Raishin's Mechanics & Stats D&D 5th


Feats

Background: -
LV4: -
Lv6: (Fighter)
LV8: -
LV10: (Rouge)
LV12: -
LV16: -
Lv19: (Epic Boon)

Invocations/ Infusions

Feat: -
LV0 : -
LV0 : -
LV0 : -
LV0 : -
LV0 : -

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 0ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expenses/Income

GpD = Gold per Day

Location Item Stats
Head -
Amulet Yellow Stone Prayer Beads A gift from another Goliath, Most Goliath tribes are rooted in their religions belief and so carry some sort of trinket that represents that. Raishin had none and so was gifted this necklace of beads.
Cloak Travel Cloak A Simple sturdy cloak made for a smaller body, its more of a scarf on Raishin but something is better than nothing.
Clothes Worn Clothes Less clothes and more covering material. These simple yellow coverings made hastily by a goliath tribe that Raisin was staying at. The yellow colour coming from a dye used for religious purpose to show other Goliaths she is tribeless.
Armor -
Arms/Hands -
Ring/s -
Belt Rope Belt A simple belt made of rope, But its purpose and design hold great meaning. Many tribeless Goliath wear thick dyed rope as a way to hold their souls to earth, So the Gods know they are not ready to be taken. A Goliath with no tribe and no rope tends to be one who has given up on life.
Boots -
Weapon Kanabo Of Calamity
Shield/Ammo/Offhand -
Sub-Weapon -
Tatoo (Torso) Giant's Strength (Stone) Strength score = 23 A Detailed work of art and magic, derived from the giant's magic increasing the wearers strength dramatically, has room for improvement.
Tatoo (Arms) Blood Fury Markings

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
Tinderbox
Torch x10
Rations x10
Rope 50ft
Metal Staff
Hunting Trap x3
-
-
-
-

Special Items

Name Detail
Bedroll
Waterskin
Raishin's Notebook
Carpenter's Tools
Backpack
Coin Pouch
Flute
-
-
-

Misc / Junk Items

Item Detail
Fine Animal Pelts 4
-
-
-
-
-
-
-
-
-

Species Name:
description

Physical Appearance

  • Ability Score:
  • Lifespan:
  • Alignment:
  • Size:
  • Speed:
  • Languages:
  • Species trait 1
  • Species trait 2
  • Species Trait 3
  • Species Trait 4
  • Species Trait 5

Text

Text

Stats
Options: Standard Array
Source Strength Dexterity Constitution Intelligence Wisdom Charisma
Base Points:(Base 00) - - - - - -
Racial Bonus: - - - - - -
Background Bonus: - - - - - -
Other Bonus: - - - - - -
Total Points: 00(+0) 00(+0) 00(+0) 00(+0) 00(+0) 00(+0)
Acrobatics
(Dex)
+0 Medicine
(Wis)
+0
Animal Handling
(Wis)
+0 Nature
(Int)
+0
Arcana
(Int)
+0 Perception
(Wis)
+0
Athletics
(Str)
+0 Performance
(Cha)
+0
Deception
(Cha)
+0 Persuasion
(Cha)
+0
History
(Int)
+0 Religion
(Int)
+0
Insight
(Wis)
+0 Sleight of Hand
(Dex)
+0
Intimidation
(Cha)
+0 Stealth
(Dex)
+0
Investigation
(Int)
+0 Survival
(Wis)
+0

Bold Stat = Proficiency in Skill

Lore introduction.

  • Hit dice:
    • 1 D12 per Dragon Level
  • Saving Throw Proficiencies:
    • Constitution
    • Charisma
  • Skill Proficiencies:
    • (Choose 2) Acrobatics, Animal Handling, Arcana, Athletics, History, Intimidation, Nature, Perception, Survival
    • TEXT
    • TEXT
  • Equipment Proficiencies:
    • Simple Weapons
    • Light Armour

Starting equipment: 100 Gold

Background: Feature & Details

Short Description of Background

Origin Feat: FEAT


Ability Score Bonus (D&D 2024 Background)

  • +1 STAT

Skill Proficiencies

  • Skill

Languages And Tool Proficiency

  • Language
  • Tool


Breath Weapon [?]
You have regained your breath weapon, the devastating signature of draconic might. You can take an action to exhale a blast of destructive energy. Your draconic ancestry determines the size, shape, and damage type of your breath weapon.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw is equal 8 + your proficiency bonus + your Constitution modifier. A creature in the area of your breath weapon takes 2d6 damage on a failed save, or half as much damage on a successful one.
The damage increases to 3d6 at 3rd level and every 2 levels thereafter, to a maximum of 11d6 at 19th level. You can use your breath weapon a number of times equal to your proficiency bonus.

