Drackos
Level 5 (0/14000 XP for level-up)
Background Deathstalker
Size Medium
Species Valstraxi Dragonborn
Cleric
Subclass Forge Domain
Level 5
Hit dice 5/5
1d8+1

STR 16
+3
STR save: +3
DEX 8
-1
DEX save: -1
CON 13
+1
CON save: +1
INT 12
+1
INT save: +1
WIS 16
+3
WIS save: +6
CHA 10
+0
CHA save: +3

Initiative (DEX)
-1
Speed
30
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
19
Plate Armor
Armor Class w/Shield
21
Shield (Gunlance)
Hit Points
33 / 33
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
WIS
Abi Mod
+3
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Gunlance (Strike) +7 STR 1d8+3 Piercing
  Properties: Reach
Gunlance (Short Shell) +7 STR 1d8+3 Fire
  Properties: Range 40/160
Gunlance (Wide Shell) +7 STR 1d8-3+3 Fire
  Properties: Range 80/320, Cleaves to one within 5ft.
Gunlance (Long Shell) +7 STR 1d8-3+3 Fire
  Properties: Range 150/600
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Plate Armor 18 Disadvantage Stealth
Shield (Gunlance) +2
Skills
P/E Bonus Skill Abi
-1 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+0 Deception CHA
+1 History INT
+6 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+7 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
+3 Martial WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance
+6
1 action Touch Concentration, up to 1 minute 1d4 V, S
Light
+6
1 action 1 hour V, M
Mending
+6
1 action Touch Instantaneous 1d4 V, S, M
Chill Touch
+6
1 action Touch Instantaneous 1d10 V, S

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch
+6
1 action Touch Instantaneous 1d10 + V, S

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch
+6
1 action Touch Instantaneous 1d10 + V, S

Level 3 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch
+6
1 action Touch Instantaneous 1d10 + V, S
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 722, Platinum: 0
Treasure and Equipment
1,000 GP Diamond
Traveller's Clothes
Pouch
Wyvern Poison
Carving Knife
Proficiencies, Languages, and Talents
Languages: Common, Draconic
Tools: Smith's Tools, Tinker's Tools, Cook's Utensils
Simple Weapons
Light, Medium, Heavy Armors.
Features & Traits
Valstrax Lineage
Valstrax Lineage
Starting at 3rd level, you can use your action to unleash the draconic energy within yourself, causing your eyes to glow red and two trident-like, wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

The Red Comet
The Red Comet
Your ability to discharge draconic energy from your hands or wings allows you to move with a burst of speed that resembles a red comet traveling through space. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Draconic Resistance
Draconic Resistance
You have resistance to necrotic damage.

Spellcasting
Spellcasting
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.

Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table

Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

 

Divine Order - Thaumaturge
Divine Order
Thaumaturge
You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

 

CD: Divine Spark
Channel Divinity: Divine Spark
Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

CD: Turn Undead
Channel Divinity: Turn Undead
As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Blessing of the Forge
Blessing of the Forge
XGE p18
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.

CD: Artisan's Blessing
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Gunlance Mastery
Gunlance Master
You have unlocked the secrets of the gunlance. While you are attuned to a gunlance, its wyvernfire now recharges on a short or long rest. Additionally, it uses a new type of shell. Choose one of the following shells below that you now use in place of your original shells:

Long Range Shells. Your shell's attack range is now 150/600 feet.

Wide Range Shells. When you hit a creature with your shell attack, you also deal your damage against a different creature that is within 5 feet of the original target and within range of your weapon.

Short Range Shells. The attack range of your shells is reduced by half, but you can add your Strength or Dexterity modifier to the damage.

