Dravyn
Dravyn
Sheet
AC 14 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAlways on
- Breath Weapon
When When Dravyn takes the Attack action
Dravyn replaces one attack of the Attack action with a 15-foot cone or 30-foot line that is 5 feet wide. Creatures in the area make a DC 14 Dexterity saving throw, taking 1d10 lightning damage on a failure or half as much on a success. He can use this three times per Long Rest.
- Hunter's Mark
When Bonus Action
Dravyn marks a creature he can see within range, dealing an extra 1d6 Force damage whenever he hits it with an attack. The spell requires Concentration for up to 1 hour and can be moved to a new target when the marked target drops to 0 Hit Points.
- Longbow Shot
When Action
Dravyn makes a ranged weapon attack against a creature within his longbow's range. On a hit, the target takes 1d8 plus 3 Piercing damage, and the longbow's Vex mastery can grant advantage on his next attack against that target.
- Scimitar Strike
When Action
Dravyn makes a melee weapon attack using his scimitar, dealing 1d6 plus 3 Slashing damage on a hit. The weapon's Nick mastery can help him make an additional attack as part of the Attack action when used with a suitable Light weapon.
- SpellcastingLevel 1
Dravyn has learned to channel the magical essence of nature. He prepares two level 1 Ranger spells, uses Wisdom as his Ranger spellcasting ability, and has two level 1 spell slots that recharge after a Long Rest.
- Favored EnemyLevel 1
Hunter's Mark is always prepared. Dravyn can cast it twice without expending a spell slot, and he regains all expended free uses when he finishes a Long Rest.
- Weapon MasteryLevel 1
Dravyn can use the mastery properties of two proficient weapon types of his choice. His current choices are Longbow, which has the Vex mastery property, and Scimitar, which has the Nick mastery property. He can change these choices after a Long Rest.
- Creature TypeDragonbornHumanoid
- TraitDragonbornMedium size
- SpeedDragonborn30 feet
- Draconic AncestryDragonbornBronze dragon ancestry, granting lightning damage for Breath Weapon and lightning resistance
- Breath WeaponDragonbornExhale magical lightning in a 15-foot cone or 30-foot line that is 5 feet wide, dealing 1d10 lightning damage on a failed DC 14 Dexterity save or half damage on a success, three uses per Long Rest
- Damage ResistanceDragonbornLightning
- DarkvisionDragonborn60 feet
- TraitDragonbornDraconic Flight becomes available at character level 5 and is not yet available at level 1
- Magic Initiate (Wizard)Sage
Magic Initiate (Wizard). Dravyn knows two Wizard cantrips and always has one level 1 Wizard spell prepared. He uses Intelligence as his spellcasting ability for these feat-granted spells. He can cast the level 1 spell once without a spell slot, regaining that use after a Long Rest.
Spells
6 spellsSpellcasting. Dravyn casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
13 itemsWeapons
- ScimitarA curved martial melee weapon with the Light and Finesse properties.
- ShortswordA light martial melee weapon with the Light and Finesse properties.
- LongbowA martial ranged weapon with the Ammunition, Heavy, Loading, and Two-Handed properties.
Armor
- Studded Leather ArmorStudded leather armor, providing an Armor Class of 12 plus Dexterity modifier.
Tools
- Calligrapher's SuppliesWriting and copying tools used to record inscriptions, maps, and magical notes.
Gear
- 20×ArrowsAmmunition for the longbow.
- QuiverA container for carrying arrows.
- Druidic FocusA sprig of mistletoe used as a Druidic Focus for Ranger spells.
- Explorer's PackContains supplies useful for wilderness travel, including a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- BookA historical volume containing notes on ancient ruins and lost kingdoms.
- 8×ParchmentBlank sheets for copying inscriptions, maps, and discoveries.
- RobeA simple scholar's robe worn beneath his travel cloak.
Purse
- 15×Gold PiecesLoose coin remaining from his starting equipment.
Appearance
Dravyn is a tall, broad-shouldered bronze dragonborn with burnished blue-green scales, swept-back horns, and bright silver eyes. Thin lines of darker scales trace his jaw and neck like natural script. He wears studded leather reinforced with weathered green hide, a moss-colored travel cloak, and a collection of waterproof scroll tubes. A sprig of mistletoe is tied to his bow, while a small silver star, sacred to Mystra, hangs from his neck.
Mannerisms
Dravyn often traces invisible letters in the air while thinking. He pauses before entering a ruin to listen to the wind, then quietly announces what he believes the land is remembering. When excited, his scales brighten faintly around his throat and sparks crackle between his teeth.
Personality
Dravyn is patient, observant, and intensely curious. He is more comfortable deciphering a dead civilization's warning than making small talk with a living stranger, yet his compassion is genuine and immediate when someone is threatened. He speaks with careful precision, asks questions that seem unrelated until they suddenly reveal a larger pattern, and treats the wilderness as a library whose shelves are made of stone, root, and river.
Ideals
Knowledge belongs to everyone, but power must be handled with restraint. Mystra's Weave is strongest when magic is understood, respected, and used to protect life rather than dominate it.
Bonds
He carries a water-damaged page from the lost archive and will risk almost anything to recover the rest of its collection. He has sworn to protect the wilderness sanctuary connected to the archive, even though he has not yet found it.
Flaws
Dravyn can become reckless when confronted with lost lore, especially if someone else might claim it first. He sometimes treats warnings from living companions as less urgent than clues left by the dead. He also struggles to destroy dangerous knowledge, even when preservation may place others at risk.
Quirks
Background
Dravyn was raised among the scattered libraries and storm-battered observatories of the Sword Coast, where his dragonborn family served as wardens of old roads and forgotten ruins. His first lessons came from a half-blind archivist who taught him that every spell leaves a trace, and that even a broken inscription may preserve a fragment of the Weave. Dravyn became fascinated by Mystra, not as a distant idol, but as the living principle that binds magic, memory, and possibility together. He copied forbidden alphabets by candlelight, catalogued fragments of lost civilizations, and learned to read the landscape as carefully as any manuscript. When a remote archive collapsed during a magical storm, Dravyn discovered evidence that a vanished circle of spellcasters had hidden a body of lore beneath an ancient wilderness sanctuary. The surviving notes described a place where the Weave had grown through roots, rivers, and living stone. Pursuing that mystery drew him into the life of a ranger. He learned to cross trackless country, follow the movements of beasts, and defend fragile wild places from treasure hunters and tyrants. Now he travels as an explorer and guardian, seeking lost lore without allowing it to be abused. He believes knowledge should be recovered, preserved, and shared, but never at the cost of the living world.
“Dravyn became fascinated by Mystra, not as a distant idol, but as the living principle that binds magic, memory, and possibility together.”
- Background
- Sage
Connections
Species
Dragonborn
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