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Lilac

1 Level (0/300 XP for level-up) Background Human Race / Species / Heritage Choatic evil Alignment
Nature Dragonslayer
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
13
+1
DEX
10
+0
CON
17
+3
INT
13
+1
WIS
13
+1
CHA
15
+2
13
Hit Points
+0
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CON Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+3 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Herbalism Kit, Poisoner's Kit

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Leather Armor

Armor (Light)

Common

The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 12-18 - No

Cost: 40gp
Weight: 10lb

Homebrew

Dagger

Weapon

Common

Melee, Weapon, Simple, Light, Finesse, One-Handed   Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

Type Damage Damage Range
Simple Melee 1d4 Piercing 1 m | thrown 4/12 m

Cost: 25.000 Eurodollars
Weight: 0,3 kg

Dragon Slayer Amulet

Armor (Light)

Legendary

Nature's Blessing: Once per day, the Dragon Slayer can channel the essence of the Nature Dragon to gain advantage on saving throws against being charmed, frightened, or paralyzed for 1 minute.   Bouncing Bussom: Your chest size increases to 106cm, making your Charisma increase by 2

This intricately crafted amulet is bestowed upon the chosen Dragon Slayer by their Nature Dragon, a symbol of the powerful bond between the two. When worn, it enhances the Dragon Slayer's connection to nature and grants them special abilities to charm and mate.

Type AC STR Req. Stealth Dis.
Light No


Weight: 0.5 - 1 Pound

The statblocks of your class features

Nature Dragon Slayer

The Nature Dragon Slayer is a mystical warrior who harnesses the power of the forest to combat dragons. Drawing inspiration from the Dragon Slayers in Fairy Tail, this class wields Nature Dragon Slayer Magic, specializing in poison-based attacks. The Nature Dragon Slayer is not only a formidable combatant but also has a strong connection with the natural world, gaining abilities to navigate and interact seamlessly with the environment.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, Martial weapons, Shields
tools: Herbalism Kit, Poisoner's Kit
saving throws: Strength, Constitution
skills: Choose two from Acrobatics, Athletics, Perception, Survival
starting equipment:
  1. (a) a martial weapon or (b) two simple weapons

  2. (a) a dungeoneer's pack or (b) an explorer's pack

  3. Leather armor, a shield, and a longbow with 20 arrows
spellcasting:
  • Your spells and abilities use Consitution as your spellcasting ability.
  • All of the spells used have something to do with nature or will have a forest or plant affect
  • Also the type of damage is poison damage, not the one stated in the statblock (check with DM for other info)
  • You can only have spells 2 of every spell level (except cantrips), e.g only two level 1 spells from the list
class features:
Nature Dragon Slayer Magic (Level 1): You have been trained in a unique form of magic that allows you to harness the power of the forest to combat dragons. Your breath weapon is poison-based, and you gain resistance to poison damage. You also gain profiency in Nature.   Nature's Absorption (Level 1): At 1st level, you gain the ability to consume other nature-based attacks directed at you. When you are targeted by a spell or ability that deals damage of a earth or poison, you can use your reaction to absorb the energy. You regain hit points equal to the damage taken. If this healing brings you above your maximum hit points, the excess becomes temporary hit points.   Slayer's Bond (Level 2): At 2nd level, you form a magical bond with the flora and fauna of the forest. You gain advantage on saving throws against being frightened and charmed. Additionally, you gain proficiency in the Nature skill if you don't already have it.   Ability Score Improvement (Level 4): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Extra Attack (Level 5): Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Nature Dragon's Roar (Level 6): At 6th level, you learn to unleash the power of nature through a fearsome Nature Dragon's Roar. As an action, you can let out a mighty roar that extends in a 30-foot cone. Creatures within the cone must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes poison damage equal to your Nature Dragon Slayer level and is poisoned until the end of its next turn. On a successful save, the damage is halved, and the creature isn't poisoned. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain expended uses after finishing a short or long rest.   Ability Score Improvement (Level 8): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Forest's Embrace (Level 10): At 10th level, you learn to blend seamlessly with the forest. You can cast the Pass Without Trace spell without expending a spell slot, and you gain advantage on Dexterity (Stealth) checks while in a natural environment.   Ability Score Improvement (Level 12): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Nature's Wrath (Level 14): Beginning at 14th level, your attacks are infused with the power of the forest. Once per turn, when you hit a creature with a weapon attack, you can choose to deal additional damage equal to your Wisdom modifier.   Ability Score Improvement (Level 16): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Dragon Force (Level 18): At 18th level, you can enter Dragon Force, tapping into the true potential of your Nature Dragon Slayer Magic. While in Dragon Force, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. Dragon Force lasts for 1 minute, and you can use this feature once per long rest.   Ability Score Improvement (Level 19): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Primordial Nexus (Level 20): At 20th level, your connection with nature reaches its zenith. You can, once per long rest, call upon the primal forces of the natural world. For the next minute, your breath weapon deals maximum damage, and you gain advantage on all saving throws. Additionally, while in this state, you can use your reaction to absorb and negate a dragon's breath attack, converting it into healing equal to the damage you would have taken. The Primordial Nexus state ends if you fall unconscious or if the minute elapses.
subclass options:

