice: 1d8 per Monk level
hit points at 1st level: 8 + CON modifier
hit points at higher levels: 1d8 (or 5) + your Consitution modifier.
armor proficiencies: None
weapon proficiencies: Simple Weapons, Martial Weapons that have the Light property
tools: Choose one type of Artisan's Tool or Musical Instrument
saving throws: Strength, Dexterity
skills: Choose 2 from: Acrobatics, Athletics, History, Insight, Religion, Stealth
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 65 GP on equipment of your choice.

  • Artisan’s Tools

  • Dagger (5)

  • Explorer's Pack

  • Musical Instrument

  • Spear

  • 9 GP


spellcasting:
class features:
As a Monk, you gain the following class features when you reach the specified levels in this class. These features are listed on the Monk table.  

LEVEL 1: MARTIAL ARTS

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are the following:   • Simple Melee Weapons
• Martial Weapons that have the Light property   You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing armor or wielding a Shield:   Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.
Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.  

LEVEL 1: UNAROMORED DEFENSE

While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.  

LEVEL 2: MONK'S DISCIPLINE

Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Discipline Points. Your Monk level determines the number of points you have, as shown in the Discipline Points column of the Monk table. You can spend these points to fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you spend a Discipline Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points. Some features that use Discipline Points require your target to make a saving throw. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.   Flurry of Blows. You can spend 1 Discipline Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.  

LEVEL 2: UNCANNY METABOLISM

When you roll Initiative, you can regain all expended Discipline Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can’t use it again until you finish a Long Rest.  

LEVEL 2: UNARMORED MOVEMENT

Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown in the Monk table.  

LEVEL 3: DEFLECT ATTACKS

You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage. When you do so, the total damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level. If you reduce the damage to 0, you can spend 1 Discipline Point to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.  

LEVEL 3: MONK SUBCLASS

You gain a Monk subclass of your choice: Warrior of Mercy, Warrior of Shadow, Warrior of the Four Elements, or Warrior of the Hand. The Warrior of the Hand subclass is detailed after this class’s description. A subclass is a specialization that grants you special abilities at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level and lower.  

LEVEL 4: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Monk table, you gain this feature again at levels 8, 12, 16, and 19.  

LEVEL 4: SLOW FALL

You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.  

LEVEL 5: EXTRA ATTACK

You can attack twice, instead of once, whenever you take the Attack action on your turn.  

LEVEL 5: STUNNING STRIKE

Once per turn when you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1 Discipline Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target takes Force damage equal to a roll of your Martial Arts die plus your Wisdom modifier.  

LEVEL 6: EMPOWERED STRIKES

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.  

LEVEL 7: EVASION

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. You don’t benefit from this feature if you have the Incapacitated condition.  

LEVEL 9: ACROBATIC MOVEMENT

While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.  

LEVEL 10: HEIGHTENED DISCIPLINE

Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:   Flurry of Blows. You can spend 1 Discipline Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense. When you spend a Discipline Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind. When you spend a Discipline Point to use Step of the Wind, you can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.  

LEVEL 10: SELF-RESTORATION

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn’t give you levels of Exhaustion.  

LEVEL 13: DEFLECT ENERGY

You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.  

LEVEL 14: DISCIPLINED SURVIVOR

Your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Discipline Point to reroll it and take the second result.  

LEVEL 15: PERFECT DISCIPLINE

When you roll Initiative and have 3 Discipline Points or fewer, you regain expended Discipline Points until you have 4.  

LEVEL 18: SUPERIOR DEFENSE

At the start of your turn, you can spend 3 Discipline Points to perfectly bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have resistance to all damage except Force damage.  

LEVEL 20: BODY AND MIND

You have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 26.
subclass options:
   
LevelProf. BonusClass featuresMartial ArtsDiscipline PointsUnarmored Movement
1+2Martial arts, Unarmored Defense1d6--
2+2Monk's Discipline, Unarmored Movement, Uncanny Metabolism1d62+10ft
3+2Deflect Attacks, Monk Subclass1d63+10ft
4+2Ability Score Improvement, Slow Fall1d64+10ft
5+3Extra Attack, Stunning Strike1d85+10ft
6+3Empowered Strikes, Subclass Feature1d86+15t
7+3Evasion1d87+15ft
8+3Ability Score Improvement1d88+15ft
9+4Acrobatic Movement1d89+15ft
10+4Heightened Disipline, Self-Restoration1d810+20ft
11+4Subclass Feature1d1011+20ft
12+4Ability Score Improvement1d1012+20ft
13+5Deflect Energy1d1013+20ft
14+5Disciplined Survivor1d1014+25ft
15+5Perfect Discipline1d1015+25ft
16+5Ability Score Improvement1d1016+25ft
17+6Subclass Feature1d1217+25ft
18+6Superior Deffense1d1218+30ft
19+6Ability Score Improvement1d1219+30ft
20+6Body and Mind1d1220+30ft

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

One D&D Playtest

Dragonborn

The ancestors of Dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the worlds of the multiverse with people created in their image. Another story holds that dragons created the Dragonborns’ progenitors without the gods’ blessings. Whatever their origin, Dragonborn have made homes for themselves on the worlds of the Material Plane.   Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned, with horns on their heads. Dragonborn of chromatic ancestry have scales that are black, blue, green, red, or white, whereas Dragonborn of metallic ancestry have scales that are the color of brass, bronze, copper, gold, or silver.   Like their draconic ancestors, Dragonborn can exhale acid, cold, fire, lightning, or poison. One can tell the type of energy a Dragonborn breathes by the color of the Dragonborn’s scales.
ability score increase:
age: 80 years on average
Size: Medium
speed: 30ft
Languages:
race features:
Creature Type: Humanoid Height: About 5–7 feet tall   As a Dragonborn adventurer, you have the following special traits.   Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon and Damage Resistance traits, as well as the look of your Draconic Flight. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon.  
DragonDamage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White 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 either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.   Damage Resistance. You have Resistance to the damage type determined by your Draconic trait.   Darkvision. You have Darkvision with a range of 60 feet.   Draconic Flight. When you reach 5th level, you learn how to channel the magical energy of your Draconic Ancestry to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you are Incapacitated or you retract the wings as a Bonus Action. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the energy used by your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Sir Husky.

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