Kobold Master Trapper

Crax "Craghorn"'s page

95 posts. Alias of Codanous.


Race

Red Dragonborn Sorcerer 3 | HP: 30/30 AC: 14 | Fire Resistance: S+1, D+1, C+6,I+0,W+0,C+5 | Athletics +1 Acro +1

Classes/Levels

Inspiration [Y] Fire Breath [Y] DC14 | Sorcery Points [3/3] First Level Spells [3/3] Spell DC13 Second Level Spells [2/2] DC 14 1611 xp

Gender

Honest, Hard-working, Lonely

About Crax "Craghorn"

Crax Craghorn
Red Dragonborn Dragon-Blooded Sorcerer
Str: 13 Dex: 13 Con: 13(19 with Amulet) Int: 10 Wis: 10: Cha 16
HP 30(21 w/o Amulet), AC 14, Init +1, Speed 30
Combat:
Light Crossbow +3 (1d8 P)
-20 bolts
Spells: 3 Sorcery Points
2nd: 2/day: Shatter
1st: 3/day: Magic Missile, Sleep, Burning Hands
Cantrips: Unlimited: Fire Bolt, Poison Spray, Light, Prestidigation
Special Abilities
Dragon Breath: 15ft Cone, Dex Save, 2d6 fire damage, 8+4+2 = DC14(DC12 w/o Amulet).
Saves: Fire Resistance
Str +1
Dex +1
Con +6
Int +0
Wis +0
Cha +5
Skills
Arcana: +2
Persuasion: +5
Survival: +2
Handle Animal: +2
Languages: Common, Draconic
Equipment: A set of artisan’s tools (Glassblower’s tools), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp. Potion of Healing. Arcane Focus(Red Focusing Crystal). a light crossbow and 20 bolts, an explorer’s pack, Two daggers, Amulet of Health(+2 Con).

Height: 6 foot 6 inches, huge broad chested Dragonborn, with red scales and a two large horns that protrude from my skull, however one was broken during a bullying-gone-wrong accident, hence the name “Craghorn”.

Background: Folk Hero, during a battle, my Sorcerer powers revealed themselves, saving a group of children from bandits trying to kidnap them. Ever since then, people have been willing to overlook my Dragon-ancestry and see the Heart of Gold that lies within.

Spell Save DC: 8 + Proficiency Bonus + CHA mod = DC13
Spell Attack: Proficiency Bonus + CHA mod = +5

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: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting:
You can transform unexpended sorcery points into one spell slot 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.

4 CANTRIPS KNOWN

Fire Bolt:
Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Poison Spray:
Conjuration cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous:

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Light:
Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent m oss) Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with somthing opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or w orn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Prestidigitation:
Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harm less sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

3 FIRST LEVEL SPELLS KNOWN

Magic Missile:
1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates onem ore dart for each slot level above 1st.

Burning Hands:
1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. W hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Sleep:
1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect.Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

2ND LEVEL SPELLS

Shatter:

Sh a t t e r
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point o f your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.

At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.

Metamagic Spells--2 Metamagic:

Quickened Spell When you cast a spell that has a casting time o f 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to
cast it without any somatic or verbal components.

Concentration Rules:

• Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

• Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

• Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm -tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Calculating Hitpoints.

1st: 6+4+1 = 11
2nd: 4+4+1 = 20
3rd: 5+4+1= 30

Lose 9 hitpoints when I remove my amulet.