Draconic Surge [?]
When you make claw attacks, you can surge to attack again. If you use the Attack action to attack only with your claws on your turn, you can make one claws or bite attack as a bonus action. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Evolution (1): Lesser Size [?]
Your dragon class hit die increases to a d10. If you took this evolution after 1st level, to make up for previous levels where you used a d8 hit die instead of a d10, increase your hit points by 1, plus another 1 for each such level.

Evolution (Ravager): Lesser Natural Weapons [?]
Ravager Arcatype
At 1st level, you gain an additional lesser evolution of your choice.

You gain an additional natural weapon attack. Choose from horn, tail, or wings.
Your horn attack deals 1d6 piercing damage, and your tail and wings attacks deal 1d4 bludgeoning damage. You can use Dexterity instead of Strength for the attack and damage rolls of your tail or wing attacks.

Draconic Proficiencies [?]
At 1st level, you gain proficiency with martial weapons, medium armor, heavy armor, and shields. You gain proficiency in your choice of Acrobatics, Athletics, or Intimidation.

Dragon Stats
Ability Stat
Claw 1d6 + STR Slashing
Tail 1d8 + STR or DEX Blugoning
Bite 1D6 + STR Percing
AC 10 + DEX
Flight 80ft
Breath 2d6 + CON Fire OR Cold, 15ft Cone

Draconic Gift (1): Deep Breath [?]
You can breathe in deep to deliver a more powerful breath. When you use your breath weapon, you can choose to take a deep breath. If you do, your breath weapon deals two additional dice of damage. In addition, the area of your breath weapon increases to a 60-foot line if it was a 30-foot line, a 30-foot cone if it was a 15-foot cone, or a 10foot burst within 60 feet if it was a 5-foot burst within 30 feet. Once you’ve used Deep Breath, you must finish a long rest before you can do so again.

  • Widen Breath
    • At 5th Level: You can channel your breath to affect a much wider area. When you use your breath weapon, you can choose to increase its area up to a 60-foot cone, 120-foot line, or 20-foot burst (as appropriate).
  • Penetrating Breath
    • At 7th Level: The damage dealt by your breath weapon ignores resistance to that damage type
  • Lingering Breath
    • At 8th Level: Whether with burning flames, clouds of poison, storm bolts from above, or swirling snowflakes, you can modify your breath weapon to leave behind an area hazardous to those who linger within its confines. When you use your breath weapon, you can cause the breath’s area to become hazardous until the end of your next turn. A creature that ends its turn within the area must make a saving throw against your breath weapon DC. On a failed save, the target takes 4d6 damage of the type normally dealt by your breath weapon, or half as much damage on a successful save. This damage increases to 5d6 damage at 14th level and to 6d6 damage at 18th level. Once you’ve used this ability, you can’t do so again until you finish a long rest
  • Damnation Flames
    • At 10th Level: The flames you breath can desecrate a creature's soul, damning it for all eternity.
      When you use your breath weapon, instead of the breath’s normal effects, you can choose to change the damage to 3d6 fire and 3d6 necrotic damage.
      This damage increases to 4d6 fire damage and 4d6 infernal damage at 14th level and to 6d6 fire damage and 6d6 infernal damage at 18th level.
    • A creature reduced to 0 hit points by this damage can’t be restored to life except by a wish spell or similar magic. In addition, if you reduce at least one creature to 0 hit points in this way, you gain temporary hit points equal to your dragon level. The hit points last until you finish a long rest. You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Draconic Gift (2): Coiling Frenzy [?]
You can use an action to make two attacks with your natural weapons, in any order, against a single target. If either attack hits, you can also grapple the target. (This Feature Works with Extra Atack)

