Agwen

Chloe Williams-Doyle

Description:

DEX: (00) +0 // INT: (00) +0 // CON (00) +0 // CHA: (00) +0 // WIS: (00) +0 // STR: (00) +0


Proficiencies.
Blah blah

Proficiency Bonus +2


[Dragonborn Features & Traits]
Dragonic Ancestry: Green.
Breath Weapon.
You can use your action to exhale destructive energy. Your draconic ancestry determines the size (15 ft), shape (cone), and damage type (poison) of the exhalation.
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 (Constitution). The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. 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.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance.
You have resistance to the damage type associated with your draconic ancestry (Poison).


[Sorcerer Features & Traits]
Font of Magic.
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points: 3.

Flexible Casting.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slow as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic.
Example Spell.
Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah

Example Spell.
Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah


[Draconic Bloodline Features & Traits]
Draconic Resilience.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armour, your AC equals 13 + you Dexterity modifier.


[Spellcasting]
Cantrips.
Ray of Frost.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Chill Touch.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Blade Ward.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Thunderclap.
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

Bio:

ray of frost, chill touch, blade ward, thunderclap