Frostbite: Difference between revisions

From The Wild Beyond the Witchlight
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|Speed  = 30
|Speed  = 30
|Size  = Medium
|Size  = Medium
|#### ArmorClass without shield, setting UsesShield to 1 adds the shield to your base AC
|ArmorClass = 16
|ArmorClass = 16
|UsesShield = 1
|UsesShield = 1
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  }}
  }}
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  {{#af_list: Middle::CLASS FEATURES
  {{#af_list: Right::FEATS
|Magic Initiate (Druid).::2 Cantrips + 1 level one spell
}}
|
{{#af_list: Right::CLASS FEATURES
   |Rage.::You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column ofthe Barbarian 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.
   |Rage.::You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column ofthe Barbarian 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.
While active, your Rage follows the rules below.
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** Force an enemy to make a saving throw.
** Force an enemy to make a saving throw.
** Take a Bonus Action to extend your Rage.
** Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 1O minutes.
Each time the Rage is extended, it lasts until the end of your next turn. 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 and still gain this benefit.
   |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 and still gain this benefit.
   |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.
   |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.
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  }}  
  }}  
|  
|  
  {{#af_list: Right::SPECIES TRAITS
  {{#af_list: Middle::SPECIES TRAITS
   |Silver Draconic Ancestry.::Your lineage stems from a Silver dragon progenitor.  
   |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 ld10 when you reach character levels 5 (2d10), 11 (5d10), and 17 (4d10).
   |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.
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  
   |Damage Resistance.::Cold  
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  }}  
  }}  
|
|
  {{#af_list: Right::FEATS
  {{#af_list: Middle::EQUIPMENT
|Magic Initiate (Druid).::
}}
|
{{#af_list: Right::EQUIPMENT
  |* Greataxe
  |* Greataxe
* Handaxe x4
* Handaxe x4
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* Explorer's Pack (Backpack)
* Explorer's Pack (Backpack)
** Bedroll
** Bedroll
** 1O days of Rations
** 10 days of Rations
** Rope
** Rope
** 1O Torches
** 10 Torches
** Waterskin
** Waterskin
** Parchment x5
** Parchment x5
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|
|
  {{#af_list: Left::APPEARANCE
  {{#af_list: Left::APPEARANCE
  |Just a description of how you look
  |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.
  }}  
  }}  
}}
}}
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|GenericSectionsPage2 =  
|GenericSectionsPage2 =  
{{#af_list:
{{#af_list:
  {{#af_list: Left::Druidcraft
  {{#af_list: Middle::Druidcraft
  |0
  |0
  |Transmutation
  |Transmutation
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  |* '''Weather Sensor.''' You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  |* '''Weather Sensor.''' You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* '''Bloom.''' You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* '''Bloom.''' You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
* '''Sensory Effect.''' You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
* '''Fire Play.''' You light or snuff out a candle, a torch, or a campfire.
* '''Fire Play.''' You light or snuff out a candle, a torch, or a campfire.
  }}
  }}
|
|
  {{#af_list: Left::Shillelagh
  {{#af_list: Right::Shillelagh
  |0
  |0
  |Transmutation
  |Transmutation
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  |V, S, M (mistletoe)
  |V, S, M (mistletoe)
  |1 minute
  |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).
  |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.
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).
'''Cantrip Upgrade.''' The weapon's damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
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|####Background Story####
|####Background Story####
|BackgroundStory=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
|BackgroundStory=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.
}}
}}

Latest revision as of 08:41, 18 November 2024

CHARACTER
Name Frostbite
Player Jeroen
Background Guide
Species Dragonborn
Class Barbarian
Subclass Path of the Wild Heart
Alignment Chaotic Good
LEVEL
1
XP:
LOST
Artistic Creativity
PROFICIENCY BONUS
+2
STRENGTH
+1
12
+3 Saving Throw
+1 Athletics
DEXTERITY
+1
12
+1 Saving Throw
+1 Acrobatics
+1 Sleight of Hand
+3 Stealth
CONSTITUTION
+3
16
+5 Saving Throw
HEROIC INSPIRATION
INTELLIGENCE
-1
8
-1 Saving Throw
-1 Arcana
-1 History
-1 Investigation
-1 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
Armor Training Light, Medium armor and Shields
Weapons Simple and Martial weapons
Tools Cartographer's Tools
LANGUAGES
Common, Draconic, Elvish
APPEARANCE
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
18
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
+1
SIZE
Medium
HIT POINTS
Max 15
Current
Temp
HIT DICE
Max 1d12 Spent
SPEED
30
PASSIVE PERCEPTION
15
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
SPECIES TRAITS
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 6O feet.
EQUIPMENT
  • Greataxe
  • Handaxe x4
  • Club
  • Traveler's Clothes
  • Sprig of mistletoe
  • Cartographer's Tools
  • Tent
  • Shovel
  • Explorer's Pack (Backpack)
    • Bedroll
    • 10 days of Rations
    • Rope
    • 10 Torches
    • Waterskin
    • Parchment x5
    • Charcoal
    • Woodcarvers tools
  • Weightless Stone (Trinket)
Coins: 41 GP, 4 SP
APPEARANCE
FEATS
Magic Initiate (Druid). 2 Cantrips + 1 level one spell
CLASS FEATURES
Rage. You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column ofthe Barbarian 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.

  • Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Rage Damage. When you make an attack using Strength-with either a weapon or an Unarmed Strike-and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
  • Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
  • No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
  • Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
    • Make an attack roll against an enemy.
    • Force an enemy to make a saving throw.
    • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. 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 and still gain this benefit.
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.

When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

SPELLCAST. ABILITY
Wis
SPELLCAST. MODIFIER
+3
SPELL SAVE DC
13
SPELL ATTACK BONUS
+5
SPELL SLOTS
Lvl 1: Lvl 4: Lvl 7:
Lvl 2: Lvl 5: Lvl 8:
Lvl 3: Lvl 6: Lvl 9:
Animal Friendship
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.

Druidcraft
Level 0 Transmutation
Cast Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
  • Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
  • Fire Play. You light or snuff out a candle, a torch, or a campfire.
Shillelagh
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).

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.