  • Draconic Frenzy
    • At 10th Level: You can thrash at your foes with a frenzy of natural attacks. As an action, you can make three attacks with any of your natural weapons. (This Feature Works with Extra Atack)
Dragon Stats
Ability Stat
Claw 1d6 + STR Slashing
Tail 1d8 + STR or DEX Bludgeoning
Bite 1D6 + STR Piercing
AC 10 + DEX
Flight 80ft
Breath 4d6 + CON Fire OR Cold, 30ft Cone

Draconic Fighting Style [?]
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Fighting Style: Jugganaught
    • You gain the Dragon Scales evolution, or a different evolution of your choice if you already have the Dragon Scales evolution. While you aren’t wearing armor, you gain a +1 bonus to AC.
  • Evolution (Fighting Style): Lesser Scales
    • When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. If you are proficient in heavy armor, you can instead choose to have your AC equal 16.

Evolution (2): Moderate Natural Weapons [?]
The damage die of all natural weapons you gained from the dragon race or class increase one step (from a d4 to a d6, for example, to a maximum of d12).
In addition, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dragon Stats
Ability Stat
Claw 1d8 + STR Magical Slashing
Tail 1d10 + STR or DEX Magical Bludgeoning
Bite 1D8 + STR Magical Piercing
AC 13 + DEX
Flight 80ft
Breath 5d6 + CON Fire OR Cold, 30ft Cone

Feat: FEAT [?]

Dragon Stats
Ability Stat
Claw 1d8 + STR Magical Slashing
Tail 1d10 + STR or DEX Magical Bludgeoning
Bite 1D8 + STR Magical Piercing
AC 13 + DEX
Flight 80ft
Breath 5d6 + CON Fire OR Cold, 30ft Cone

Draconic Gift (3): Devastating Strike [?]
Your Natural Weapons score a critical hit threshold is reduced by 1. on a roll of 19 or 20 the attack is a critical hit.

  • Bullying Strike
    • Your Natural weapons deal additional damage against foes caught in your clutches. Your attacks deal an additional die of damage to creatures you are grappling.

Extra Attack [?]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
If you are a dragon mage, you can cast a cantrip on your dragon mage spell list that you gained from the dragon class in place of one of those attacks.

Dragon Stats
Ability Stat
Claw 1d8 + STR Slashing
Tail 1d10 + STR or DEX Bludgeoning
Bite 1D8 + STR Piercing
AC 13 + DEX
Flight 80ft
Breath 6d6 + CON Fire OR Cold, 60ft Cone

Additional Draconic Gift [?]
At 6th level, you gain an additional draconic gift of your choice. The gift must have the Draconic Ravager Archetype as a prerequisite, and you must meet all of the gift’s other prerequisites.

Draconic Momentum
When your frenzy is especially effective, you draw on your momentum to spark your magic and recharge your breath weapon. When you score a critical hit with one of your natural attacks, you regain use of your breath weapon as if you had finished a short or long rest. You can benefit from draconic momentum a number of times equal to your proficiency bonus, regaining all uses on a long rest.

  • Furious Momentum
    • At 7th Level: When you regain your breath weapon as a result of Draconic Momentum, you can use your Reaction to use it immediately.

Evolution (3): Moderate Size [?]
Your size becomes Large Increases by 1 stage (Large to Huge). If you have a tail natural weapon, the reach of that attack increases to 15 feet.

Dragon Stats
Ability Stat
Claw 1d8 + STR Slashing
Tail 1d10 + STR or DEX Bludgeoning
Bite 1D8 + STR Piercing
AC 13 + DEX
Flight 80ft
Breath 6d6 + CON Fire OR Cold, 60ft Cone

Draconic Gift (4):Magic Resistance [?]
You have advantage on saving throws against spells and magical effects.

SKILL [?]

Dragon Stats
Ability Stat
Claw 1d8 + STR Slashing
Tail 1d10 + STR or DEX Bludgeoning
Bite 1D8 + STR Piercing
AC 13 + DEX
Flight 80ft
Breath 7d6 + CON Fire OR Cold, 60ft Cone

Feat: FEAT [?]

