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Winged Dragonborn miniature

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0.2mm layer, 2 walls, 15% infill
0.2mm layer, 2 walls, 15% infill
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1.3 h
1 plate

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Description

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Bring a feral, winged dragonkin to your tabletop. This miniature depicts a horned, orange-scaled dragon warrior mid-roar, wings flared wide and claws ready—perfect as a boss encounter, cursed champion, or party ally with a dangerous temper. The model includes a sturdy round base and strong silhouette for painting and display.

 

D&D 5e Character Sheet (Campaign-Ready)

Kaelreth Emberwing

Race: Winged Dragonborn (Fire) (Dragonborn with a DM-approved wing trait)
Class: Fighter 5 (Champion)
Background: Soldier (Shock Trooper)
Alignment: Any (often Chaotic Neutral or Lawful Neutral)
Size: Medium

Concept

A disciplined frontline combatant whose draconic fury shows through in battle. Kaelreth doesn’t need a weapon to be lethal—claws, breath, and brutal athleticism do the job.

Ability Scores

(Assumes standard array + Dragonborn bonuses; Level 4 ASI applied)

  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 10 (+0)
  • WIS 12 (+1)
  • CHA 9 (−1)

Proficiency Bonus: +3

Combat Stats

  • AC: 16 (breastplate)
  • HP: 44 (Fighter 5, CON +2)
  • Speed: 30 ft
  • Optional Wing Trait (balanced): Glide/Short Flight — When not wearing heavy armor, you can fly 30 ft, but you must end your turn on solid ground (or begin falling). (DM can upgrade to true flight at higher levels.)

Initiative: +1

Saving Throws

  • STR +7, CON +5

Skills

Choose/adjust to your table:

  • Athletics +7
  • Intimidation +2 (despite low CHA, proficiency + presence)
  • Perception +4
  • Survival +4

Senses / Languages

  • Darkvision 60 ft
  • Languages: Common, Draconic

Racial Traits (Dragonborn – Fire)

  • Damage Resistance: Fire
  • Breath Weapon (Fire): 15-ft cone, DEX save DC 13, 2d6 fire on fail, half on success. 1/Short Rest.

Fighter Features (Champion)

  • Fighting Style: Unarmed Fighting
    • Unarmed strikes deal 1d8 bludgeoning (if not wielding weapons/shield).
  • Second Wind (1/Short Rest): Bonus action heal 1d10 + 5
  • Action Surge (1/Short Rest): Take one additional action on your turn
  • Improved Critical: Crit on 19–20
  • Extra Attack: Attack twice when you take the Attack action

Attacks

Unarmed Strike / Claw (Style): +7 to hit, reach 5 ft, 1d8+4 bludgeoning
Grapple/Shove: Athletics +7 (excellent control option)

Breath Weapon: As above (cone fire, DC 13, 2d6)

Equipment

  • Breastplate, bracers/gauntlets, travel cloak
  • Explorer’s pack
  • A token of your former unit (burned insignia or snapped banner ring)

Personality & Hooks

  • Trait: Speaks rarely—until battle, when the roar does the talking.
  • Ideal: Strength is a duty: if you can protect, you must.
  • Bond: Owes a life-debt to the one person who didn’t fear the wings.
  • Flaw: Rage is always one insult away; mercy feels like weakness.

Backstory (short)

Kaelreth was bred—figuratively or literally—as a living weapon. Once a shock trooper for a warlord’s campaigns, he broke ranks after being ordered to torch a village that had already surrendered. Now he sells his strength carefully, hunting the old commander who still thinks Kaelreth is “property,” not a person.

DM Notes (Quick Balance Options)

If full flight is too strong at low level, use one of these:

  1. Glide-only (no upward flight; you can slow fall and reposition).
  2. Limited flight: flight for 1 minute, 1/Long Rest.
  3. Unlock true flight at level 8–10 as a story reward.

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License

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