5th Edition Character Sheet
Skills
Amethyst dragon
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Lair. Most dragons have a lair where, due to your accumulation of treasures, you take everything that has value. Sleeping in your lair and under your treasure reduces your rest time to half the time required. Anyone who approaches up to 60 feet from your lair alerts you to possible invaders but does not give the exact location of them. The lair should typically be built in a terrain that fits your ancestry. Having a lair is optional.
Dragon Body. Although you are a powerful dragon, being a dragon also has some detriments. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.
Eye for Money. Whenever you make a Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient in the Investigation skill and if you already proficient in the Investigation skill, your proficiency bonus is doubled for to the check.
Shapechange. Starting at 5th level, as an action, you may polymorph yourself into a commoner5 with no concentration required. This trait lasts until you use it again, are dropped to 0 hit points, die, or if you drop the transformation with no action required. After you use this trait, you can not use it again until you finish a long rest.
Wings. Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At 5th level, you gain a 30 foot flying speed, and you can't use this speed, if in your current form you don't have the wings, or if you are wearing armor of any kind.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Breath Attack. You can use your action to exhale destructive energy. Your draconic type determines the size, shape, and damage type of the exhalation. When you use your breath attack, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.
After you use your breath attack, you can't use it again until you complete a short or long rest.Class
Fighting Style, blind fighting 10 ft
Second Wind: Bonus to regain [d10+]lvl usable once/rest
Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable: You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
advantage on chr checks 4 times
change damage type to acid/cold/fire/lightning/poison. bonus action grant resistance
pressure of wings. replaces 1 at and everyone within 10 ft make a athletics vs my attack or take 2D6 and push 15 ft
strength of the dragon- replace 1 at if hit add 8D6 and use ammount = to con mod
spear mastery
piercer
mastered critical
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Lair. Most dragons have a lair where, due to your accumulation of treasures, you take everything that has value. Sleeping in your lair and under your treasure reduces your rest time to half the time required. Anyone who approaches up to 60 feet from your lair alerts you to possible invaders but does not give the exact location of them. The lair should typically be built in a terrain that fits your ancestry. Having a lair is optional.
Dragon Body. Although you are a powerful dragon, being a dragon also has some detriments. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.
Eye for Money. Whenever you make a Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient in the Investigation skill and if you already proficient in the Investigation skill, your proficiency bonus is doubled for to the check.
Shapechange. Starting at 5th level, as an action, you may polymorph yourself into a commoner[5] with no concentration required. This trait lasts until you use it again, are dropped to 0 hit points, die, or if you drop the transformation with no action required. After you use this trait, you can not use it again until you finish a long rest.
Wings. Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At 5th level, you gain a 30 foot flying speed, and you can't use this speed, if in your current form you don't have the wings, or if you are wearing armor of any kind.
Claws. Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to [1d4] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Breath Attack. You can use your action to exhale destructive energy. Your draconic type determines the size, shape, and damage type of the exhalation. When you use your breath attack, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes [1d10] damage on a failed save, and half as much damage on a successful one. The damage increases to [2d10] at 6th level, [3d10] at 11th level, and [4d10] at 16th level.
After you use your breath attack, you can't use it again until you complete a short or long rest.[b]Class[/b]
[b]Fighting Style, blind fighting 10 ft
[b]Second Wind:[/b] Bonus to regain [d10+]lvl usable once/rest
[b]Action Surge:[/b] On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
[b]Indomitable:[/b] You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
advantage on chr checks 4 times
change damage type to acid/cold/fire/lightning/poison. bonus action grant resistance
pressure of wings. replaces 1 at and everyone within 10 ft make a athletics vs my attack or take 2D6 and push 15 ft
strength of the dragon- replace 1 at if hit add 8D6 and use ammount = to con mod
spear mastery
piercer
mastered critical
Languages: Common, draconic undercommon dwarf
disadvantage on spell attacks
advantage on spell saves
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