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Fiannuala

1 Level (0/300 XP for level-up) Background Young Dragon (Crystal) Race / Species / Heritage LG Alignment
Cleric (Friendship)
Level 1
Hit Dice: 1/1
1d8+4 Class 1

STR
10
+0
DEX
9
-1
CON
18
+4
INT
12
+1
WIS
20
+5
CHA
14
+2
12
Hit Points
-1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30 (walk/fly)
Speed (walk/run/fly)
17
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
-1 Dexterity
+4 Constitution
+1 Intelligence
+7 Wisdom
+4 Charisma
saving throws
-1 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+2 Deception CHA
+1 History INT
+7 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+7 Medicine WIS
+1 Nature INT
+7 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+1 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Ability Scores

Str: 10
Dex: 10 - 1 (background) = 9
Con: 16 + 2 (racial) = 18
Int: 12
Wis: 17 + 1 (racial) + 2 (background) = 20
Cha: 14


Origin
Abberant Dragonmark:
Cantrip: Blade Ward
1st Level Spell: Silvery Barbs
Boon of Fate: When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.

Custom Boon:


Young Dragon
Dragon's Darkvision: You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can discern colors in darkness. You also have 30ft blindsight, any source that gives you additional blindsight less than what you already have will give you an additional 10ft.

Dragon Ancestry: You have resistance to a specific damage type associated with your draconic ancestry (such as fire, cold, lightning, etc.).

Dragon breath: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. On a failed save, the creature takes Xd10 damage of the type associated with your Dragon Ancestry. X equals double your proficiency. You can use your Dragon Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (DC = 8 + your Constitution modifier + your proficiency bonus)

Draconic Armour: While not wearing armour, your base AC is 18, and cannot go below regardless of what kind of armour you are wearing.

Draconic Spell-casting: Through your inherent connection to the tapestry of the draconic weave, you possess the knowledge of specific spells infused with draconic energy. You gain the ability to cast alter self at will, and at 1st level, you choose one 1st level spell. Upon reaching 3rd level, you can select one 2nd level spell, and at 5th level, you may choose one 3rd level spell. These chosen spells integrate into your draconic repertoire, allowing you to cast each of them once per day without expending a spell slot. Alternatively, you have the option to cast these spells using spell slots of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Spells: Alter self, Goodberry. Wisdom spellcasting ability.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: light, medium, heavy (friendship cleric), shields
Languages: Common, Draconic, ??
Skills: Medicine, Persuasion
Weapons: Simple

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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