Sear Undead
Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
Spellcasting
Divine Caster: Can prepare from entire cleric spell list daily as well as:
Spell | Level Spells
Cantrip | Chill Touch, Toll the Dead
1st | Hunter’s Mark, Detect Evil and Good
2nd | Zone of Truth, Ray of Enfeeblement
3rd | Revivify, Bestow Curse
4th | Blight, Locate Creature
5th | Destructive Wave, Insect Plague

Domain List:
1st | Identify, Searing Smite
2nd | Heat Metal, Magic Weapon
3rd | Elemental Weapon, Protection From Energy
4th | Fabricate, Wall Of Fire
5th | Animate Objects, Creation

STANDARD LIST:
1st: Bless, Healing Word, Shield of Faith
2nd: Aid, Lesser Restoration, Prayer of Healing
3rd: Aura of Vitality, Revivify, Spirit Guardians
Backstory
Drackos
Drackos
Drackos grew up in a small community within Groyle, upon the sacred mountain separating the rest of the country and Askal. His family was blessed by the mountain with not only two dragonborn children, but those of Valstrax heritage, Drackos of the Crimson Glow, and his brother Baleth of Ignition, a sure sign that their line would be saved from the flames meant to end the world. Growing up, the twins would learn the art of craftsmanship and know early on what it meant to work hard in both the heated confines of the forge and the open, ashy, and equally blazing air of the mountain itself. As they grew older, they’d be the ones tasked with the gathering of rare metals and fine materials across the region, using Drackos’s sacred speed to evade danger and the improvised excavation of Baleths ignition to procure the gracious bounty of the mountain.

During one of their outings, they had found a plentiful boulder, one of molten obsidian that seemingly fell from the mountaintop. Dashing around the immediate area to ensure their safety, Drackos left Baleth to his work. Just as Drackos was returning to his brothers side to aid with what should have been collection, he noticed the rock was not so immobile, motion cracking from the stone aside from the typical shakes of his brothers excavation, and seething eyes of hatred peering back at the twins, something Baleth hadn’t spotted so engrossed in their task, seeking not to harm the materials, and not expecting that he himself would be the one in harm’s way. Drackos would shout for his brother, to flee before the worst came, but it wouldn’t be in time, the awoken Black Gravios was just too close to Baleth, and Drackos was simply too far.

Another blast had shaken the mountain, Drackos wouldn’t even be able to hear his own yell for his kin over the Gravios’s attack. Using every ounce of strength and speed he had, the man would dash for his brother, pulling him from the fires as he would feel his own scales be scorched in the attempted rescue, fleeing the scene with his twin in his arms as he could feel the piercing heat of the Gravios’s gaze upon him. Drackos would only see it over his shoulder for but a moment, but the vision would be burned into his memory from here on.

Setting down his brother, Drackos knew he couldn’t get them both back home before Baleth succumbed to the injury, and immediately began an attempt at salvation through the teachings his community had taught him, how to harness the warmth of the mountains flames to hold off the end, but the damage was too much, he couldn’t mend him, not with the strength he had, not with the yet-untempered faith he held thus far. Baleth knew this, watching his twin brother try and stop what was inevitable, and reached out with an arm covered in burnt scales, grasping at Drackos’s shoulder, before letting it fall to clutch their hand. His last memory of Baleth would be a knowing smile, understanding and coming to terms with their own end as Drackos would feel the heat of life leave his brothers grasp.

The community grieved long and hard for the fallen twin, the loss immense to all, but none more-so than the remaining dragonborn. The sacred mountain had chosen them, both of them, and yet that wretched monster would tread upon this charge, defiling the will of the very mountain it dared to call “home”. There could be no coexistence with such creatures, as such ideals were clearly not entertained by the beasts themselves, and Drackos had no intention of letting the Black Gravios get away with its horrendous crime. The dragonborn worked tirelessly at his craft and at his faith, drawing upon his belief and heritage granted to him by the elder-stream to strengthen his artform into miraculous works, equipment that he would happily sell to hunters in order see such monsters purged from sacred ground, as well as to fund his own goal.

