Skip to content
CreatePricing
Fang - AI-generated fantasy Character

Fang

Dragonborn · Fighter · Level 1 · Criminal

Fang

Fang is controlled, observant, and dryly sardonic.
AC15
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 12 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Scimitar,
Shortsword,
Longbow

Tools

Thieves' Tools

Languages

Common,
Draconic

Features

16 features

Bonus action

  • Second WindLevel 1

    As a Bonus Action, you can regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice, and you regain one expended use when you finish a Short Rest, or all expended uses when you finish a Long Rest.

Always on

  • Push

    When On-hit weapon mastery

    Push a creature 5 feet away when you hit it with a relevant melee weapon, if the weapon mastery property allows it.

  • Sap

    When On-hit weapon mastery

    Impose disadvantage on the target's next attack roll before the start of your next turn when you hit it with a relevant weapon, if the weapon mastery property allows it.

  • Slow

    When On-hit weapon mastery

    Reduce the target's Speed on a hit, if the weapon mastery property allows it.

  • Breath Weapon

    When Attack action replacement

    Exhale magical energy as a 15-foot cone or 30-foot line, forcing creatures in the area to make a Dexterity save against your breath weapon DC.

  • Fighting Style: DefenseLevel 1

    You have honed your martial prowess and gained the Defense fighting style. While you are wearing armor, you gain a +1 bonus to AC.

  • Weapon MasteryLevel 1

    You have mastered three weapons of your choice. Fang’s weapon masteries are set to Scimitar, Shortsword, and Longbow. After a Long Rest, he can practice and change one of these choices.

  • Creature TypeDragonbornHumanoid
  • SizeDragonbornMedium
  • SpeedDragonborn30 feet
  • Draconic AncestorDragonbornChoose a dragon type, which determines your Breath Weapon damage type and Damage Resistance. For Fang, choose Copper, which gives Acid damage.
  • Breath WeaponDragonbornReplace one attack during the Attack action with a 15-foot cone or 30-foot line. Creatures in the area make a Dexterity save against DC 12, taking 1d10 acid damage on a failed save, or half on a success. Uses per Long Rest: 2.
  • Damage ResistanceDragonbornAcid resistance.
  • DarkvisionDragonborn60 feet.
  • Draconic FlightDragonbornAt character level 5, Fang can manifest spectral wings for temporary flight.
  • Criminal ContactCriminal

    Fang has a network of underworld contacts, fences, informants, and lookouts who can help him find illegal goods, hide from the law, or hear rumors from the streets.

Gear

12 items

Weapons

  • Scimitar
    A curved blade for close work and quick slashes.
  • Shortsword
    A backup blade for tight spaces and concealed carry.
  • Longbow
    A ranged weapon for hunting and ambushes.

Armor

  • Studded Leather Armor
    Light armor, worn and fitted for mobility.

Tools

  • Thieves' Tools
    A set of thieves' tools for locks and traps.

Gear

  • 20×
    Arrows
    A quiver full of arrows for the longbow.
  • Quiver
    A container for the arrows.
  • Dungeoneer's Pack
    A pack with equipment for exploration and travel.
  • Crowbar
    A heavy tool used to force open doors, crates, or other barriers.
  • 2×
    Pouches
    Small pouches for coin, lock picks, and contraband.
  • Traveler's Clothes
    Worn traveling clothes suitable for blending in.

Purse

  • 11×
    Gold Pieces
    A small reserve of coin from old jobs and the criminal background package.

Appearance

Fang is a lean, scarred dragonborn with deep copper scales, a narrow horned brow, and bright amber eyes that miss very little. He wears fitted studded leather over a dark traveler's outfit, with a scimitar at his hip and a shortsword kept in a cross draw sheath. His claws are neatly filed, his jaw is often set in a watchful half-snarl, and the faded marks of old prison rope can still be seen on one wrist.

Mannerisms

Fang speaks in short, measured sentences and rarely wastes words. When thinking, he taps one claw against the flat of his scimitar hilt, and when annoyed he exhales a thin ribbon of smoke through his nostrils instead of raising his voice. He watches exits automatically and always positions himself so a wall is at his back.

Personality

Fang is controlled, observant, and dryly sardonic. He prefers planning to boasting, but once he commits to a cause he becomes stubbornly dependable. He rarely shows warmth quickly, yet he has a quiet respect for competence, courage, and anyone who keeps their word.

Ideals

Freedom. No chain is sacred just because it was forged by power, law, or tradition. Fang believes people deserve the chance to choose their own path, even if that path is dangerous. He will fight to break systems that grind the weak into dust, but he draws a hard line at harming innocents to do it.

Bonds

Fang keeps the stolen ledger hidden in a waterproof oilskin case, and he will risk almost anything to protect it. He still owes his life to an aging fence who smuggled him out of the city, and he repays that debt whenever he can. Deep down, he also feels responsible for every name in the ledger, because he suspects each one represents someone who was betrayed the way he was.

Flaws

Fang trusts preparation more than people, and that makes him slow to accept help even when he needs it. He keeps score of every slight, real or imagined, and once he decides someone is a liar, it is hard to change his mind. When cornered, he can become coldly ruthless, telling himself that survival is proof enough that he was right.

Quirks

Always counts exits and guards before he sits down.
Keeps his claws polished and filed to avoid making noise on stone.
Collects wax seals from broken letters and can identify a noble house by scent and color alone.
Never drinks from an unfamiliar cup without inspecting the rim first.

Background

Fang learned early that a dragonborn’s size could make people fear him, and fear was useful if you knew how to steer it. He grew up in the packed alleys of a port city where smuggling rings, street gangs, and corrupt dockmasters all claimed the same alleys. Fang started as a lookout, then a runner, then the one sent in when a door needed opening and a problem needed ending. His sharp mind made him valuable, but it was his iron discipline, not brute force, that kept him alive. He studied fighting the way other thieves studied locks, learning footwork, timing, and how to strike first before a blade could ever find his throat. Eventually, one job went bad. A noble’s safe room was supposed to hold coin and ledgers, but it held blackmail, names, and a body already cooling on the floor. Fang was blamed for the murder and left to fend off city watch, bounty hunters, and the people who had hired him in the first place. He escaped with a stolen ledger, a battered sense of honor, and a vow to stop being a tool for stronger wills. Now he fights with soldierly discipline and criminal instincts, selling his blade to survive while quietly hunting the names buried in that ledger, hoping to learn who framed him and why someone wanted the truth buried so badly.

“He grew up in the packed alleys of a port city where smuggling rings, street gangs, and corrupt dockmasters all claimed the same alleys.”
From their backstory
Background
Criminal

Connections

Species

Dragonborn

Media

0 images

No images yet.

Visual sheet

Turn Fang into a sheet

A high-res, share-ready sheet you can post or print.