Frostbite
CHARACTER | |||
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Name | Frostbite | ||
Player | Jeroen | ||
Background | Guide | ||
Species | Dragonborn | ||
Class | Barbarian / Druid | ||
Subclass | - | ||
Alignment | Chaotic Good |
LEVEL |
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2
|
XP: 19/40 |
LOST |
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Artistic Creativity |
PROFICIENCY BONUS |
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+2 |
STRENGTH | |||
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+1
12
| |||
+3 | Saving Throw | ||
+1 | Athletics |
DEXTERITY | |||
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+1
12
| |||
+1 | Saving Throw | ||
+1 | Acrobatics | ||
+1 | Sleight of Hand | ||
+3 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+3
16
| |||
+5 | Saving Throw |
HEROIC INSPIRATION |
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✧ |
INTELLIGENCE | |||
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-1
8
| |||
-1 | Saving Throw | ||
+2 | Arcana | ||
-1 | History | ||
-1 | Investigation | ||
+2 | Nature | ||
-1 | Religion |
WISDOM | |||
---|---|---|---|
+3
16
| |||
+3 | Saving Throw | ||
+5 | Animal Handl. | ||
+3 | Insight | ||
+3 | Medicine | ||
+5 | Perception | ||
+5 | Survival |
CHARISMA | |||
---|---|---|---|
0
10
| |||
0 | Saving Throw | ||
0 | Deception | ||
0 | Intimidation | ||
0 | Performance | ||
0 | Persuasion |
EQUIPMENT PROFICIENCIES & TRAINING |
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Armor Training Light, Medium armor and Shields |
Weapons Simple and Martial weapons |
Tools Cartographer's Tools |
LANGUAGES |
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Common, Draconic, Elvish, Druidic |
APPEARANCE |
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Frostbite stands tall and imposing, his silver scales shimmering like moonlight on a clear night. His eyes, a piercing icy blue, reflect a lifetime of hardship and resilience. |
ARMOR CLASS | |||
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16 Shield:
|
DEATH SAVES | |||
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Successes | |||
Failures |
INITIATIVE | |||
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+1 |
PASSIVE P. | |||
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15 |
HIT POINTS | |
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Max | 25 |
Current | 25 |
Temp |
HIT DICE | |||
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d12: d8: |
SPEED | |||
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30 |
SIZE | |||
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Medium |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
Club | +3 | 1d4+1 Bludgeoning |
Slow | ||
Club+ | +5 | 1d8+3 Bludgeoning/Force |
Slow | ||
Handaxe | +3 | 1d6+1 Slashing |
Vex, Light, Thrown (Range 20/60) | ||
Greataxe | +3 | 1d12+1 Slashing |
Cleave |
FEATS |
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Magic Initiate (Druid). 2 Cantrips + 1 level one spell |
SPECIES TRAITS |
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Silver Draconic Ancestry. Your lineage stems from a Silver dragon progenitor. |
Cold 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 either a 15-foot Cone or a So-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (5d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. |
Damage Resistance. Cold |
Darkvision. You have Darkvision with a range of 60 feet. |
EQUIPMENT |
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|
Coins: 39 GP, 8 SP |
CLASS FEATURES |
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Rage. You can enter Rage as a Bonus Action. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
You can maintain a Rage for up to 10 minutes. |
Unarmored Defense. While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield. |
Weapon Mastery. Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. |
Druidic. You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic. |
Primal Order (Magician). You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier. |
Spellcasting
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SPELLCAST. ABILITY | |||
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Wis |
SPELLCAST. MODIFIER | |||
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+3 |
SPELL SAVE DC | |||
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13 |
SPELL ATTACK BONUS | |||
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+5 |
SPELL SLOTS | |||||
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Lvl 1: | Lvl 4: | Lvl 7: | |||
Lvl 2: | Lvl 5: | Lvl 8: | |||
Lvl 3: | Lvl 6: | Lvl 9: |
Prepared Spells |
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Druidcraft |
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Level 0 Transmutation Cast Time: Action
Range: 30 feet Components: V, S
Duration: Instantaneous |
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Shillelagh |
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Level 0 Transmutation Cast Time: Bonus Action
Range: Self Components: V, S, M (mistletoe)
Duration: 1 minute |
A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The weapon's damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6). |
Guidance |
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Level 0 Divination Cast Time: Action
Range: Touch Components: V, S
Duration: Concentration, up to 1 minute |
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. |
Prepared Spells |
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Mending |
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Level 0 Transmutation Cast Time: 1 minute
Range: Touch Components: V, S, M (two lodestones)
Duration: Instantaneous |
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can't restore magic to such an object. |
Spare the Dying |
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Level 0 Necromancy Cast Time: Action
Range: 15 feet Components: V, S
Duration: Instantaneous |
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet). |
Jump ☑️
|
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Level 1 Transmutation Cast Time: Bonus Action
Range: Touch Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute |
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. |
Longstrider ☑️
|
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Level 1 Transmutation Cast Time: Action
Range: Touch Components: V, S, M (a pinch of dirt)
Duration: 1 hour |
You touch a creature. The target's Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. |
Prepared Spells |
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Animal Friendship ☑️
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Level 1 Enchantment Cast Time: Action