Dragon Stats
Ability Stat
Claw 1d8 + STR Slashing
Tail 1d10 + STR or DEX Bludgeoning
Bite 1D8 + STR Piercing
AC 13 + DEX
Flight 80ft
Breath 7d6 + CON Fire OR Cold, 60ft Cone

Draconic Gift (5): Draconic Reflexes [?]
Your body reacts to your foes almost faster than you can think, lashing out to punish their mistakes or to guard you against assault. You can take an additional reaction each round, which can be used only to use one of the following gifts: Bite of Opportunity, Horn Parry, Lashing Tail, Twisting Tail, Wing Deflection

SKILL [?]


Additional Fighting Style [?]
At 10th level, you can choose a second option from the Fighting Style class feature.

  • Fighting Style: Cataclysm
    • The damage dice dealt by dealt by your Breath Weapon increase from d6 to d8, and the number of damage dice dealt by your Breath Weapon increase by 1 die (4d8 damage at 3rd level, 5d8 at 5th level, and so on)

Evolution (4): Greater Natural Weapons [?]
Choose an additional natural weapon. The damage die of all natural weapons you gained from the dragon race or class increase an additional step (to a maximum of d12).


SKILL [?]

SKILL [?]


Second Additional Evolution [?]
At 12th level, you gain an additional lesser evolution of your choice. You can advance one of your existing evolutions instead, but you must meet the level requirements of that advancement to do so.

  • Evolution (Extra): Greater Size
    • Your dragon class hit die increases to a d12. To make up for the levels where you had a d10 hit die, increase your hit points by an additional 9 (or by 1 for each dragon class level where you used a d10, if you took this evolution advancement after 10th level).

Feat: FEAT [?]


Draconic Gift (6): Adamantine Natural Weapons [?]
You use powerful internal alchemy to infuse your natural weapons with adamantine. Your natural weapon attacks gain the following benifits

  • Natual weapon attacks deal additional damage equal to your proficiency bonus.
  • Natual weapon attacks deal double damage to objects.
  • The critical threshold of your Natural weapon attacks is reduced by 1, (18 - 20)
  • Whenever you roll a 1 or 2 on damage dice for your natural weapons you can re-roll those dice and must use the new rolls.

SKILL [?]


Natural Strike [?]
At 14th level, your natural weapons deal an additional die of damage (2d6 instead of 1d6, for example) of the same type dealt by the natural weapon. At 20th level, your natural weapons deal two additional dice of damage (3d6 instead of 2d6, for example).

SKILL [?]


SKILL [?]

Evolution (5): Major Size [?]
Your size becomes Huge Increases by 1 stage (Huge to Gargantuan). If you have a tail natural weapon, its reach increases to 20 feet. The reach of all your other natural weapons increases to 15 feet.


Draconic Gift (7): Gouging Claws [?]
When your claws dig deep, they leave behind vicious wounds. When you score a critical hit with your claws, the target also loses 1d8 hit points at the start of each of its turns due to a bleeding wound.
This damage increases to 2d8 at 14th level and to 3d8 at 18th level. Any creature can use an action to stanch the bleeding wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Feat: FEAT [?]


SKILL [?]

SKILL [?]


Draconic Gift (8): Tail Swipe [?]
You can swing your tail in an impressive arc, knocking creatures off their feet. As an action, you can make a tail attack against up to three different targets you can see. On a hit, in addition to taking damage, the target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, the creature is knocked prone.

Evolution (6): Major Natual Weapons [?]
The damage die of all natural weapons you gained from the dragon race or class increase an additional step (to a maximum of d12)


SKILL [?]

Epic Boon: EPIC BOON [?]


SKILL [?]

Evolution (7):Greater Scales [?]
When you aren’t wearing armor, your AC equals 17 + your Dexterity modifier (maximum of +2). When you are subjected to a critical hit, roll a d20. On a roll of 10 or higher, the critical hit becomes a normal hit.


Type of Spell List you can access

Spell Slot Recovery

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell

Dragon's Tenacity
You pull forward the strength of your future self in order to avoid the first bit of damage you take each day. Each time you finish a long rest, you gain temporary hit points equal to your dragon level. These temporary hit points last until the next time you finish a long rest


1)
Standard eye sight
  • character/raishin/stats.txt
  • Last modified: 47 hours ago
  • by Cinder