Seraph Copperscale
Seraph Copperscale
Sheet
AC 15 · HP 9 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- ReligionINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Breath Weapon
When When you take the Attack action
Exhale magical energy in a 15-foot cone or 30-foot line, forcing creatures in the area to make a Dexterity save. On a failure they take 1d10 lightning damage, half on success. Usable a number of times equal to proficiency bonus per Long Rest.
- TraitDragonbornBreath Weapon, replace one attack when you take the Attack action, 15-foot cone or 30-foot line, Dexterity save, 1d10 lightning damage on a failed save, half on a success
Always on
- SpellcastingLevel 1
You know two cantrips from the Druid spell list, and you prepare four 1st-level Druid spells. Wisdom is your spellcasting ability. You have 2 spell slots, and you regain them after a Long Rest.
- DruidicLevel 1
You know Druidic, the secret language of Druids. You also always have the Speak with Animals spell prepared.
- Primal OrderLevel 1
You dedicate yourself to one sacred role. Magician grants one extra Druid cantrip, and adds your Wisdom modifier, minimum +1, to Intelligence (Arcana or Nature) checks.
- Creature TypeDragonbornHumanoid
- SizeDragonbornMedium
- SpeedDragonborn30 feet
- TraitDragonbornDraconic Ancestry, Bronze, determines your breath weapon and damage resistance
- TraitDragonbornBreath Weapon uses equal to proficiency bonus, regained on a Long Rest
- TraitDragonbornDamage Resistance to lightning
- TraitDragonbornDarkvision, 60 feet
- TraitDragonbornDraconic Flight at character level 5
- Magic Initiate (Cleric)Acolyte
Magic Initiate gives the character two cleric cantrips and one 1st-level cleric spell, chosen to reflect their devotion and training. Once per Long Rest, they can cast the chosen 1st-level spell without expending a spell slot.
Spells
9 spellsSpellcasting. Seraph Copperscale casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): , , , ,
Gear
11 itemsWeapons
- SickleA simple melee weapon used for ritual and defense.
- QuarterstaffA quarterstaff consecrated as a druidic focus.
Armor
- Leather ArmorProtective armor worn beneath travel clothing. AC base 11 plus Dexterity modifier.
- ShieldA simple defensive shield carried in one hand.
Tools
- Herbalism KitTools for tending plants, preparing salves, and identifying useful natural ingredients.
- Calligrapher's SuppliesA set of fine writing tools used for copying prayers and temple records.
Gear
- Explorer's PackA pack containing adventuring supplies chosen for wilderness travel.
- Book of PrayersA devotional tome containing prayers, copied verses, and personal notes.
- Holy SymbolA token of faith carried for rites and daily devotion.
- 10×ParchmentBlank pages for records, correspondence, and hidden Druidic notes.
- RobeA plain vestment suitable for temple service and travel.
Appearance
A bronze-scaled dragonborn with a scholar's posture, careful amber eyes, and faint temple-ink stains on the claws. Their hide is neatly polished, their horns are wrapped with simple copper thread, and a practical leather vest sits over layered robes. A carved holy symbol hangs beside a druidic focus quarterstaff, while a satchel of scrolls and herb bundles marks them as both devotee and field sage.
Mannerisms
Speaks softly but precisely, like someone reciting a rite. When thinking, they tap one claw against the haft of their staff in a steady rhythm, and they unconsciously bow their head before speaking to animals or touching herbs.
Personality
Measured, compassionate, and quietly stubborn. They treat every conversation like a ceremony, but their kindness is practical rather than sentimental. They prefer patient listening, exact words, and acts of service over grand speeches.
Ideals
All life is part of a sacred balance, and no creed is worthy unless it protects the living world. Knowledge should be shared, especially when it can heal, preserve, or prevent needless suffering.
Bonds
They still keep the prayer book of their first mentor, its margins filled with herbal notes and weather observations. They are devoted to protecting sacred groves, roadside shrines, and any humble place where the weak seek shelter.
Flaws
They can become so focused on ritual correctness that they miss what is happening in front of them. They also carry a quiet fear that their faith is incomplete, and that one wrong choice could dishonor both temple and grove.
Quirks
Background
Hatched beneath a temple roof during a storm season, this dragonborn was raised on incense smoke, copied prayers, and the measured footsteps of priests who believed every living thing had a place in the great pattern of creation. They learned letters before they learned to fight, and their first lessons were not battle drills but the careful naming of herbs, constellations, and the sacred duties of tending the poor. As a novice acolyte, they became known for leaving neat little notes in Druidic and Common alike, hidden between devotional texts so that the right message would reach the right hands at the right time. Their path shifted when a pilgrimage into a protected grove revealed that the temple's doctrine and the living land were not rivals, but two voices in the same hymn. The old priest who mentored them saw the same reverence in weathered bark and dragon scales, and encouraged them to study druidic magic as a form of service. Now they travel as a fledgling druid, carrying prayer beads, healing herbs, and a solemn vow to protect the helpless places where faith and wilderness meet. They are still young enough to doubt themselves, but old enough to know that mercy can be a discipline, not just a feeling.
“They are still young enough to doubt themselves, but old enough to know that mercy can be a discipline, not just a feeling.”
- Background
- Acolyte
Connections
Species
Dragonborn
Media
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