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The Last Dragonborn in Dungeons & Dragons 5e

The Last Dragonborn

20 Level (0/355000 XP for level-up) Designed to be the nightmare he truly is. Background Nord Race / Species / Heritage Chaotic Evil Alignment
Fighter
Level 20
Hit Dice: 20/20
1d12+10 Class 1

STR 26

+8

DEX 20

+5

CON 30

+10

INT 18

+4

WIS 20

+5

CHA 24

+7

410
Hit Points
+5
Initiative (DEX)
22
Armor Class (AC)
+6
Prof. Bonus
40
Speed (walk/run/fly)
28
Passive Perception
Spellcasting ...
+13 Attack mod
CHA Ability
+7 Abi Mod
21 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+14 Strength
+11 Dexterity
+16 Constitution
+4 Intelligence
+11 Wisdom
+13 Charisma
saving throws
+11 Acrobatics DEX
+5 Animal Handling WIS
+10 Arcana INT
+20 Athletics STR
+13 Deception CHA
+10 History INT
+11 Insight WIS
+19 Intimidation CHA
+10 Investigation INT
skills
+5 Medicine WIS
+10 Nature INT
+17 Perception WIS
+7 Performance CHA
+13 Persuasion CHA
+10 Religion INT
+11 Sleight of Hand DEX
+17 Stealth DEX
+17 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dragonslayer Greatsword +14 STR 3d10+8+8 Slashing
 +3d8 Force damage
Dragonbone Longbow +11 DEX 2d10+5+5 piercing
 +4d6 elemental damage (choose fire, cold, lightning)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
FUS RO DAH (Unrelenting Force) +13 1 action 60ft Cone Instantaneous 12d10 Force V
 Notes:Each creature in a 60-foot cone must succeed on a DC 22 Strength saving throw or take 12d10 force damage, be pushed 60 feet, and knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone. Recharge 5–6.
YOL TOOR SHUL (Fire Breath) +13 1 action 90ft Cone Instantaneous 18d6 Fire V
 Notes:DC 22 Dexterity saving throw. Half damage on a success. Recharge 5–6.
FO KRAH DIIN (Frost Breath) +13 1 Action 90ft Cone Instantaneous 16d6 Cold V
 Notes:DC 22 Constitution saving throw. On a failed save, the creature is Restrained by magical ice. The creature repeats the save at the end of each of its turns. Recharge 5–6.
STRUN BAH QO (Storm Call) +13 1 Action 120ft 3 rounds 10d10 V
 Notes:Choose a point within 120 feet. A 30-foot radius storm forms. Creatures inside make a DC 22 Dexterity saving throw. On success, take half damage. Those inside when the storm appears take 10d10 lightning damage. At the start of each of their turns while inside the storm they make an additional Dexterity Saving Throw. Recharge 5–6.
WULD NAH KEST (Whirlwind Sprint) Bonus Action Self (120 ft.) Instantaneous 8d10 Force V
 Notes:The Dragonborn moves up to 120 feet in a straight line. Creatures crossed through make a DC 22 Dexterity saving throw. On a failure they take 8d10 force damage. Recharge 5–6.
KRII LUN AUS (Marked for Death) +13 1 Action 120 ft. 1 Minute 0 V
 Notes:One creature of the Dragonborn's choice makes a DC 22 Constitution saving throw. On a failed save: Vulnerable to all damage. AC reduced by 3. Cannot regain hit points. The target repeats the saving throw at the end of each of its turns. Recharge 6.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: , Platinum: 0 Money

Seems to really like messing with people. He has saved the world, defeated the strongest opposition there is available... but he's grown bored in the mundanity of the peace that he's created. He now spends his days tormenting Nazeem, stealing and hording cheese wheels, or any other thing that suits his fancy to provide even a moment's reprieve from boredom induced melancholy.




Personality Traits

He's very bored, if someone offers him a challenge and he was even partially satisfied, he's unlikely to kill them.


The dragonborn rolls a d100 when the party is low health, on a high 90+ roll, he is filled with a murderous intent and intends on killing the entire party.
On a <90 roll the dragon born decides knocking the party unconscious so they can return stronger is the right play.
Someone in the party rolls a 1d6
1: The Dragonborn attempts to incapacitate all targets. And promptly leaves them in the street.
2: The Dragonborn offers the party the chance to stand down, with no more bloodshed. If they refuse, the dragonborn attempts to incapacitate all party members, and then proceeds to loot: 1 equipped item of the Dm's choice, and the player must roll 3d20, the dragonborn loots the item in their inventory that corresponds to the number. EX: if the player rolls a 5, the 5th item in their inventory gets looted.
3. The Dragonborn attempts to incapacitate all targets, and brings them to a jail house determined by a 1d10 roll.
1. Whiterun Hold: Dragonsreach Dungeon
2. Haafingar: Castle Dour Dungeon (Solitude)
3. The Reach: Cidhna Mine (Markarth)
4. The Rift: Riften Jail
5. Eastmarch: Windhelm Jail (Palace of the Kings)
6. The Pale: Dawnstar Barracks
7. Falkreath Hold: Falkreath Barracks
8. Hjaalmarch: Morthal Jail (Guardhouse)
9. Winterhold: The Chill
10. Solstheim (Dragonborn DLC): The Bulwark Jail (Raven Rock)


The players will wake up in a jail cell corresponding to the roll of the d10, and each player will have a 1,000 gold bounty if they choose to escape.
4. The Dragonborn smiles. "Seek me out again adventurers." Then proceeds to flee.
5. The Dragonborn attempts to incapacitate all targets, after incapacitating all targets, the party wakes up to find a note.
"You did well in fighting me, take this gift and grow stronger. Challenge me again."
The dragonborn leaves a dragonbone weapon of dm choice. Enchanted
2,000 gold (if less than 4 players, 3,000 if 6 players)
6. The Dragonborn attempts to incapacitate all targets.
Upon the party waking, they will find that they've been moved to another place, in front of them the dragonborn is cooking and eating by the campfire. The dragonborn will offer advice to each of the party members. The party members will be able to choose from the following permanent boons.
One free feat.
A once-per-long-rest reroll.
+1 to a saving throw.
A unique Thu'um-inspired ability.





Flaws
Attack (1 Action)
The Dragonborn makes one weapon attack.

Dragonrend (2 Actions)
One creature within 120 feet.
DC 22 Wisdom saving throw.
Failure:
Flying speed becomes 0.
Movement speed is halved.
Disadvantage on attack rolls until the end of its next turn.
TIID KLO UL — Slow Time (3 Actions)
Recharge 5–6.
The Dragonborn twists the flow of time itself.
Each creature of the Dragonborn's choice within 120 feet must succeed on a DC 22 Intelligence saving throw or become frozen in time.
A creature that fails:
Skips its next turn.
Cannot move.
Cannot take actions.
Cannot take bonus actions.
Cannot take reactions.
A creature that succeeds is immune to TIID KLO UL until the start of the Dragonborn's next turn.

Unrelenting Assault (3 Actions)
The Dragonborn moves up to half its speed.
It then makes two Greatsword attacks.

Legendary Actions
Dovah Reborn
When the Dragonborn is reduced to 0 hit points for the first time, it instead drops to 1 hit point.
The sky darkens as the souls of dragons empower the Last Dragonborn.
Immediately:
Regains 250 hit points.
All Shouts recharge.
Gains one additional Legendary Action each round (4 total).
Weapon attacks deal an additional 2d10 Force damage.
Every Shout deals an additional 4d6 damage.

This transformation can occur only once.

Mythic Trait


™ & © 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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