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Caspian Draconas

9 Level (0/64000 XP for level-up) Noble Background Human Race / Species / Heritage Neutral Good Alignment
Prince
Level 9
Hit Dice: 9/9
1d10+3 Class 1

STR
14
+2
DEX
20
+5
CON
16
+3
INT
20
+5
WIS
16
+3
CHA
16
+3
111
Hit Points
+10
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30/60/80
Speed (walk/run/fly)
17
Passive Perception
22 / 22
Imperial Points
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+9 Dexterity
+3 Constitution
+9 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+9 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+3 Deception CHA
+5 History INT
+3 Insight WIS
+7 Intimidation CHA
+5 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+7 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+9 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Caspian's Sword +10 DEX 2d8+1d10+5 Slashing & Acid
 Versatile, 2d10
Unarmed Strike +5 DEX 1d6/1d8+5
Dagger +9 DEX 1d4+5 Piercing
 Silver, Finesse, Thrown (range 20/60), light
Rapier +10 DEX 1d8+5 Piercing
 Finesse
Tidecaller Trident +2 STR
Attacks
- Abberant Dragonmark: You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells. When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

Features & Traits

  • Amulet of Buoyancy

  • Red Dragon Scale Mail

  • Studded Leather Armour

  • Entertainer's Pack

  • Caz's Journal

  • Caz's Notebook

  • Arrows

  • Lute of Illusions

  • Allana's Flower

  • 5 Lockpicks

  • Deed to Aviox Estate

  • 2 x Noble's Clothes

  • Figurine of Wondourous Power: Serpantine Owl

  • Helm of Telepathy (Attunement)

  • Magic Key

  • Bag of Holding

  • Perfume of Bewitching

  • 2 x Potion of Greater Healing

  • 2 x Potion of Healing

  • Dragon's Breath Wine

  • Wetstone

  • Climber's Kit

  • Grappling Hook

  • Feather Token

  • Evironment Wardrobe

  • Potion of Heroism

  • Gloves of Missile Snaring

  • Boots of Track Changinging

  • Tinkering Tools

  • Map of Ultarn

  • Alchemist's Upplies

  • Caltrops (Bag of 20)

  • Potion of Hill Giant Strenght

  • Bucket of Silver

  • Black Chains

  • Tidecaller Trident

  • Rapier +1

  • Bow of the Cobra

  • Sword of Illusions (Sometimes attuned)

  • The Draconas Blade (Attunement)

  • Amulet of Non-Detection (Attunement)



Equipment Copper: 180, Silver: 500, Electrum: 0, Gold: 1000, Platinum: 3 Money

  • Common

  • Elvish

  • Draconic

  • Celestial

  • Dwarven



Languages & Proficiencies


™ & © 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.

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https://www.dandwiki.com/wiki/Prince_(5e_Class)

Prince

The winds fight against the powerful wings of the dragon as it soars above the battlefield. The walls of Falcon Claw burn with torches, and soldiers shout to their mighty prince, their faith motivating him to protect everything within those walls. With his claws, or with his blade, this battle ends today.   Princes are natural heirs to a monarchy, born to rule and command. With royal blood flowing in their veins, they gain a high combat prowess, sharp intellect, and masterful swordsmanship. Due to that, princes tend to be great commanders in wars and occupy high positions in hierarchy.
hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier per Prince level after 1st
armor proficiencies: Light Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Intelligence, Dexterity
skills: Choose any four
starting equipment:

  • (a) any Martial Weapon or (b) any two Simple Weapons

  • (a) a Shortbow and 20 Arrows or (b) Any Simple Weapon

  • Studded Leather Armor

  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack


spellcasting:
class features:

Might

As a result of your training with specific weapons since birth, you gain extra proficiencies with them. Choose a martial melee weapon and a simple ranged weapon. When attacking with those weapons, you are allowed to use your Dexterity modifier instead of your strength modifier for attack and damage rolls. Additionally, you gain a bonus equal your half your imperial points to damage and attack rolls. You always get the Imperial bonus for rapiers, even if it isn't your weapon of choice. You can't choose weapons with the Heavy or Loading property. The might for your current level is shown at the Might column of the Prince.  

Counter

Starting at 2nd level, your keen senses allow you to make attacks from certain openings. When you are attacked by a creature within your reach, you can use your reaction to make a weapon attack against the creature. You can't use this feature for foes within 5 ft of you when using a ranged weapon. At 6th level, you no longer need to use your reaction. After using this feature, you can’t use it again until the start of your next turn.  

