Caspian Alexander Draconas born xxx
- Class: Prince
- Race: Human/Draconas Dragon
- Personality: Charming, secretive, confident, and vague.
- Skills: Deception, performance, intimidation,
- Bond: I will protect my family, and my friends.
- Fun Flair: Caz often carries a flower with him, gifted to him by Allana Concordia, the princess of the druids.
- Date of Birth
- 100th Day of Summer 13,477 DL
- Gender
- Man
- Eyes
- Piercing, emerald green
- Hair
- Unkempt Black, short hair
- Skin Tone/Pigmentation
- Tanned white
- Height
- 6'
Long Rest Table
| Roll | Long Rest Activity |
|---|---|
| 1 | Caz endures horrible nightmares that initiates a transformation in Caz. |
| 2 | Caz takes to some gentle singing, strumming his lute with some distance between him and the party. |
| 3 | The swordsman tales to some training with his blade, clearing his thoughts and training his body. |
| 4 | "Remember Caspian, your weapon is a prt of you. Look after it as often as you look after yourself, if not more". Caz takes to cleaning and maintenance of his sword. |
| 5 | Through the nearby area, Caz takes to a scenic walk, taking in the nature around him. |
| 6 | Caz takes to some training with his unique abilities, of course after ensuring everyone is asleep. |
| 7 | Concerned for his allies, Caz checks on everyone whether it be physically or through words. |
| 8 | Caz enjoys the quiet of his journal, and takes to notes or sketches in his journal. |
| 9 | Laying beneath the sky, Caz takes to stargazing. |
| 10 | The Night is peaceful and he is well rested. |
Appearance
Apparel & Accessories
Caz often opts for finer attires that simultaneously incorporate practicality. He often wears sturdy, leather boots, a large coat with well decorated buttons, and belt straps for practicality when carrying his swords and weapons.
Of course he will wear armour on most adventures and in combat to protect himself and others. He also knows how to dress for the ocassion at a formal event and has clothes for every ocassion thanks to his friend Miallee at the Falconian Tailors.
- Casual clothes set
- Fine attire clothes set
- Studded Leather armour
- Cold weather clothes and thermals set (Gives advantage on saving throws against the cold condition)
- Hot weather gear
- Dragon Scale Mail
Specialized Equipment
- Caz's Journal & Notebook
- Insert Passage from Journal here.
- Glamoured Leather Armour
- Entertainer's pack
- a backpack
- a bedroll
- 2 costumes
- 5 candles
- 5 days of rations
- a waterskin
- a disguise kit
- Amulet of Buoyancy
- Red Dracon Scale Mail
- Sword of Illusions
- Instrument of Illusions (Lute)
- The Draconas Blade
- Figurine of Wondrous Power: Serpentine Owl
Entertainer's Pack
Adventuring Gear
Common
Cost: 40 gp
https://www.reddit.com/r/TheGriffonsSaddlebag/comments/pfvqd8/the_griffons_saddlebag_amulet_of_buoyancy/
Amulet of Buoyancy
Wondrous Item
Uncommon
While wearing this amulet, you can use your reaction to immediately stand up when you’re knocked prone. When you do, your speed is halved until the end of your next turn. In addition, if you start your turn underwater with 0 hit points, you immediately rise 60 feet toward the surface.
This well-worn necklace is adorned with the bow of a ship and a crashing wave of blue glass.
Weight: This well-worn necklace is adorned with the bow of a ship and a crashing wave of blue glass. While wearing this amulet, you can use your reaction to immediately stand up when you’re knocked prone. When you do, your speed is halved until the end of your next turn. In addition, if you start your turn underwater with 0 hit points, you immediately rise 60 feet toward the surface.
https://roll20.net/compendium/dnd5e/Dragon%20Scale%20Mail#content
Dragon Scalemale
Armor (Medium)
Very Rare Required
Requires Attunement
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.
| Dragon | Resistance |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Stealth.
The wearer has disadvantage on Dexterity (Stealth) checks.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Medium | 15 + Dex (Max 2) | Yes |
Cost: 4,000 GP
Sword of Illusions
Weapon
Rare Requires Attunement
You can use a bonus action to speak the sword's command word. This will make the sword appear however you picture it. It also adopts one of the swords abilities if it can, and you have attuned to the mimiced weapon. This is up the DM's discretion. It will not mimic axes, daggers, or any weapon that is not a sword.
The weapon always deals psychic damage as oppossed to, blugeoning, piecing, or slashing,
The weapon abandons its last form when it mimics a new one, and so, the original sword's appearance has been lost to time.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d8 | Psychic |
http://dnd5e.wikidot.com/wondrous-items:instrument-of-illusions
Instrument of Illusions
Adventuring Gear
Common Requires Attunement
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
The Draconas Blade
Weapon
Legendary
Blade of the King: Over a short rest or long rest, the weapon can magically transform into a melee weapon you are proficient with or a shield. It can only do this once until a new user wields the weapon or shield. Once you have done so, you cannot unattune from this weapon by any means other than the wish spell.
Weapon of Destiny: The melee weapon gains a bonus to hit and damage equal to half of your proficiency bonus rounded down (For example at Levels 1-8 it is a +1 magic weapon). In addition, if you are the Draconas Dragon, you may summon the weapon to your hand as a bonus action if you are on the same plane and you can not be disarmed of it.
Voice of Kings: The monstaic traditions to bless the Draconas Blade, and the blood of the dragon in your veins has empowered the blade with the voice of a dragon. 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.
