I can’t quite exactly remember how it is I started playing Aurelia, but after Farrak Bakk died I pretty much told the group and GM, “you guys tell me what to play this time, I am tired of untimely deaths and betrayal by the party.”
Thus we have Aurelia.
Her back story is fairly simple (‘dat ex-dragon background) and though she had an intelligent magic weapon, that rarely came into play and she was kind of dud in terms of combat when compared to the rest of the party (which was fine because I am a magnificent bullshitter and she did lots of that). Aside from Krampus (who we’ll get to sometime in the upcoming month) she’s the highest level D&D 5th character I’ve yet played.
I did get to transform into a dragon in the middle of the climax fight though and that was pretty killer.😉
PS: Psssst you play Pathfinder? You like Pathfinder? Digging on my weirdness? You can get my first campaign setting really cheap and score some amazing print books over on this Kickstarter that ends Friday! Either way check it out — lots of free goodies!😀
Female Dragonborn (Gold) Bard 14, LG
Armor Class 18 (2 Dex + 5 armor + 1 weapons)
Hit Points 98 (14d8+28) (14 available)
Speed 30 ft.
PROFICIENCY BONUS +5 (+1 luck to ability checks)
Saving Throws Dexterity, Charisma (+1 luck to all)
Skill Proficiencies Deceptionx2, Insightx2, Persuasionx2, Religion, Stealthx2
Tool Proficiencies drum, guitar, flute
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common, Draconic, Infernal
Breath Weapon. Aurelia can use an action to exhale flame in a 15-foot cone that deals 4d6 fire damage (DC 15 for half damage). After she uses her breath weapon, she can’t use it again until she completes a short or long rest.
Damage Resistance. Aurelia has resistance to fire (and cold from robe of the winterlands).
Spellcasting. Aurelia is a 13th-level spellcaster that uses Charisma for spellcasting (spell save DC 17; +9 attacks). Aurelia knows the following spells:
- Cantrips—dancing lights, friends, true strike, vicious mockery
- 4 cast 1st (4/day)—comprehend languages, detect magic, healing word, sleep, thunderwave
- 3 cast 2nd (3/day)—blindness/deafness, detect thoughts, invisibility
- 2 cast 3rd (3/day)—dispel magic, spirit guardians
- 1 cast 4th (3/day)—greater invisibility, polymorph
- 1 cast 5th (2/day)—hold monster, mislead, reincarnate
- 1 cast 6th (1/day)—chain lightning, mass suggestion
- 1 cast 7th (1/day)—forcecage
Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d8+5 bludgeoning damage (magical).
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range (150/600), one target. Hit: 1d8+2 piercing damage.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice (Abyssal, Infernal)
BG Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch
Ex-Dragon. You have a secret. You once were an adult gold dragon who served Bahamut. You were too proud and vain, to the point that he decided you needed a lesson.
He trapped you in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s command to go into the world and prove your devotion to the cause of good. If you prove worthy you will one day return to his side in your true form.
Metallic dragons, at least the powerful ones (royal families) are semi-divine and born with fixed alignments. When you were banished by Bahamut, you were given the gift of free-will and found yourself able to choose and act as you wish. The lusts and greed and intolerance of your dragon nature have proved a constant challenge to your basically good nature.
Dragon Scholar. You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
You can have ADVANTAGE on History checks too (as you are centuries old).
goggles of night, hat of disguise (now owned by General Arou), robes of the winterlands, Scalesmasher (+1 warhammer), stone of good luckA (+1 ability checks, +1 saving throws), winged boots (fly 30 ft., 4 hours/day, regains 2 hours of flying for every 12 not in use), half plate, longbow (20 arrows), longsword, pieces of a red dragon, pieces of a blue dragon, charmed elephant friend, bag of holding
Red dragon skull helmet for Arou the elephant (her steadfast awakened companion, topaz from cyclops in hedge maze
General Arou, Awakened Elephant
Bardic Inspiration 1d10 (4 uses, long rest)
Jack of All Trades (+2 to all nonproficient)
Song of Rest (1d10 on short rest)
Bard College (College of Valor; Combat Inspiration, Extra Attack, Battle Magic)
Expertise (Deception, Insight, Persuasion, Stealth)
Font of Inspiration
FEAT: Dual Wielder
FEAT: War Caster
SCALESMASHER SPECIAL ABILITY
Warhammer of Golden Wrath – when you hit a creature with this weapon who is a chromatic dragon or chromatic half-dragon or chromatic dragonborn, once per turn, you may choose to inflict the effect of the spell wrathful smite on it (additional 1d6 psychic damage and WIS save or also be FRIGHTENED of you until the spell ends. The on-going fear effect requires concentration so casting any other concentration spell or losing concentration, ends the effect – however the weapon continues to hold the wrathful smite so next round you can trigger it again and this way you can impose the FRIGHTENED condition on multiple creatures.