Skilled Combatant

At 3rd level, you gain access to special abilities that reflect your difficult training.   Imperial Points Your access to special abilities is represented by a number of Imperial Points. An Imperial Point is expended when you use it, and you regain all spent Imperial points after a Long rest. The number of Imperial points you have is calculated as follows:  
  • Imperial Points: Your Prince level + Your Might + your Intelligence modifier + your Dexterity modifier
Combat Arts You learn three Combat Arts of your choice. The Combat Arts you learn must be of a grade not greater than your maximum Combat Art grade. The Combat Arts Grade column of the Prince displays the level of Combat Arts you can use according to your level. You can only use one Combat Art per attack. You learn two additional Combat Arts of your choice at 6th, 11th and 16th level. Each time you learn a new Combat Art, you can also replace one Combat Art with a different one. When using a Combat Art that can fail, the Imperial Points are only expended if the Combat Art succeeds.  
  • Imperial Point cost: Combat Art Grade + 2
Saving Throws Some of your Combat Arts require your target to make a saving throw to resist the Combat Art's effects. The saving throw DC is calculated as follows:  
  • Combat Art save DC = 8 + your proficiency bonus + your Intelligence modifier
 

Rightful Heir

Also at 3rd level, you begin to manifest more refined maneuvers in combat, allowing you to hit with more precision. Your critical attacks range becomes 19-20 on d20.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you make an additional attack when you take the action to attack in your turn.  

Precision Strike

Also at 5th level, your superior agility allows you to attack more effectively. You are able to see if a creature you can see has resistance to these three types of damage: Slashing, Piercing and Bludgeoning. When attacking a creature with a weapon that has the Might bonus, if the target has resistance to the type of damage of the weapon you are holding, you can use 1 Imperial Point to ignore the resistances of the creature and add your Might bonus to damage rolls made against that target until the start of your next turn.  

Lord's Enlightenment

At 6th level, your abilities become more honed and your knowledge becomes more broad. You can waste 1 Imperial Point to add a bonus equal to your Intelligence modifier to an ability check you are proficient with or saving throw you aren't proficient in.  

Rallying Figure

At 7th level, you can use your intelligence to figure out how to act faster. When rolling initiative, you add your intellgence in addition to your initiative to the roll.  

Unbreakable

At 15th level, 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.
subclass options:

Draconas Prince

Prerequisite: Must be of the draconas bloodline     Fight like a dragon Starting at 1st level your unarmed strikes can deal blugeoning damage equal to 1d6 + your strength modifier on a hit. If you expose your claws when you make the attack roll, the d6 becomes a d8. Your might bonus now applies to unarmed attacks.   Dragon's Scales Starting at 3rd Level, when another creature damages you with a melee attack, you can use your reaction to reduce the damage by you Might Bonus + your Dexterity modifier. If you expose your scales, you may add your might bonus to your AC against one melee attack that would hit instead of reducing the damage. To do so, you must see the attacker.   Adrenaline Rush Starting at 9th Level, you attain the pinnacle of resilience in battle. As a bonus action in combat, you regain hit points equal to 5 + your Imperial Point bonus (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. Alternatively, if you can embrace your draconic nature, when you make an attack each turn you may draw the blood from an enemy, dealing damage and regaining hit points equal to 5 + imperial points. You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left, and are using a weapon that deals bludgeoning damage or is a ranged attack.   Not Today Starting at 13th level, your will power can keep you Fighting despite grievous wounds. If you drop to 0 Hit Points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. If you are the draconic royal, and you roll a Natural 1, you drop to one, and transform slightly. You attack whatever is closest. If you attack an ally, you may make a wisdom saving throw with a DC chosen at DM's discretion, to choose a new target. Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.   If your are the Draconic royal, and you fail three death saves, the dragon may take over once a day.   Strength of the Bloodline Starting at 17th Level, you can slice a weapon along your skin to imbue it with the strength of your ancestors. If you do this, you must roll the damage dice of your weapon and take half. You cannot be disarmed of this weapon, it has +3 to hit and damage. If the draconic prince breathes on his claws, tail, or weapon, it has these abilities in addition to dealing an additional damage dice equivalent to one dice of the breath's damage and any effects of the breath.   Draconas Strength Starting at 20th Level you can officially live up to your family reputation. Your strength or dexterity (not both), and constinution is increased by 4, to a maximum of 24. If you are the Draconas Dragon, you can control the dragon.

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Wattie.Tara.

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