D&D 5e: Raatch – Dauntless Dragonborn Druidic Defender (The Workshop)

Image is the Dragonborn Abomination. Located at dnd-wiki.org

Raatch

Image is the Dragonborn Abomination. Located at dnd-wiki.org

Dragonborn Druid (Circle of the Moon) 2/Paladin (Oath of Ancients) 3

Armor Class 16 (hide armor plus shield)
Hit Points 36
Proficiency Bonus +3
Speed 30 ft
Alignment chaotic good
Languages Common, Draconic, Druidic, Orcish

Ability Scores
Strength          15 (+2)
Dexterity         14 (+2)
Constitution     13 (+1)
Intelligence     8   (-1)
Wisdom           13 (+1)
Charisma         14 (+2)

Attacks
Melee Attack: Longsword +5 melee (1d8+2 slashing damage, Versatile 1d10)
Melee or Ranged Attack: Spear +5 melee or ranged (1d6+2 piercing damage, range 20/60, versatile 1d8)

Skills Acrobatics +2, Animal Handling +4, Arcana -1, Athletics +5, Deception +2, History -1, Insight +1, Intimidation +2, Investigation +1, Medicine +1, Nature -1, Perception +4, Performance +2, Persuasion +2, Religion -1, Sleight of Hand +2, Stealth +2, Survival +4

Cantrips
Mending, thorn whip

Spells Spell Slots
1st level – 4
2nd level – 2

Typical Druid Spells Prepared (Spell Save DC 12, Spell attack modifier +4): cure wounds, goodberry, purify food and drink

Typical Paladin Spells Prepared (Spell Save DC 13, Spell attack modifier +5): bless, compelled duel, ensnaring strike*, speak with animals*, wrathful smite
*Oath spells are always prepared and do not count against the number of spells you can prepare each day

Equipment wood shield, longsword, 2 spears, hide armor, explorer’s pack, druidic focus, holy symbol, staff, hunting trap, swamp serpent tooth necklace, traveler’s clothes, belt pouch, 10 gp

Class Features
Ritual Casting: You can case a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Wild Shape: As a bonus action, you can magically assume the shape of a beast that you have seen before. You can use this feature twice, regaining expended uses when you finish a short or long rest. You can transform into any creature of CR 1 or lower that does not have a flying or swimming speed. You can stay in a beast shape for 1 hour, at which point you revert to your normal form unless your expend another use of Wild Shape. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, are reduced to 0 hit points, or die.
Combat Wild Shape: You can Wild Shape as a bonus action (as above). Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend on spell slot to regain 1d8 hit points per level of the spell slot expanded.
Circle Forms: See Wild Shape.
Divine Sense: As an action, you can open your awareness to detect forces of powerful good and evil. Until the end of your next turn, you known the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature 3 times. When you finish a long rest, you regain all expended uses.
Lay on Hands: You can heal wounds with a touch of your hands. You can heal up to 15 hit points per day. As an action, you can restore any number of hit points from your pool to a creature you can touch, up to the maximum amount remaining in your pool. You can instead expend 5 hit points from your pool of healing to neutralize one poison or disease affecting a creature. This feature has no effect on undead or constructs. Your pool refreshes after you finish a long rest
Fighting Style (Protection): When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target. You deal an extra 2d8 radiant damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st to a maximum of 5d8. The damage increases by an additional 1d8 if the target is undead or a fiend.
Divine Health: You are immune to disease.
Channel Divinity (Nature’s Wrath): As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a DC 13 Strength or Dexterity saving throw or be restrained. While restrained, the creature repeats the saving throw at the end of each of its turns. Once successful, the creature frees itself and the vines vanish.
Channel Divinity (Turn the Faithless): As an action, you present your holy symbol and each fey or fiend within 30 feet of you that can hear you must make a DC 13 Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also cannot take reactions. It can only use the Dash action to try and escape from an effect that prevents it from moving. If there’s nowhere to run, the creature can take the Dodge action. If the creature’s true form is concealed, that form is revealed while it is turned.  
Oath Spells: You always have the ensnaring strike and speak with animals spells prepared as Paladin spells.

 Proficiencies
Armor Proficiencies: light armor, medium armor, and shields (druids will not wear armor made of metal)
Weapon Proficiencies: simple weapons, martial weapons
Saving Throws: Intelligence and Wisdom
Skill Proficiencies: Animal Handling, Athletics, Perception, Survival
Tool Proficiencies: Herbalism kit, Horn

Racial Traits
Draconic Ancestry: Black Dragon ancestry
Breath Weapon: You can use your action to exhale destructive energy. You can breathe a 5 by 30 ft line of acid dealing 2d6 points of acid damage to creatures in the line. Creatures that makes a DC 12 Dexterity save take half damage from the attack. After you use your breath weapon you cannot use it again until you complete a short or a long rest.
Damage Resistance: You have resistance to acid damage.

Background: Outlander
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
Bonds: I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws: I am slow to trust members of other races, tribes, and societies.

History: Raatch was born to a small clan on dragonborn living in a small marshy area of the wildlands. He was the son of the village shaman and showed an inclination towards his father’s arts from a young age. He had been groomed to take over his father’s role as protector of the marsh and was undertaking his first solo journey into the spirit realm when disaster befell his small village. A group of monstrous humanoids under the employ a black dragon attacked and wiped out his fellows while he was gone into the swamps to commune with the spirits. The dragon wanted to gain control over an ancient ruin that he had discovered lay deep in the swamp, and the tribe of dragonborn proved to be a good test for the troops he had gathered under his banner.

The spirits told Raatch of the battle during his spirit walk. They told him that no one had been spared, but he could be protected from the same fate if he would take an oath to destroy the dragon and everything he stood for. He would be given abilities that would allow him to become a champion of the natural world and protect it from those that sought to defile it. He swore the oath. Instead of becoming one with the land like his father, the spirits instead blessed him with the ability to take on the powerful shapes of the creatures of the swampland. They also hinted that there was more to be had as he grew in power. He ventured from his homeland, driven by the spirits to test himself and unlock his true power so that he can stand against and destroy the black dragon that took everything from him and become a true champion of the natural world.

Design Notes: I wanted to play around with a higher level character concept than I did last week, and I also wanted to work to familiarize myself a little bit with the multiclassing rules for 5th Edition. They’re very different from the multiclassing rules of 3.X and Pathfinder that I’m more familiar with, but it seems to be very robust and measured in order to keep the game from breaking down. Raatch is by no means meant to be an optimized character build, and I have no idea how he would actually fare on the table, but the character concept of a chromatic dragon born literally fighting against his nature was too much fun for me to pass up exploring.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.