Origin: Badlands +10 hp, +2 to saving throws
Wendigo Soul:
If an enemy within 10ft rolls 1 on a d20 roll, heal 3hp as you feed on the misfortune of others.
Racial:
Str +2, Cha +1
Ability Score Cap- +2 Max Str
Breath Weapon
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
5x90 ft line (dex save)
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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 increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Lightning Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Class:
Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
short rest
Action Surge - Additional action, short rest
Fighting Style- Defence
Champion- crit on 19
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Long Jump: Str score + (Str mod x 2)= 34ft
High Jump: 3 + (Str mod x 2)= 15ft
Indomidable
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Powers/ Upgrades
Cursed Bones
You can ask me one question for every new town you enter (Meaning you can wait till after you have spoken to NPCs to ask questions about them)
Cold Crystal Thingy
Additional cold damage added to Breath Weapon. Scales with level.
Sacrificial Pool Stuff
-10 ft walk from failing save
Whenever Zephyra jumps, she can hover in the air, falling at a speed of 10ft. per round, and can move 60ft. horizontally. In addition, she can use the wings as if they were still the Dragonslayer Greatsword, however only if she is attacking an enemy which is behind her. However, enemies attacking her from behind have advantage on attacks against her if she used her wings before they attack. This resets at the start of her next turn.
Zephyra can make long or high jumps without needing to move and gains double the distance she normally would. Long:68 ft, High: 30 ft
Smashing the tail into the ground casts the Shatter spell at its minimum level with a save DC 13, which Zephyra is immune to.
Once per day, Zephyra can grant herself and two allies the protection of the Dragon Breath Shield for 1 minute.
Dragon Slayer Greatsword
You deal an additional 3d6 damage to any creature that has the Dragon creature type, in addition, you can detect any creature that has the Dragon-Type within 100ft. once per week.
Might of The Linnorms
Whenever you reduce damage through DR, Resistance or Immunity, you can use a reaction to gain an Unrelenting Charge. You can store a number of these equal to double your proficiency bonus. You expend up to two charges whenever you restore hit points or deal damage, and roll xd8, x equalling the number of charges you expend and add them to the roll.
Lvl 4 Feat
Whelming Ancestry
The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits:
If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.
You can use your Breath Weapon or Dragon's Fear as a bonus action.
At the start of your turn, if the use of your Breath Weapon is expended, you can roll a d6. On a 5 or a 6, you regain the use of your Breath Weapon.
Lvl 6 Feat
Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Lvl 8 Feat (Tasha's)
Slasher
STR +1
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Class/Racial Features & Traits