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Dorakan Bane

5 Level (0/14000 XP for level-up) Guide Background Brass Dragonborn Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR 14

+2

DEX 18

+4

CON 15

+2

INT 12

+1

WIS 16

+3

CHA 10

+0

48
Hit Points
+7
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
19
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+7 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+6 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+0 Deception CHA
+1 History INT
+3 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+9 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +7 DEX 1d8+4 piercing
Shortsword +7 DEX 1d6+4 slashing
Attacks
Dread Ambusher
You have mastered the art of creating fearsome ambushes, granting you the following benefits.

Ambusher's Leap. At the start of your first turn of each combat, your speed increases by 10 feet until the end of that turn.

Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Umbral Sight
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision. You have Darkvision with a range of 60 feet.

Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.

Features & Traits
Class equipment: Studded Leather Armor, Rapier, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack
Background equipment: Shortbow, 20 Arrows, Cartographer’s Tools, Bedroll, Quiver, Tent, Traveler's Clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 500, Platinum: 0 Money
Simple and Martial weapons
Light and Medium armor and Shields

Cartographer's Tools
Languages: Common, Draconic, Elvish

Languages & Proficiencies
Likes to be staightforward, uncomofrtably so at times. He preffers to be honest and does enjoy messing with others from time to time. He might also snap at you randomly or for a stupid reason but will eventually talk about it. Relluctuntly. He also likes to grunt often. He thinks that is a good way to emmulate animals and he also thinks it makes him look inimidating when he exhales loudly.

Personality Traits
Food, Booze, Sleep and Freedom. Also, smash fuckers who think they know how to make others obey just cause they demand it.
This place is rotten and i am the only one willing to do something about it. So i will compost whoever is the most fucked up and tries to spread it and then compost them to make good quality booze. Because i am willing to let them to some good even after death since they decided to be my prey of choice in life.

Ideals
My pet raven. Her name is Boleria. I named her after my mother. Also, i REALLY want to make my own booze but have not been able to yet. This is my hope's lifeline.

Bonds
When given the opportunity he will drink himself to sleep. But alchohol is rare here, ESPECIALLY good alchohol. So he is passively mad about this, aaaaall the time.
If provoked enough in the right circumstances he will barely hold in his feral desire to rip and tear moronic ego hungry fucks.

Flaws
The best compost will be made from those who were happier. But i am not after them.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

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