Attack. You can attack once when you take this action, using the following: Do you hear that? It is the Draconic Bloodline, neutral good roaring in my blood. Quarterstaff. Melee Weapon Attack: +2 You are a ferocious wanderer of the Armor Class 14 (natural armor) to hit, reach 5 ft., one target. untrodden ways, a survivor who Hit Points 9 (Hit Dice 1d6) Hit: 1d8 bludgeoning damage. constantly tests yourself against the Speed 30 ft. Dagger. Melee or Ranged Weapon dangers of the wildand conquers. Despite your self-sufficiency, you STR DEX CON Attack: +3 to hit, reach 5 ft. or range tire of a life alone. Your clan is far, but 10 (+0) 13 (+1) 14 (+2) 20/60 ft., one target. these companions are the closest thing Hit: 1d4 + 1 piercing damage. INT WIS CHA to a tribe. As long as they can prove 10 (+0) 12 (+1) 16 (+3) Dart. Ranged Weapon Attack: +3 to hit, themselves worthy of your company, you range 20/60 ft., one target. will travel with them. Proficiencies (+2 proficiency bonus) Hit: 1d4 + 1 piercing damage. Saving Throws Con +4, Cha +6 Background (Outlander) Skills Arcana +2, Athletics +2, Cold Breath. 15-foot cone; each You grew up in the wilds, a fiercely Intimidation +5, Survival +3 creature in the area must make a proud member of a noble clan. The clan Tools drum DC 12 Constitution saving throw, outweighs everything else in your life, taking 2d6 cold damage on a failed Weapons daggers, darts, slings, even the stated law of the land. save, and half as much damage on a Wanderer. You have an excellent quarterstaffs, light crossbows Damage Resistances cold successful one. memory for maps and geography, and you can always recall the general layout of Senses passive (Perception) 11 Spellcasting. Sorcerer feature terrain, settlements, and other features Languages Common, Draconic, around you. In addition, you can find food Sylvan 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. Faction. You are a member of the Emerald Enclave, defenders of the wild lands. Personality Trait. You once ran 25 miles to warn your clan of an approaching threat, and youd do Sorcerer Features Spells Known: the same again. Cantrips (at will): blade ward, mage hand, Dragon Ancestor. Whenever you make ray of frost, true strike Ideal. To dishonor yourself is to a Charisma check when interacting with dishonor the clan. 1st level (2 slots): magic missile, shield dragons, your proficiency is doubled if it Bond. Your clan is the most important applies to the check. thing in your life, even when they are Equipment far from you. Draconic Resilience. As magic flows Quarterstaff (serves as an arcane focus), Flaw. It is natures way that the strong through your body, it causes physical dart (20), daggers (2), explorers pack, survive and the weak perish. traits of your dragon ancestor to emerge. hunting trap, drum crafted from a bears Your hit point maximum increases by skull, component pouch, travelers Dragonborn Traits 1 at 1st level and whenever you gain a clothes, belt pouch, money (10 gp). sorcerer level. Draconic Ancestry (Silver). You have Additionally, parts of your body are a cold breath weapon and resistance to covered by a thin sheen of dragon- cold damage. like scales. When you arent wearing Breath Weapon (Recharges after You armor, your AC equals 13 + your Finish a Short or Long Rest). You can Dexterity modifier. use your action to exhale cold energy in Spellcasting. Charisma is your a 15-foot cone. Each creature in the area spellcasting ability for your sorcerer must make a DC Constitution saving spells. You use your Charisma whenever throw (DC = 8 + your Con modifier + your a spell refers to your spellcasting ability. proficiency bonus) taking full damage on To cast a spell, you must expend a slot a failed save, and half as much damage of the spells level or higher. You regain on a successful one. all expended spell slots when you finish a long rest. Spell save DC: 13 Spell attack modifier: +5