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Uk'ko Sala Man Poi Ka

Dragonborn (Blue) Race
Steton (Dragonslayer) Origin
Linnorm Sorcerer 2 Class & Level
Chaotic Neutral Alignment
- Deity
The Linnorm Lords Faction
Member Rank/Position
1 Loyalty
- Company

Strength 16
+3
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 2d6
Hit Die
1d6+3
+2 proficiency bonus
+3 Strength
+0 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+2 Arcana
+3 Athletics
+3 Deception
+1 History
+0 Insight
+5 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+2 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
10
Armor Class
27
Hit Points
+0
Initiative
30 ft
Speed
Dragon Claw 1d20+3 1d4+3
Quarterstaff 1d20+3 1d6+3
Dagger 1d20+3 1d4+3
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Insight, Intimidation, Nature, Arcana
Proficiences
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. Blue Lightning 5 by 30 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.
| 2d6 | DC=13 | 5 by 30 ft. line (Dex. save)

Cantrips:

Blade Ward
Blade Ward
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.


Lightning Lure
Lightning Lure
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Shocking Grasp
Shocking Grasp
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Thunderclap
Thunderclap
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Level 1:
Shield
Shield
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.


Chromatic Orb
Chromatic Orb
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Feather Fall
Feather Fall
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


Thunderwave
Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Mage Armor
Mage Armor
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Spellcasting
x2 Bandoliers, x3 Potion of Healing, Pole of Collapsing
Quaterstaff
An Arcane Focus
Two daggers
Dungeoneer's Pack
( a Backpack, a Crowbar, a Hammer, 10 pitons, 10 torches, a Tinderbox, 10 days of Rations, a Waterskin, 50 feet of Hempen rope)
Equipment
The Linnorm Lords
Faction
The Mad Man
Stat Array
Dragonborn
Dragonborn

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Blue Lightning 5 by 30 ft. line (Dex. save)

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

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.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write Common and Draconic . Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


Linnorm Sorcerer
Linnorm Sorcerer
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draaga: Lightning / Cold / Primal

You can speak, read, and write Draconic (Linnorm). Additionally, whenever you make a Charisma check when interacting with Linnorms, your Proficiency bonus is doubled if it applies to the check.

Linnorm Prowess
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
At 1st Level: Your claws deal 1d4 Slashing
At 6th Level: Your claws deal 1d6 Slashing
At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.


Steton
Steton (Dragonslayer)

Stetonians are rumored to have the influence of giants within them. As such they are quite hardier than others. You gain +1 to Constitution

You are more in tune with nature – Skill Prof – Nature

You are resilient to damage in battle, especially against weaker unworthy challenges. You reduce all physical damage taken from non draconic enemies by 2. This stacks with other forms of damage reduction.

Skill Prof – Arcana


The Linnorm Lords
The Linnorm Lords

Crovux - Linnormous Blessing

You are blessed with life energy, increasing your hit point maximum by 10.

Extended Linnorm Blessing

You can choose one blessing of an awakened Linnorm from the extended list below. The current awakened Linnorms are Eldos Daikura and Fone.

Eldos Daikura - The Mastermind - Awakened
You gain lightning resistance. In addition, you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Ipex.

Statblock Type

Verum Character Sheet

Link/Embed