Rodderick Drakkenson

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Rodderick Drakkenson


Rodderick Drakkenson, Life Cleric of Bahamut

Medium Protector Aasimar, Lawful Good


  • Armor Class 20 (platemail and shield)
  • Hit Points 75, 9d8+27
  • Speed 30ft., fly 30ft. (1 minute)

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 16 (+3) 20 (+5) 8 (-2)

  • Saving Throws wisdom, charisma
  • Skills animal handling, heavy armor, history, insight, medicine, religion
  • Celestial Resistance necrotic, radiant, cold
  • Senses Darkvision 120 ft. (Racial, Mask)
  • Languages Common, Celestial, Draconic, Giant, Orc
  • Feats Weapon Master, Healer
  • Proficiency Bonus +4, Passive Perception 15
  • Character Level 9 (Cleric 9)

Innate spellcasting Rodderick's innate spellcasting ability is charisma. He can cast the following spells, requiring no material components:

At will: light

Spellcasting Rodderick is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He regains spell slots after finishing a long rest. He knows the following Cleric spells:

Cantrips (at will): Mending, Sacred Flame, Toll the Dead, Word of Radiance

1st level (4 slots): Bane, Bless, Cure Wounds, Detect Magic, Guiding Bolt, Healing word, Sanctuary

2nd level (3 slots): Hold Person, Lesser Restoration, Locate Object, Silence, Spiritual Weapon

3rd level (3 slots): Beacon of Hope, Dispel Magic, Mass Healing Word, Revivify, Spirit Guardians

4th level (3 slots): Banishment, Deathward, Guardian of Faith

5th level (1 slot): Holy Weapon, Flame Strike, Mass Cure Wounds, Raise Dead

Disciple of Life. Rodderick's Healing spells restore an additional 2 + the spell's level.

Channel Divinity: Turn Undead. Rodderick can present his holy symbol and speak a prayer censuring undead. Each undead he can see or hear within 30 feet must make wisdom saving throw. Failure turns the undead for 1 minute.

Channel Divinity: Preserve Life. Rodderick can restore up to 45 hit points to any number of creatures within 30 feet, to no more than half of its hit point maximum.

Rodderick can use his Channel Divinity 2/day.

Blessed Healer. When Rodderick casts a healing spell, he regains hit points equal to 2 + the spells level.

Divine Strike. Rodderick's first weapon attack each round deals an extra 1d8 Radiant damage.

Healing Hands. As an action Rodderick can touch a creature and cause it to regain 9 hit points. Once he uses this trait He can't use it again until he completes a long rest.

Radiant Soul. Rodderick can transform into an Angelic Protector for 1 minute. His eyes glimmer light blue, and two incorporeal wings resembling a mix of angel and dragon spring from his back. During it, he has a flying speed of 30 feet and can deal an extra 9 points of Radiant damage once per turn on a succesful weapon or spell attack. Once he uses this trait, Rodderick can't use it again until he finishes a long rest.

Mask of Bahamut. Rodderick wears a Lesser Artifact which is permanently attached to his head. Some of the addition benefits it conveys are added to his stat block.

Winter’s Fury: While Rodderick's current hit points are equal to or less than half his hit point maximum, he deals an extra 1d8 cold damage with his melee attacks.

Dragon Breath: Rodderick has the Cold dragon breath ability. When he uses his breath weapon, each creature in a 15 foot cone of the exhalation must make a constitution (DC 15)saving throw. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. After you he uses his breath weapon, he can’t use it again until he completes a short or long rest.

Legendary Resistance (1/Day): If Rodderick fails a saving throw, he can choose to succeed instead.

Actions

Dragon Slayer Longsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target, Hit: (1d8+4) Slashing Damage, Divine Strike (1d8) Radiant Damage, Winter's Fury: (1d8) Cold Damage, Radiant Soul (+9) radiant damage.

Lance. Melee Weapon attack: +7 to hit, reach 10ft., one target, Hit: (1d12+3) Piercing damage, Divine Strike (1d8) Radiant Damage, Winter's Fury: (1d8) Cold Damage, Radiant Soul (+9) radiant damage.

