Watawin
Watawin
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
11 featuresAlways on
- Poison Breath
When Action
Watawin exhales poisonous green energy in a 15-foot cone. Each creature in the area must make a DC 10 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much on a successful one. After using this trait, Watawin cannot use it again until finishing a short or long rest.
- SpellcastingLevel 1
Watawin is a 2nd-level spellcaster. Their spellcasting ability is Charisma. They can use an arcane focus as a spellcasting focus and know three sorcerer cantrips and three 1st-level sorcerer spells.
- Font of MagicLevel 2
Watawin has 2 sorcery points. They can use sorcery points to create spell slots or use Metamagic when they gain access to it. At this level, their sorcery points can be restored by finishing a long rest.
- Draconic AncestorLevel 1
Watawin's green dragon ancestry grants poison as their draconic ancestry type. They can speak, read, and write Draconic. When they make a Charisma check when interacting with dragons, their proficiency bonus is doubled if it applies.
- Draconic ResilienceLevel 1
When Watawin is not wearing armor, their base AC is 13 plus their Dexterity modifier. Their skin also gives them increased toughness, reflected in their sorcerer hit points.
- TraitDragonbornDraconic Ancestry, green dragon ancestry with poison damage type.
- TraitDragonbornBreath Weapon, 15-foot cone, DC 10 Constitution saving throw, 2d6 poison damage, usable once per short or long rest.
- TraitDragonbornDamage Resistance, resistance to poison damage.
- TraitDragonbornDraconic language, including the ability to speak, read, and write Draconic.
- TraitDragonbornMedium size and walking speed of 30 feet.
- DiscoveryHermit
Watawin discovered a unique and powerful insight during years of isolation. They can slowly reconstruct the workings of magical forces by studying natural patterns, dreams, and remnants of draconic power. They can also find food and fresh water for themselves and up to five other people each day, provided the land offers ordinary resources.
Spells
6 spellsSpellcasting. Watawin casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , ,
Gear
8 itemsWeapons
- DaggerA plain dagger used for cutting herbs, drawing symbols, and emergency defense.
Tools
- Herbalism kitA kit for identifying, preparing, and preserving herbs and natural medicines.
Gear
- Arcane focusA polished piece of green dragon glass mounted in purple cord, used as an arcane focus.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Case of scrollsA leather-bound collection of observations, half-finished theories, and pressed poisonous leaves.
- Winter blanketA thick blanket suitable for damp nights in the wilderness.
- Common clothesSimple travel clothing, repeatedly patched with purple thread.
Purse
- 5×Gold piecesLoose coins saved from herb sales and occasional work as a hedge mage.
Appearance
Watawin is a small, wiry green dragonborn with a low-poly, angular appearance, as if shaped from faceted emerald wood or rendered in an old fantasy game. Their scales range from moss green to bright lime along the jaw and shoulders. They wear an oversized purple pointed hat and a matching weather-stained cloak, both patched with tiny stitched symbols of stars, leaves, and spirals. Their posture is slightly hunched beneath the hat, but they lean forward eagerly when listening. When waiting, they balance on the balls of their feet and sway like a lizard warming itself on a sunlit stone. Their claws are darkened by soil, herb gathering, and years of handling ash, roots, and strange powders.
Mannerisms
Watawin tilts their head sharply when confused, taps their claws in groups of three while thinking, and occasionally whispers corrections to their own spells. They remove their purple hat before entering a serious conversation, then put it back on the instant they feel vulnerable.
Personality
Watawin is curious, earnest, and cheerfully strange. They treat every mushroom, dragon scale, and magical accident as a possible clue. They are kind to frightened people and animals, but their low Charisma makes their attempts at reassurance come out as abrupt lectures about venom, weather, or magical resonance. Beneath the awkwardness is a stubborn optimism that refuses to accept cruelty as inevitable.
Ideals
Freedom. Magic should not belong only to towers, bloodlines, or rulers. Anyone who needs protection deserves the chance to learn enough power to survive.
Bonds
Watawin is determined to preserve the marshland hermitage and the rare medicinal plants that sustained them. They also carry a water-stained scroll containing the first notes of their great magical discovery, and they will risk much to recover the pages they lost while fleeing their hut.
Flaws
Watawin becomes recklessly confident whenever someone doubts their magical insight. They also mistake dangerous curiosity for moral courage, and their attempts to help can become complicated when they improvise spells, remedies, or plans without checking whether anyone nearby is flammable.
Quirks
Background
Watawin was born beneath a green dragon's fading influence, in a marsh where the reeds grew in unnatural spirals and every pool tasted faintly of poison. Their draconic blood never made them imposing. Instead, it left them oddly light on their feet, intensely curious, and prone to magical accidents whenever strong emotions caught them by surprise. A burst of sour green flame once ruined an entire season of medicinal herbs, and Watawin took the disaster as a sign that ordinary teachers would only make things worse. They withdrew to a crooked hut deep in the marsh, where they studied old scrolls, poisonous plants, and the way moonlight changed the color of dragon scales. During this solitude, Watawin discovered that magic was not a distant force commanded by grand wizards, but a living pressure that could be coaxed, redirected, and occasionally persuaded. Their revelation was incomplete and difficult to explain, but it convinced them that power should be used to protect the vulnerable rather than to dominate them. Now Watawin travels in their purple hat and cloak, seeking the missing pieces of their discovery, helping strangers whenever possible, and trying not to ignite anything important.
“Instead, it left them oddly light on their feet, intensely curious, and prone to magical accidents whenever strong emotions caught them by surprise.”
- Background
- Hermit
Connections
Species
Dragonborn
Media
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