Dragonborn (Red Dragon), Hermit, Barbarian [4]

Strength Dexterity Constitution Intelligence Wisdom Charisma
17 [+3] 10 [+0] 13 [+1] 10 [+0] 10 [+0] 11 [+0]

Speed: 30ft
Size: Medium
Height: 7'0"
Weight: 277lb
Wounds: 56
Saving Throws: Strength, Constitution
Proficiency: +2
Experience: 4505 [Level 4, Next at 6500]
Age: 4
AC: 14 (10+ Dex [0] + Armour [14])

Weapons: Simple Weapons, Martial Weapons
Armour: Light Armour, Medium Armour, Shields
Tools: Herbalism Kit
Skills: Athletics, Survival, Medicine, Religion
Languages: Draconic, Common
Resistances: Fire

Feats and Abilities:

  • Breathe Attack:
    • 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 15ft cone must make a dexterity saving throw DC 11. 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.
  • Rage: (3 per long rest)
    • On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armour:
    • You have advantage on Strength checks and Strength saving throws.
    • +2 damage on Strength attacks.
    • You have resistance to bludgeoning, piercing, and slashing damage.
    • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
    • Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn, moved towards a hostile creature or taken damage since then. You can also end your rage on your turn as a bonus action.
  • Reckless Attack:
    • Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • Danger Sense:
    • At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
  • Elk Totem:
    • While you're raging and aren't wearing heavy armour your walking speed increases by 15ft.
  • Tough:
    • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


  • Missing right arm just above the elbow.


  • Holding:
    • Backpack [bedroll, mess kit, tinderbox, winter blanket, 10 torches, 10 days of rations, herbalism kit, waterskin, 50 ft rope.]
    • Shield (+2 AC)
    • A scroll case stuffed full of notes from my studies or prayers.
  • Equipped:
    • Whip (D4 Slashing; Finesse, Reach)
    • 9 Javelins (D6 Piercing; Thrown [30/60])
    • Common Clothes
    • Poor quality tax collectors uniform.
    • Chainmail Shirt (+13AC)

Platinum: 0
Gold: 301
Electrum: 0
Silver: 5
Copper: 8
Goblin: 200


  • I was searching for spiritual enlightenment.


  • I feel tremendous empathy for all who suffer.
  • I cannot take anything seriously. The more serious the situation, the funnier I find it./I am utterly serene, even in the face of disaster.


  • Greater Good: My gifts are meant to be shared with all, not used for my own benefit. (Good)


  • I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.


  • Now that I've returned to the world, I enjoy its delights a little too much.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License