Nature Dragon Slayer - Lacrima Adept (Subclass)

  Lacrima Infusion (Level 3): At 1st level, you undergo a special ritual to infuse your body with Dragon Slayer Lacrima, granting you enhanced abilities. You gain the following benefits:  
  1. Your breath weapon's damage is upgraded. It now deals an additional 1d6 poison damage.
  2. You gain proficiency in the Arcana skill.
  3. You can now use your Nature's Absorption feature on a broader range energy-based attacks, almost all of a natural type.
  Lacrima Mastery (Level 6): At 6th level, your mastery over the Lacrima within you deepens. The additional damage from your breath weapon increases to 2d6 poison damage. Additionally, you gain advantage on saving throws against spells and effects that target your mind.   Enhanced Nature's Absorption (Level 10): Starting at 10th level, your Nature's Absorption ability becomes more potent. When you absorb energy with Nature's Absorption, you can choose to store it within your Lacrima-infused body. As a bonus action on your turn, you can release this stored energy to deal damage to a target within 30 feet. The damage is equal to the total amount of energy stored, and you can store a maximum amount equal to twice your Nature Dragon Slayer level.   Lacrima Overdrive (Level 14): At 14th level, you can push the Lacrima within you to its limits, entering a state of Lacrima Overdrive. While in this state, your breath weapon's poison damage increases to 3d6, and you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. Lacrima Overdrive lasts for 1 minute, and you can use this feature once per long rest.   Master of the Lacrima (Level 18): At 18th level, your mastery over the Lacrima reaches its pinnacle. The additional damage from your breath weapon increases to 4d6 poison damage. When you use your Nature's Absorption feature, you can choose to store the absorbed energy without any limits, and you can release it at any time.
LevelSpell LevelSpells
1CantripsPoison Spray, Thorn Whip, Druidcraft, Mold Earth
21stEntangle, Earth Tremor
42ndSpike Growth, Melf's Acid Arrow
53rdCall Lightning, Stinking Cloud
74thBlight, Grasping Vine
125thInsect Plague, Contagion
156thInvestiture of Stone
177thEarthquake, Poison Storm
198thAbi-Dalzim's Horrid Wilting, Control Weather
209thStorm of Poison, Caustic Cataclysm

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragon Slayer

Dragon Slayers use a form of Lost Magic called Dragon Slayer Magic. This magic allows them to take on the characteristics of a dragon, including powerful elemental attacks. Each Dragon Slayer is associated with a specific element, such as fire, water, air, or poison, which is determined by the dragon who trained them.
ability score increase: Constitution +2, Strength +1
age: Dragon Slayers mature at a similar rate to humans but can live up to 150 years.
alignment: Neutral, Choatic
Size: Medium
speed: Your base walking speed is 30 feet
Languages: You can speak, read, and write Common and Draconic
race features:
Dragon Affinity: Choose one type of dragon magic. Your dragon magic determines the damage type of your Dragon Slayer abilities.  

Dragon Slayer Techniques:

At 1st level, you gain the following abilities:
  • Dragon Strike: You can make a melee weapon attack using your Strength or Dexterity modifier, dealing 1d6 damage. The damage type is determined by your chosen Draconic Affinity.
  • Dragon Wingbeat: As an action, you can unleash a mighty wingbeat. Each creature of your choice within 10 feet of you must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature takes 1d6 damage of the type determined by your Draconic Affinity and is pushed 5 feet away from you.
  • Dragon Blade: You can make a melee weapon attack using your Strength or Dexterity modifier, dealing 2d6 slashing damage. The damage type is determined by your chosen Draconic Affinity. (Takes Level 1 Spell Slot)
  Draconic Fury: Your Slayer Techniques damage increases to 2d6 at 3rd level, 3d6 at 7th level, 4d6 at 11th level, 5d6 at 15th level, and 6d6 at 19th level.   Dragon Slayer's Reflexes: You gain +1 AC.   Slaying Arts: You are proficient with simple weapons and one martial weapon of your choice.   Draconic Survival: You gain profiency in Survival

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 10 feet
Duration Instantaneous
Components V S

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.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Class(es): Druid, Sorcerer, Warlock, Wizard

Saving ThrowConstitution
2d12 Poison Damage

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S M
Materials (the stem of a plant with thorns)

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
 
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid

Melee Spell Attack 2d6 Piercing Damage

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S

Whispering to the spirits of nature, you create one of the following effects within range:

  •  You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. this effect persists for 1 round.
  •  You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  •  you create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. THe effect must fit in a 5-foot cube.
  •  You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Druid

PHB

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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