Drackos would save the money he made, eating only enough to fuel his body to make more weapons to sell and to kill, living off the barest of necessity until he could finally pay for the services of the hunters himself. A mission would be posted for the Black Gravios that killed Baleth right in front of him. It took some time to find the hunters for such an expedition, and, as Drackos would later find out, this caused… complications, with the guilds that would take his request. Amidst the passing contracts and paperwork as skilled enough hunters would be searched for, the mission objective would be mistakenly labeled somewhere along the line as a “Hunt” rather than a “Slay”, and thus, it created its own conflict of interests as the Pheonix Ward would be the ones to accept Drackos’s quest.

The dragonborn would hear of the missions’ success, but relief and closure wouldn’t set in until he saw the beasts head for himself. He had to look to make sure those blazing red eyes had lost their gleam. When he was informed there would be none, and that the monstrosity was being relocated, Drackos would be outraged, flames bursting at the scene and nearly frying the messenger as they tried to relay that the surviving brothers demand to take the captured animal and slay it himself wasn’t a possibility, that the Pheonix Ward had taken custody of it. The brother forcefully calmed his external heat long enough to “convince” the one to give him such “good news” to further tell him where they were taking the Black Gravios before they got out of Drackos’s sight so that he could use the flames burning inside him to stoke his next actions.

Swiftly, but surely, Drackos would forge the very first piece of hunter equipment he had ever made for personal use, a mighty gunlance, something that could blast apart even the sturdy shell of his brothers killer. Between his own speed of travel and his crafting proficiency, he had the time to make this himself, just enough time so that it could all be appropriately personal. Taking his creation of destruction, he would go out, intercepting the team transporting the Gravios as they made camp. Carrying a hunters weapon, it wasn’t too terribly difficult to pass his intimidating form as a hunter himself, simply stopping by to “check in on what they had caught”.

When offered privacy with the creature to “ensure it remained harmless”, he could tell… This was the right Black Gravios. He remembered the marks from where brother his brother had initially blasted away part of the obsidian carapace, even amidst all the new breaks and scars put in place by cowards unwilling to finish the job Drackos hired them for. The creature was helpless, heavily sedated and tied in place, appallingly “for its own safety” as the team had told him… The dragonborn knew what this thing deserved, prying it heavy-yet-slack mouth open so he could fit the heavy spear and barrel of his gunlance inside. Drackos looked into its eyes as the pain of the lance awoke it, yet it was still denied its strength. The dragonborn wouldn’t find the same burning hate that he recalled within these red eyes this time around, but there was still far too much light left to them as he looked down on his purchased prize… and begun the sacred rite of wyvernsfire.

A loud explosion sounded from the chamber of captivity, obsidian shards would be found scattered around the area and covering the guilty party as he simply waited for the nearby crew to initiate detainment and arrest. Drackos wouldn’t fly away from this, he was proud to accept credit for this slaughter, and had even drawn the ire of the Pheonix Ward that handled his case so improperly. He didn’t care for the punishment, as his service to his brother’s memory and the heritage bestowed upon him by the sacred mountains had been just and fulfilled, the scourge brought to a righteous and deserved ruin, for he knew that the Flames approved of his holy act… But mortal punishment never came. He’d instead find himself taken to the hall of the Deathstalkers, where he’d find his restraints promptly removed by this more amicable hunting organization.

The Deathstalkers had apparently heard of Drackos’s plight and of the Pheonix Wards incompetency, even citing the evidence leading back to the original missions “Slay” tagline, using it along with their own pull to free the dragonborn so they could have their own justice done with and alongside him. Through this, they recruited the man into their ranks as a proper hunter, granting Drackos not only his freedom to fly as the sacred flames intended, but to further enact its will by bringing an end to more such abominations through this guild, the opportunity to hone his craft with the pieces of fallen prey, and to practice his adamant faith to purge the world of such monsters who would dare defile these realms.
Allies & Organizations
Deathstalkers
Adventuring Motivation
Purge the world of monsters, as each is a defilement upon the land, and they deserve to feel the flames that shall end the world.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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