Prince Fraxis Gatan Kas | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Prince Fraxis Gatan Kas

Medium Gold Dragonborn, Prince, Knight, Lawful Neutral

Armor Class 20 (+2 Plate Armor) (22 AC with Spell Guard Shield)
Hit Points 139 (16d10 + 48)
Speed: 30 ft

STR

20
( +5 )

DEX

8
( -1 )

CON

16
( +3 )

INT

15
( +2 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws STR +10, CON +8
Skills Arcana +7, Athletics +10, History +7, Insight +5 Persuasion +7
Damage Resistances Fire
Languages Common, Draconic, Karen, Goran, Manoran, Celestial
Proficiency Bonus +5

Description


Eldest Prince Fraxis has taken to state craft extremely well, and its clear from his raw charm that he moves through court like a dancer moves around the stage. The heir of the empire's thrown has become a golden child of the various nobles in court, with many speaking of his charisma and ability to convince others. Rumor has it that he is very dashing, and many woman are jealous of his wife. The prince has won several jousts in his younger years, and is still an accomplished eldritch knight on the battle field. Several very notable knights have sworn loyalty to him, aand he has a large swath of the militaries loyalty under his belt, as he is a huge role model for young men who join the platinum legion.
Prince Fraxis has put his foot down on the acts of the southern goran insurgencies, namely the sons of gora, and kakoth the butcher, which he as openly denounced the actions of several times, even going as far as provoking them to "come for me". Rumor has it that wealthy nobles from the north fear the raw influence this man wields.

Ideals

Honor, Law, Justice, Conquest, Home, Cunning

Bonds

The Royal Kas Family, Several Noble Families, His Wife Arlena

Flaws

Big Headed, Bold, Loud, Show Off, Cocky

Fraxis is a 16th level Eldrich knight fighter, making him equal to a level 6 caster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Fraxis has the following wizard spells prepared:

Cantrips (at will): Firebolt (From Racial), Friends, Mold Earth, Shocking Grasp   1st level (4 slots): color Spray, shield, Magic Missile   2nd level (3 slots): detect thoughts, mirror image, Misty Step, scorching ray, suggestion   3rd level (3 slots): Counterspell, Fly, Lightning Bolt

1/day: Absorb Elements and Darkvision (From Innate Spell casting Racial)


Racial Abilities
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to Fire Damage, and are acclimated to hot weather.

Innate Spell Casting. You know the Fire Bolt cantrip. You can cast the Absorb Elements spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the Darkvision spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Gold Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Weakening Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Poisonous Breath. Each creature in the cone must succeed on a Constitution saving throw or take 2d8 Poison Damage be poisoned until the start of your next turn. On a succesful save, it takes half damage, and is not poisoned.
Once you use your Gold Breath Weapon, you can’t do so again until you finish a long rest.


Feats
Heavy Armor Master. You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Mage Slayer. You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


Created by

DandDhunter117.

Statblock Type

NPC Sheet

Link/Embed