Rise of the Dragons
“Do you hear that? It is the roaring in my blood.”
You are a ferocious wanderer of the untrodden ways, a survivor who constantly tests yourself against the dangers of the wild—and conquers.
Despite your self-sufficiency, you tire of a life alone. Your clan is far, but these companions are the closest thing to a tribe. As long as they can prove themselves worthy of your company, you will travel with them.
You grew up in the wilds, a fiercely proud member of a noble clan. The clan outweighs everything else in your life, even the stated law of the land.
Wanderer. You have an excellent memory for maps and geography. and can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
Personality Trait. You once ran 25 miles to warn you clan of an approaching threat, and you’d do the same again.
Ideal To dishonour yourself is to dishonour the clan
Bond Your clan is the most important thing in your life, even when they are far from you.
Flaw It is nature’s way that the strong survive and the weak perish.
Draconic Ancestry (Silver) You have a cold breath weapon and resistance to cold damage.
Breath Weapon (Recharges after you finish a rest) You can use your your action to exhale cold energy in a 15-foot cone. Each creature in the area must make a DC Constitution saving throw (DC = 8 + your Con modifier + your proficiency bonus) taking full damage on a failed save, and half as much damage on a successful one.
Draconic Ancestor Whenever you make a Charisma check when interacting with dragons, your proficiency is doubled if it applies to the check.
Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestor to emerge. Your hit point maximum increases by 1 at 1st level and whenever you gain a sorcerer level.
Additionally, parts of your body are covered by a thin sheen of dragonlike scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Spellcasting Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Cantrips (at will): blade ward, mage hand, ray of frost, true strike
1st level (2 slots): magic missile, shield
Back to Character Selection