Saffron Emberscale
Saffron Emberscale
Sheet
AC 15 · HP 24 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- InsightWIS
- NatureWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- TraitDragonbornBreath Weapon, when you take the Attack action, you can replace one attack with an exhalation in a 15-foot Cone or a 30-foot Line that is 5 feet wide. Creatures in the area make a Dexterity saving throw against DC 12, taking 1d10 Fire damage on a failed save, or half as much on a success. Uses per Long Rest equal to proficiency bonus.
Bonus action
- Wild ShapeLevel 2
You can use Wild Shape twice, regaining one use on a Short Rest and all uses on a Long Rest. As a Bonus Action, you can transform into a Beast form you know with a maximum Challenge Rating of 1/4 and no Fly Speed. You know four forms and can replace one after a Long Rest.
Always on
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You know two cantrips from the druid spell list, and you prepare a number of level 1+ druid spells equal to the level 1 prepared spells progression for your level. You can use a Druidic Focus as your spellcasting focus.
- DruidicLevel 1
You know Druidic, the secret language of druids, and you always have Speak with Animals prepared. You can leave hidden messages in Druidic.
- Primal Order, MagicianLevel 1
You have dedicated yourself to the Magician role. You know one extra cantrip from the druid spell list. You also add your Wisdom modifier, minimum +1, to Intelligence (Arcana) or Intelligence (Nature) checks.
- Wild CompanionLevel 2
As a Magic action, you can expend a spell slot or a use of Wild Shape to cast Find Familiar without material components. The familiar is a Fey and vanishes when you finish a Long Rest.
- Druid SubclassLevel 3
You choose a Druid subclass. Your subclass grants features at certain druid levels.
- Circle of the Land SpellsLevel 3
Choose arid, polar, temperate, or tropical land after a Long Rest. For arid land, you always have Blur, Burning Hands, and Fire Bolt prepared. These spells count as druid spells for you.
- Land's AidLevel 3
As a Magic action, you can expend a use of Wild Shape and create a 10-foot-radius Sphere within 60 feet. Creatures of your choice in the area take 2d6 Necrotic damage on a failed Constitution save or half on a success, and one creature of your choice regains 2d6 hit points.
- Creature TypeDragonbornHumanoid
- TraitDragonbornDraconic Ancestry, Gold, which determines your Breath Weapon damage type as Fire.
- TraitDragonbornDamage Resistance, you have Resistance to Fire damage.
- TraitDragonbornDarkvision, 60 feet.
- Trade ConnectionsMerchant
You can usually identify a useful trade route, make sensible arrangements for transport, and find someone willing to buy, sell, or move goods if a settlement has even a modest market. Your experience with caravans and commerce also gives you a practical sense of prices, distances, and the value of supplies.
Spells
13 spellsSpellcasting. Saffron Emberscale casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , , , , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- SickleA simple curved blade useful for ritual work and field use.
Armor
- Leather ArmorLight armor worn and reinforced for travel.
- ShieldA wooden shield etched with winding vine patterns.
Tools
- Herbalism KitKit used to prepare herbal remedies, poultices, and teas.
- Navigator's ToolsTrade route planning and navigation toolkit.
Gear
- Druidic Focus (Quarterstaff)Quarterstaff used as a druidic focus.
- Explorer's PackA sturdy pack with basic travel gear from the druid start.
- 2×PouchTwo spare carrying pouches for herbs, coin, and trade tokens.
- Traveler's ClothesPractical clothes suited to long travel.
Purse
- 9×Gold PiecesCoins kept from the merchant background option.
Appearance
A lean gold dragonborn with sun-yellow scales, gold eyes, and a long, expressive tail. He wears travel-worn leather armor layered over druidic cords, with herb pouches, bone beads, and a navigator's coil at his belt. His scales catch the light like warm desert glass, and his claws are stained faintly green from grinding roots and salves.
Mannerisms
He counts on claw tips when thinking, as if tallying invisible coins. When bargaining, he lowers his voice and tilts his head, listening like a heron watching a pool. In tense moments, he rubs a thumb across the ridges of his scales near the throat, a self-soothing habit learned from long nights beside caravan fires.
Personality
Patient, observant, and surprisingly shrewd, Saffron speaks like someone who has spent his life weighing weight, distance, thirst, and need. He is generous in emergencies and merciless toward waste, fraud, and needless cruelty. He prefers solutions that keep everyone alive, even if the answer is ugly, muddy, or inconvenient.
Ideals
Every road should feed the people who travel it, and every living thing deserves a fair chance to endure. Wealth is only useful when it becomes water, medicine, shelter, or a path forward.
Bonds
The old herbalist who raised him is the closest thing he has to a parent, and he still sends back bundles of rare herbs, salts, and seeds from every journey. He also feels responsible for the caravan routes that carried him through childhood, and he protects merchants, beasts, and travelers who move honestly through dangerous lands.
Flaws
He trusts prices faster than people. If a bargain looks clever enough, he may chase it even when his instincts warn him that the deal is rotten. He also hoards useful objects, convinced that any abandoned trinket, root, or broken charm might matter later, which can make him stubborn, secretive, and slow to throw anything away.
Quirks
Background
A trading caravan found the child at the edge of the borderlands, bundled in a rain cloak and left with no name, no kin mark, and no promise except survival. The caravan master had no heart for abandonment, so the baby was placed with the oldest herbalist-druid in the next oasis grove, a woman who taught that every seed has a reason to live. The child grew up among mortar and pestle, thornbrush, and patient hands, learning how to soothe fever, split roots, and listen when the dunes seemed to be whispering back. He traveled young with the caravans that crossed desert and savannah, not as a warrior, but as a problem-solver, a witness, and an odd little helper who could coax a lame mule onward or haggle an extra waterskin from a miserly merchant. He sold anything that could be sold, food stocks at the right season, spare rope, glass charms, dried herbs, and once, with grave seriousness, an ancient artifact he did not understand and did not trust. That bargain bought medicine for a sick child and earned him a reputation as a man who could sense the true cost of a thing. Now he walks the wild roads as a druid of the open country, protective of travelers, suspicious of greed, and always listening for the next bargain, whether it is struck in coin, kindness, or rain.
“That bargain bought medicine for a sick child and earned him a reputation as a man who could sense the true cost of a thing.”
- Background
- Merchant
Connections
Species
Dragonborn
Media
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