Medium Gold Dragonborn, Prince, Knight, Lawful Neutral
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.
Honor, Law, Justice, Conquest, Home, Cunning
The Royal Kas Family, Several Noble Families, His Wife Arlena
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
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: