| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 8 | -1 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | -1 | -1 |
| WIS | 15 | +2 | +5 |
| CHA | 12 | +1 | +1 |
Draconic Soul. When Yordai comes within 6 miles of a Dragon’s lair, his soul magically recognizes the regional effects (found in the Monster Manual) that the Dragon gives off. This allows him to know whether the lair is home to a Chromatic or Metallic, and the type of Dragon that resides there, though Yordai can not know anything else. Likewise, the Dragon itself can magically sense Yordai, and will either seek to confront or avoid him depending on the Dragon’s disposition and type. This feature does not reveal the entrance to the Dragon’s lair, the age of said Dragon, their current location, or the location of Yordai. Additionally:
- When Yordai is seen on the Ethereal Plane, he appears as a Dragon.
- He gains Advantage on charisma checks when interacting with chromatic dragons.
- Resistance to fire damage type.
- Knows the Thaumaturgy cantrip.
- At 3rd level, can cast the Feather Fall spell on himself once per day.
- Once you reach 5th level, you can also cast Gust of Wind once per day.
Draconic Armor (lvl1). Gain 13 + Dexterity modifier on unarmored defense. Additionally, during short or long rest Yordai can attempt to craft a simple melee weapon using his dragon shard. These weapons are considered magical weapons for the sake of overcoming resistances. different weapons might require other materials as well (for example handle for a spear or a javelin).
Alert. +1 On Initiative rolls, and you can swap your initiative with another willing creature.
Second Wind (2). expend 1 use of your Second Wind to gain Temporal HP equal to one roll of your Command die + your Fighter level.
Rage. You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. You have resistance to all bludgeoning, piercing, and slashing damage.
Draconic Armor (At lvl1). Gain +1 on AC, 5x your Level Temporary HP, and 10 feet climbing speed.
Description
Yordai is a Chaotic Neutral (CN) character who is unpredictable, free-spirited, and self-serving, valuing personal freedom above all else. He is not bound by laws, morality, or a strict personal code—only his own whims and desires. However, he isn't necessarily evil or destructive for the sake of it. He simply does whatever he feels like at the moment, whether it's helping, hurting, or ignoring the situation entirely.
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Personal Freedom Above All – You do what you want, when you want, without concern for rules or authority.
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Unpredictable, Not Random – You’re impulsive but not stupid; your actions should make sense within your character’s personality and goals.
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Morality is Situational – You might save a village one day and scam a merchant the next. You act on your terms, not based on good or evil.
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Rebels Against Structure – You dislike being controlled and will resist rules, traditions, and expectations, whether they come from governments, gods, or party members.
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Acts Based on Instinct – Instead of deep plans, you often go with what feels right in the moment.
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Follow Your Own Desires – If something interests you, you pursue it. If it bores you, you move on.
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Avoid Unnecessary Commitments – You help or harm others based on what feels right at the time, not out of duty.
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Challenge Authority, But Be Smart About It – You don’t blindly pick fights with every lawman, but you won’t obey rules you don’t respect.
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Keep the Party on Their Toes – Your actions should be fun and unexpected but not disruptive to the group's goals.
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Be a Wildcard, Not an Edgelord – You aren’t Chaotic Stupid. Don’t ruin the game by betraying allies or causing chaos just for the sake of it.
Personality traits: The best way to get me to do something is to tell me I can't do it.
Ideals: Chains are meant to be broken, as are those who would forge them.
Bonds: Someone I loved died because of mistake I made. That will never happen again.
Flaws: I have a "tell" that reveals when I'm lying.
Lair and Lair Actions
MANEUVERS
Endure. Immediately before you would suffer damage, you may use
your reaction to gain temporary hit points equal to your
Mastery Die + Your Constitution modifier (Minimum of 1)
If after suffering this damage you do not have any of the
temporary hit points remaining, you regain usage of your
reaction.
Total Precision. When you make a weapon attack against a creature, you
may expend a Mastery die and add it to the attack roll. You
may do so before or after seeing the attack roll, but before you
know if the attack misses.
If an attack benefiting from this feature exceeds a creatures
AC by 10 or more, it becomes a critical hit.
/
Disarm. Upon hitting a creature with a weapon attack, you may
expend a Mastery die and add the die to the attacks damage.
It additionally must make a Strength saving throw, on a failed
save it must drop one item of your choice, which lands at the
creatures feet.
/
Change Target. When you miss a creature with a weapon attack, you may
expend a Mastery die to remake the attack roll against
another creature within 5-feet of the target. This attack has
disadvantage, however you may add the expended Mastery
die to the attack roll.
/
Blinding Strike. As a bonus action, you can expend a Mastery Die and force
a creature within 10 feet to make a Constitution saving throw.
On a failure, it takes piercing damage equal to your Mastery
Die and is blinded until the start of your next turn.
A creature must have eyes in order to be blinded by this
feature.







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