Dragonborn (Magala)
Ability Scores: Con +2; Str +1
Size: Medium
Speed: 30 ft.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Frenzied Immunity. You are immune to the frenzy virus.
Frenzied State. Starting at 3rd level, you can use your bonus action to enter a frenzied state, causing two feelers to poke out from your head, and the color under your wings slowly changes to a bright purple. This state lasts for 1 minute or until you end it as a bonus action. Once you enter this state, you can't use it again until you finish a long rest.
While in this state, your darkvision increases by 30 feet, you can see normally in darkness, both magical and nonmagical; and at the end of each of your turns, each creature within 10 feet of you take necrotic damage equal to your equal to your proficiency bonus. Until the frenzied state ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Damage Resistance. You have resistance to necrotic damage.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Winged Arms. You have two claws on your extremely prehensile wings. These claws can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
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Class : Barbarian
https://5e.tools/classes.html#barbarian_phb
Subclass
Path of The Dragon Soul
The Path of the Dragon Soul is a path for barbarians whose souls have been touched by the ancient power of dragons. Through unknown means—perhaps a ritual, a pact, or even a mysterious birthright—your soul has been entwined with the Draconic Weave, a force tied to dragonkind. This connection allows you to channel the essence of dragons when you enter your rage, transforming into a fearsome embodiment of their power.
Draconic Soul
At 3rd level, you can choose one type of dragon that has affected your soul. Once you have chosen the type, you cannot change it.
Draconic Soul
Dragon | Damage Type
Gold | Fire
While raging, you have Resistance to the damage type determined by your Draconic Soul.
Dragon's Fury
At 3rd level, your connection to the draconic weave awakens the primal fury of a dragon’s breath weapon within you. Once per turn, as a bonus action or in place of one of your attacks during a rage, you can unleash a devastating breath weapon attack.
Frenzied Flame Dragon's Plagued Roar
When you use this breath weapon, you exhale in a 15-foot cone or a 30-foot line (your choice). Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier). On a failed save, a creature takes 1d10 damage of the chosen type from your Draconic Soul Table, plus your current rage bonus damage. On a successful save, they take half damage. This damage increases by 1d10 when you reach barbarian level 6 (2d10), 10 (3d10), and 14 (4d10).
Frenzied Flame Dragon's Frigthening Roar
Additionally, instead of exhaling destructive energy, you can choose to unleash a mighty roar. Each creature of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on a success. Once a creature succeeds against a save to no longer be frightened they are immune to this effect for 24 hours.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have
Unarmed Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
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Faction : Hunter's Guild
Skill Proficiencies: Investigation and Nature
Tool Proficiencies: Cook's Utensils & Herbalist's Kit
Equipment: One set of traveller's clothes, a hunters card, and a carving knife.
Gold: 1,274 GP
RP : 450rp
Nargacuga Scale;
Armour effect; You have a +2 bonus to Stealth checks while you wear this armor.
Features & Traits