Sacred Flame. Spell attack: +9 to hit, 60 ft., one target. Hit: (2d8) Radiant damage

Guiding Bolt. Spell attack: +9 to hit, 120 ft., one target. Hit: (4d6) Radiant damage, next attack gains advantage. damage increases (1d6) per slot level above 1st.

Toll the Dead. Spell attack: DC 17 Wisdom Save, 60 ft., one target. Failed save: (2d8) or (2d12) Necrotic damage if already injured.

Word of Radiance. Spell attack: DC 17 Constitution Save, 5 ft., any chosen target in range. Failed save. (2d6) Radiant damage.

Spiritual Weapon. Spell attack. range 60 ft.: +9 to hit, range 5 ft. one target, Hit: (1d8+9) Force damage. Damage increases by (1d8) per slot level above 2nd.

Flame Strike. Spell attack. range 60 ft.: DC 17 Dexterity Save, 10 ft. radius, Hit: (4d6) fire damage, (4d6) radiant damage on failed save. Half damage on success.



Rodderick Drakkenson, Continued


Skills

  • Acrobatics +2
  • *Animal Handling +9
  • Arcana +3
  • Athletics +3
  • Deception -2
  • *History +7
  • *Insight +9
  • Intimidation -2
  • Investigation +3
  • *Medicine +9
  • Nature +3
  • Perception +5
  • Performance -2
  • Persuasion -2
  • *Religion +7
  • Sleight of Hand +2
  • Stealth +2
  • Survival +5
  • Denotes proficiency *

Proficiences

  • Heavy Armor
  • Flail
  • Lance
  • Long Sword
  • Battleaxe
  • Shields

Feats

  • Weapon Master Gain proficiency in 4 Martial weapons
  • Healer When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Equipment

Armor, 71 lbs.

  • Platemail Disadvantage on stealth checks. weight: 65 lbs.
  • Shield weight: 6 lbs.

Weapons, 3 lbs.

  • Dragonslayer Longsword +1 to hit and damage rolls. Hit: (1d8+1), extra (3d6) vs Dragons.
  • Lance Hits: (1d12) piercing, Reach.

Magical Items

  • Mask of Bahamut See Item description Page.

Mundane,

  • Backpack: Healers kit, 5 sticks of incense, mess kit, tinderbox, 10 torches, 10 days rations,
  • Bedroll
  • 50' Rope and Grappling Hook
  • 2 Pouches
  • Scroll Case

Treasure

Coins

PP GP EP SP CP
0 0 0 0 0

Jewelry, Etc.

Mask of Bahamut

Wondorous item, artifact (Requires attunement by Worshiper of Bahamut)

Credit: Todd Lockwood

This mask looks like the head of a Majestic Dragon. It's color is Platinum and the eyes of the creature wearing it glow pale blue. It Appears to be melted onto the head of the creature wearing it, as if it cannot be removed.


This mask is a Modified Dragon mask of the Dragon Queen. It's Magic warped by Bahamut himself and gifted to One of his worshipers as both a Gift and Penance.

This Mask has multiple abilities and properties as follows:

Bahamut's Will: Donning the Mask causes it to fuse to the creatures head. It cannot be removed by any means except death or by Bahamut himself.

Damage Absorption: You have resistance to cold. If you already have resistance to cold from another source, you instead have immunity. If you have already have immunity, you instead gain life equal to half the damage that would be dealt.

Draconic Majesty: You have advantage on charisma checks when dealing with Metallic dragons, conversely you have disadvantage on charisma checks when dealing with chromatic dragons.

Dragon Breath: You gain the cold Dragon Breath ability. When you use your breath weapon, each creature in a 15 foot cone of the exhalation must make a constitution (DC 15)saving throw. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can’t use it again until you complete a short or long rest. If you already a breath weapon ability it instead gains a recharge of 6.

Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.

Winter’s Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.

Dragon Tongue: You can speak and understand Draconic.

Legendary Resistance (1/Day): If you fail a saving throw, you can choose to succeed instead.

 

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