Vignar

(#71338287)
D&D Character
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Energy: 50/50
This dragon’s natural inborn element is Fire.
Male Fae
This dragon is hibernating.
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Personal Style

Apparel

Advisor Rings
Tanned Rogue Belt
Scout's Cape
Tanned Rogue Cape
Tanned Rogue Vest
Leather Leg Wraps
Leather Aviator Gloves
Tanned Rogue Trousers
Unlucky Hood
Leather Tail Wrap

Skin

Scene

Measurements

Length
0.45 m
Wingspan
1.31 m
Weight
1.13 kg

Genetics

Primary Gene
Shadow
Leopard
Shadow
Leopard
Secondary Gene
Shadow
Stripes
Shadow
Stripes
Tertiary Gene
Obsidian
Smoke
Obsidian
Smoke

Hatchday

Hatchday
Aug 02, 2021
(2 years)

Breed

Breed
Adult
Fae

Eye Type

Special Eye Type
Fire
Bright
Level 1 Fae
EXP: 0 / 245
Meditate
Contuse
STR
6
AGI
6
DEF
6
QCK
7
INT
7
VIT
6
MND
7

Lineage

Parents

Offspring

  • none

Biography

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Vignar
Small Humanoid (Kobold, Shadowfell-Touched), Lawful Neutral

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Class levels Rogue 15
Archetype Scout
Armor Class 19
Hit Points 132 (14d8+45)
Speed 50 ft.
Initiative +10
Proficiency Bonus +5

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Ability Score
Str 10 (+0), Dex 20 (+5), Con 16 (+3), Int 14 (+2) Wis 16 (+3), Cha 12 (+1)

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Saving Throws Str +0, Dex +10, Con +3, Int +7, Wis +8, Cha +1
Skills Acrobatics +15, Animal Handling +3, Arcane +2, Athletics +0, Deception +6, History +2, Insight +8, Intimidate +1, Investigation +12, Medicine +3, Nature +12, Perception +13, Performance +1, Persuasion +1, Religion +2, Sleight of Hand +5, Stealth +15, Survival +13
Proficiencies Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves’ tools
Damage Resistances Necrotic
Senses Darkvision 60ft, Passive Perception 23
Languages Common, Draconic

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Grovel, Cower, and Beg. As an action on his turn, Vignar can cower pathetically to distract nearby foes. Until the end of his next turn, his allies gain advantage on attack rolls against enemies within 10 feet of him that can see him. Once Vignar use this trait, he can't use it again until he finish a short or long rest.

Pack Tactics. Vignar have advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. Vignar have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when he, the target of his attack, or whatever he are trying to perceive is in direct sunlight.

Expertise. Vignar have double proficiency bonus for Thieves' Tools, Acrobatics, Investigate and Stealth.

Thieves’ Cant. During his rogue training Vignar learned thieves’ cant, a secret mix of dialect, jargon, and code that allows him to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, he understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Sneak Attack. Vignar can preform a sneak attack dealing an extra 8d6 damage if he got advantage on attack rolls. He don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll.

Cunning Action. Vignar can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge. When an attacker that Vignar can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Evasion. Vignar can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When Vignar are subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead take no damage if he succeed on the saving throw, and only half damage if he fail.

Reliable Talent. Whenever Vignar make an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.

Blindsense. If Vignar are able to hear, he's are aware of the location of any hidden or invisible creature within 10 feet of him.

Slippery Mind. Vignar have acquired greater mental strength. He gains proficiency in Wisdom saving throws.

Skirmisher. Vignar is difficult to pin down during a fight. He can move up to half his speed as a reaction when an enemy ends its turn within 5 feet of him. This movement doesn’t provoke opportunity attacks.

Survivalist. Vignar have have proficiency in Nature and Survival skills. His proficiency bonus is doubled for any ability check he make that uses either of those Proficiencies.

Super Mobility. Vignar's base walking speed is increased by 10 ft.

Ambush Master. Vignar have advantage on initiative rolls. In addition, the first creature he hit during the first round of a combat becomes easier for him and others to strike; attack rolls against that target have advantage until the start of his next turn.

Life Siphon. When Vignar hits 0 hp, Any non-undead in 10 ft radius must succeed a will save or lose 1 hp, for every point of damage dealt this way he regain that in hit points.

Shadowscales. At will Vignar can turn his scales black in dim-light or below until he take another action or moves. While he's in that state he gains advantage on stealth checks.

Shadow Jump. Once per day, while under the effect of Shadow Scales. Vignar can spend a move action to teleport to his companion's shadow within 250 ft of him. This action does not trigger any movement triggering effects unless stated otherwise by the GM. Companion is selected at the start of the day and cannot be selected again until the next day. He can only teleport to that person. If he haven't done any other actions he have advantage on next attack, dealing double damage if the attack hits.

Alert. Vignar have +5 to initiative, he can't be surprised, and creatures he don't see do not gain advantage on attack rolls against him.

Mobile. Vignar's speed increases by 10 feet. When using the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he make a melee attack against a creature, he don't provoke opportunity attacks from that creature for the rest of the turn, whether he hit or not.

Gift of the Chromatic Dragon. Vignar can roll an extra 1d4 acid, cold, fire, lightning, or poison damage for 1 min (bonus action). Resistance to 1 of these damages (reaction).

Dragonic Form. Vignar can at will assume the form of a huge adult Moon Dragon, his stats are changed to that of the dragon for the duration he's in this form.

Shared Form. Vignar share's his body with the soul of a dragon, they can communicate with each other telepathically if they want. Only one soul can be in control of the body, the soul not in control cannot hear or see what the other one is experiencing, unless conveyed to them telepathically by the other, but can feel when the powers granted to them by the Shadowfell is used.

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Crystal Rapier +1 Melee Weapon Attack: +11 to hit, Range 5ft., one target. Hit: 1d8+6 Piercing-damage, magical.
  • Elemental Absorption

    Casting Time: 1 reaction, when Vignar takes acid, cold, fire, lightning, thunder or necrotic damage
    Range: Self
    Components: S
    Duration: 1 round

    The spell captures some of the incoming energy, lessening its effect on him and storing it for his next melee attack. He have resistance to the absorbed damage type until the start of his turn. In addition, the next time a melee attack hit on his next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Angelic Bow Ranged Weapon Attack +11 to hit, range 80/360 ft., one target. Hit: 1d6+5 Piercing damage + 1d6 Radiant damage.

Dagger (Silvered) Melee Weapon Attack +10 to hit, Range 5ft., one target. Hit: 1d6+5 Piercing-damage.

Breath Attack 30ft. cone, DC 12 (Recharge 5-6). Vignar exhales a 30 ft cone, each creature in the area of effect must make a DC 8+prof saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The area hit by the breath breath is obscured by magical darkness for 1 turn.

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Treasures: Old Shiny's Eye (Aquamarine), Werewolf Pelt Cape, White Crystal Shard, Werewolf Claw, Fancy Dagger +1, Crystal Rapier of Elemental Absorption, Stealth Scale mail, Endless Quiver (30), Alchemic Gun, Silvered Rapier.
Vignar
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Exalting Vignar to the service of the Tidelord will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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