Variant Properties. Some properties of this artifact are locked behind layers of dormant magic. As you grow stronger and reach certain milestones, these properties may become available to you. This weapon can have up to 3 of the following properties active at a time. When you attune to The Draconas Blade, up to the first 3 properties available to you are activated. Whenever you finish a long rest, you can replace any of the activated properties with another one.
Prerequisite: Draconas bloodline. Voice of the ancestors. The voices of the many kings and queens who wielded the weapon whisper in your thoughts. Once a day, you can gain profiency in one skill you are not proficient in. You may pick a new skill after a long rest.
Prerequisite: 9th level. Your attacks with this weapon can be impued with the power of any dragon who has blessed the weapon while you have wielded it. The presence of those mighty dragons who have blessed the blade exudes from the weapon. The weapon deals an adittional 1d8 of the breath damage type of one dragon that has blessed the blade of your choice or 1d8 of your own breath type. If two dragons with the same type of breath have blessed the weapon, this increases to 2d8 instead.
| Dragon | Damage Type |
|---|---|
| Draconas Dragon | Acid |
| Crytsal Dragon | Radiant |
| Red Dragon | Fire |
| Gold Dragon | Fire |
Prerequisite: 14th level.
Prerequisite: 14th Level. You can use one effect of one of the dragon's breaths who have blessed this weapon.
Prerequisite: 20th level. You gain the benefits of all of this sword’s variant properties, including those whose prerequisites you don’t meet.
Prerequisite: 20 Dragons have blessed this weapon.
Destroying The Draconas Blade. The only way to destroy The Draconas Blade is to burn it in the volcano of the Dragon Peaks. The volcano will expode after 1 year because of this, destroying the weapon.
This mighty sword was first wielded by Illius Draconas and has been inherited by every Draconas Dragon since. The sword becomes more powerful with each dragon that blesses it, including the wielder's ancestors.
Figurine of Wonderous Power: Serpentine Owl
Wondrous Item
Rare
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Special abilities
The Draconas Draconic transformation was passed hereditarily onto Caz, except his version of the dragon is, tainted, corrupt perhaps...
Draconas Dragon CR: 14
40 ft
, fly: 80 ft
, swim: 40 ft
, climb: 40 ft
STR
16
+3
DEX
20
+5
CON
17
+3
INT
20
+5
WIS
16
+3
CHA
16
+3
( 2900 XP)
Class Employability. Some Class features are still usable in the dragon form.
Actions
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage plus 4 (2d8) acid damage- acid once per turn.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 5) slashing damage.
Disease Breath (Recharge 5–6). The dragon exhales acid and smog in a 30-foot line that is 5 feet wide. Each creature in that line must make a Constitution saving throw equivalent to 8+ Proficiency+ Dexterity, taking 46 (12d8) acid damage on a failed save, or half as much damage on a successful one. If they fail, they must roll on the disease table.
| Roll | Diesease Effect |
|---|---|
| 1 | Death Dog. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. MM p. 321 |
| 2-5 | Sight Rot. This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. |
| 6-10 | Cackle Fever This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.” Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured. Any event that causes the infected creature great stress—including entering combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later. |
| 11-15 | Sewer plague Is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. |
| 16-19 | Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. PHB p. 227 |
| 20 | The Common Cold. The creature will develop an intense cold and fever after 1d4 days and it remains for 1d6 days. They are pained by headaches, a fever, a sore throat, and a runny nose. While sick, Concentration checks are made at distadvantage and the creature has 1 point of exhasution. |
Caz is a talented fighter too.
Fighting style: He deflects attacks, parries, slides them aways, ocassionally dodges ocassionally.
Mentality
Personal history
Education
Caz had the finest educators, from private tutalage, to churchly lesson, and training from genersls of war.
Classes and Studies that have Educated Caz:
- Dragon Scholar in the Way of the Dragon Monestary
Books & Scrolls Caz has personally taken to studying and reading:
- Dragons and their kind
- Falcon Claw
- The Draconas Dragon Tome
Employment
Caspian had started his lifew with no need for work, but since he ran away, he learnt the value of earning money and working hard.
- Travelling Bard with The Voice of The Dragon
- Quests & Adventuring
- King of Ignis
Accomplishments & Achievements
Caz's achievements only grow on this adventure:
- Becoming King
- Reconnecting with his family
- Telling Axel his secret
- Confronting his father
person.sexuality
Caz is bisexual,attracted to both men and women. He is often is accepting of other identities and sexualities and is yet to explore his own sexuality with anyone, but he sure does flirt.
Known Languages
Caz has taken to studying languages extensively:
- Common
- Draconic
- Celestial
- Elvish
- Dwarven
- Gnoll
- Druidic
- Giant
- Abyssal
- Aquan
- Infernal
Personality
The major events and journals in Caspian's history, from the beginning to today.
The list of amazing people following the adventures of Caspian.





Social
Birthplace
Falcon Claw
Current Residence
Apex Flame's Home
Honorary & Occupational Titles
Wealth & Financial state
To Caz, money is a means to an end, a resource. His travels were eye opening, when he realised how in the city, people could struggle to gather money- a mild shock to his system indeed the first time he arrived in Ventris.
Assets:
His Room in Estorra:
A rather bare room
Family Ties
Caspian is the youngest son of Callun Draconas and Violet Draconas. He adores his sister, longs to know where his brother is, and has a very strained relationship with his father. His mother passed when he was 14 and he hopes to learn what happened to her.