Arjhan Daardendrian
Level 5 Dragonborn · Sorcerer (Draconic Sorcery) · Sage · Chaotic Good · age 42
2024 · 5.5e
Arjhan's scales shimmer like molten copper, with a jagged crest of horns sweeping back from his brow. His eyes burn like embers, and a faint wisp of smoke curls from his nostrils when he's agitated. He wears ornate, flame-resistant robes embroidered with draconic runes, and carries a focus carved from a red dragon's tooth.
Saving Throws
- Strength -1
- Dexterity +1
- Constitution +6
- Intelligence +1
- Wisdom +0
- Charisma +6
Skills
- Arcana (INT) +4
- Deception (CHA) +6
- History (INT) +4
- Insight (WIS) +3
Attacks
| Attack | Bonus | Damage |
|---|---|---|
| Dagger | +4 | 1d4 + 1 piercing |
| Dagger (thrown) | +4 | 1d4 + 1 piercing |
| Unarmed Strike | +2 | 1 - 1 bludgeoning |
| Fire Bolt | +6 | 1d10 fire |
| Shocking Grasp | +6 | 1d8 lightning |
Spellcasting
Cantrips
- Fire Bolt — Range 120 ft. Ranged spell attack for 1d10 fire; ignites unattended flammable objects.
- Shocking Grasp — Melee spell attack (advantage vs. metal armor) for 1d8 lightning; target can’t take reactions until its next turn.
- Mage Hand — Range 30 ft. A spectral hand manipulates objects up to 10 lb.
- Minor Illusion — Range 30 ft. Create a sound or a static image (5-ft cube). Investigation check to discern.
- Prestidigitation — Range 10 ft. Minor magic: clean/soil an object, flavor food, light/snuff a flame, a harmless sensory trick.
1st Level
- Burning Hands — 15-ft cone; Dex save for half of 3d6 fire.
- Charm Person — Range 30 ft. A humanoid, Wis save or charmed by you for 1 hour (advantage if you’re fighting it).
- Scorching Ray — Range 120 ft. Three rays, each a ranged spell attack for 2d6 fire.
- Misty Step — Bonus action. Teleport up to 30 ft to an unoccupied space you can see.
- Fireball — Range 150 ft. 20-ft-radius sphere; Dex save for half of 8d6 fire (+1d6 per slot above 3rd).
- Counterspell — Range 60 ft. Reaction; automatically negate a spell of 3rd level or lower (ability check DC 10 + level for higher).
Proficiencies & Languages
Armor: —
Weapons: Simple weapons
Tools: Calligrapher's Supplies
Languages: Common
Equipment
- Component Pouch
- Dungeoneer's Pack
- Two Daggers
Features & Traits
You cast Sorcerer spells using Charisma. You know cantrips and a list of prepared spells, and you cast using your Sorcerer spell slots.
As a Bonus Action (twice per Long Rest), unleash innate magic for 1 minute: your spell save DC increases by 1 and you have Advantage on the attack rolls of your Sorcerer spells.
You gain Sorcery Points (equal to your Sorcerer level) and can convert them to spell slots and back as a Bonus Action.
You learn two Metamagic options (e.g. Quickened Spell, Twinned Spell) that reshape your spells for Sorcery Points; you learn more as you level.
You choose a Sorcerous Origin subclass (e.g. Draconic Sorcery), which grants features now and at higher levels.
When you finish a Short Rest, you can regain expended Sorcery Points (up to half your Sorcerer level), once per Long Rest.
You have Darkvision with a range of 60 feet.
Choose a kind of dragon; this determines the damage type of your Breath Weapon and Damage Resistance.
Action: exhale a 2d6 blast of your draconic ancestry's damage type. Each creature in the area makes a saving throw (DC 14 = 8 + CON modifier + proficiency bonus); half damage on a success. Recharges on a short or long rest.
You have resistance to the damage type associated with your Draconic Ancestry.
At level 5, as a Bonus Action you can sprout draconic wings for 10 minutes, gaining a fly speed equal to your Speed.
Your hit point maximum increases (and rises with each Sorcerer level), and while you wear no armor your base AC equals 10 + your Dexterity modifier + your Charisma modifier.
You always have a set of draconic spells prepared at the Sorcerer levels shown on the Draconic Spells table; they don’t count against your prepared limit.
Your background grants the Magic Initiate (Wizard) feat (a 2024 Origin feat).
Increase your ability scores: +2 CHA.