Range: 30 Feet Components: V, S, M (a morsel of food)
Duration: 24 hours |
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1. |
Cure Wounds ☑️
|
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Level 1 Abjuration Cast Time: Action
Range: Touch Components: V, S
Duration: Instantaneous |
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. |
Speak with Animals ☑️
|
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Level 1 Divination (ritual) Cast Time: Action or Ritual
Range: Self Components: V, S
Duration: 10 minutes |
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day. |
Purify Food and Drink ☑️
|
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Level 1 Transmutation (ritual) Cast Time: Action or Ritual
Range: 10 feet Components: V, S
Duration: Instantaneous |
You remove poison and rot from nonmagical food and drink in a 5-foot-radius sphere centered on a point within range. |
Extra Known Spells |
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Charm Person |
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Level 1 Enchantment Cast Time: Action
Range: 30 feet Components: V, S
Duration: 1 hour |
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. |
Create or Destroy Water |
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Level 1 Transmutation Cast Time: Action
Range: 30 feet Components: V, S, M
Duration: Instantaneous |
You do one of the following:
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. |
Detect Magic |
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Level 1 Divination (ritual) Cast Time: Action or Ritual
Range: Self Components: V, S
Duration: Concentration, up to 10 minutes |
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
Extra Known Spells |
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Detect Poison and Disease |
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Level 1 Divination Cast Time: Action or Ritual
Range: Self Components: V, S, M
Duration: Concentration, up to 10 minutes |
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
Entangle |
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Level 1 Conjuration Cast Time: Action
Range: 90 feet Components: V, S
Duration: Concentration, up to 10 minutes |
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them. |
Fog Cloud |
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Level 1 Conjuration Cast Time: Action
Range: 120 feet Components: V, S
Duration: Concentration, up to 10 minutes |
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1. |
Extra Known Spells |
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Goodberry |
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Level 1 Conjuration Cast Time: Action
Range: Self Components: V, S, M
Duration: 24 hours |
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends. |
Healing Word |
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Level 1 Transmutation Cast Time: Bonus Action
Range: 60 feet Components: V
Duration: Instantaneous |
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1. |
Background
In the heart of the Dragonborn enclave of Drakestone, Frostbite was born into a family renowned for their artistic woodworking. His father, a master carver, and his mother, a skilled painter, nurtured his talent from a young age. By the age of nine, Frostbite's hands could transform wood into intricate masterpieces, earning him admiration within his community.
Sixteen years ago, a traveling carnival set up camp in the nearby Wood of Sharp Teeth. The carnival, known for its dazzling displays of artistry and magic, captivated Frostbite's imagination. Desperate to witness the wonders within, but unable to afford the entry fee, his frustration boiled over. In a fit of rage, he forced his way into the carnival. Surprisingly, the carnival-goers welcomed him, and Frostbite spent the day marveling at the performances and learning from the artists.
However, as he left the carnival, a strange sensation washed over him. His hands, once so deft and skilled, felt clumsy and uncoordinated. His talent for woodworking vanished, leaving him devastated. This loss, coupled with his uncontrollable anger, led to his exile from Drakestone. Frostbite wandered the wilderness, taking on jobs as a guide, his rage often causing conflicts with those he led.
Despite his struggles, Frostbite found solace in the company of animals. His bond with the creatures of the wild became his refuge, a rare source of peace in his turbulent life. Recently, he realized that to truly heal, he must confront his past. Determined to find the carnival that had visited sixteen years ago, Frostbite learned it returns every eight years to a single forested area.
With renewed purpose, Frostbite journeyed to Waterdeep, the bustling city where he hoped to reconnect with society and gather information about the carnival's next appearance. His quest is not just to regain his lost skill but to find redemption and a place where he truly belongs.
Frostbite stands tall and imposing, his silver scales shimmering like moonlight on a clear night. His eyes, a piercing icy blue, reflect a lifetime of hardship and resilience.
Dressed in rugged, practical clothing made from animal hides and sturdy fabrics, Frostbite blends seamlessly into the wilderness. His attire is adorned with various trinkets and charms, each one a memento from his travels and encounters with the natural world. A thick, fur-lined cloak drapes over his broad shoulders, providing warmth during cold nights and camouflage in the dense forests.
In his hands, Frostbite wields a formidable club, carved from the heartwood of an ancient oak. The club is not just a weapon but a symbol of his connection to the forest. Intricate carvings of animals and nature scenes cover its surface, a testament to his lost artistic skill. Despite his rough exterior, there is a gentleness in the way he handles the club, a reminder of the craftsman he once was.
Frostbite's presence commands respect and caution. His movements are deliberate and silent, like a predator stalking its prey. Yet, there is a softness in his interactions with animals, a rare glimpse of the compassionate soul beneath the hardened exterior. As a wilderness guide, Frostbite's knowledge of the terrain is unparalleled, and his ability to navigate the most treacherous paths makes him an invaluable ally to those who seek his guidance.
In the bustling city of Waterdeep, Frostbite's silver scales and imposing figure draw curious glances, but it is his quiet determination and the club in his hands that tell the true story of a dragonborn seeking redemption and a place to belong.