Frostbite: Difference between revisions

From The Wild Beyond the Witchlight
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{{CharacterSheet
{{CharacterSheet  
|### NOTE: The parameters here are case-sensitive ####
|### NOTE: The parameters here are case-sensitive ####
|### NOTE: Printing is tested with Chrome and "Minimum marges" ####
|### NOTE: Printing is tested with Chrome and "Minimum marges" ####
|### (Tracking Temporary Effects) ####
|### (Tracking Temporary Effects) ####
|CurrentHp        = 25
|CurrentHp        = 25
|HitDiceSpend      =
|HitDiceSpend1    =
|#### 1lvl + 6 logs + 1 extra
|HitDiceSpend2    =  
|Xp                = 13/40
|#### 2lvl + 10 logs + 1 RP extra
|Xp                = 21/40
|DeathSaveSuccesses= 0
|DeathSaveSuccesses= 0
|DeathSaveFailures = 0
|DeathSaveFailures = 0
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|Name      = Frostbite
|Name      = Frostbite
|Background = Guide
|Background = Guide
|Class      = Barbarian / Druid
|Class      = Barbarian 1 / Druid 2
|Species    = Dragonborn
|Species    = Dragonborn
|Subclass  = -
|Subclass  = -
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|#### Image works best with a +/- 1:1 (W:H) ratio. If not the top part will be taken. Upload it to the wiki ####
|#### Image works best with a +/- 1:1 (W:H) ratio. If not the top part will be taken. Upload it to the wiki ####
|Image  = Frostbite.png
|Image  = Frostbite.png
|Level  = 2
|Level  = 3
|#### Enter the dice-number of your hit die here (so 6 for d6, 8 for d8, etc).  
|#### Enter the dice-number of your hit die here (so 6 for d6, 8 for d8, etc).  
|HitDie = 12
|####HitDie = (12/8)
|HitDie1 = 12
|HitDieCount1 = 1
|HitDie2 = 8
|HitDieCount2 = 2
|#### Put MaxHp to 0 to autocalculate
|#### Put MaxHp to 0 to autocalculate
|#### barb1=12 druid1=7
|#### barb1=12 druid1=7
|MaxHp  = 25
|MaxHp  = 33
|Speed  = 30
|Speed  = 30
|Size  = Medium
|Size  = Medium
|#### ArmorClass without shield, setting UsesShield to 1 adds the shield to your base AC
|#### ArmorClass without shield, setting UsesShield to 1 adds the shield to your base AC
|ArmorClass = 16
|ArmorClass = 14
|UsesShield = 1
|UsesShield = 1


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|Stealth      =1
|Stealth      =1
|Arcana        =0
|Arcana        =0
|ArcanaAdd    =Wis
|History      =0
|History      =0
|Investigation =0
|Investigation =0
|#### From Primal Order - Magicion +Wis modifier
|#### From Primal Order - Magicion +Wis modifier
|Nature        =1.5
|Nature        =0
|NatureAdd    =Wis
|Religion      =0
|Religion      =0
|AnimalHandling=1
|AnimalHandling=1
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|GenericSections =  
|GenericSections =  
{{#af_list:  
{{#af_list:  
  {{#af_list: Left::EQUIPMENT PROFICIENCIES & TRAINING
  {{#af_list: Right::EQUIPMENT PROFICIENCIES & TRAINING
  |Armor Training::Light, Medium armor and Shields
  |Armor Training::Light, Medium armor and Shields
  |Weapons::Simple and Martial weapons
  |Weapons::Simple and Martial weapons
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  }}
  }}
|
|
  {{#af_list: Right::CLASS FEATURES
  {{#af_list: Middle::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 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.
While active, your Rage follows the rules below.
* '''Damage Resistance.''' You have Resistance to Bludgeoning, Piercing, and Slashing damage.
* '''Damage Resistance.''' You have Resistance to Bludgeoning, Piercing, and Slashing damage.
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* '''Strength Advantage.''' You have Advantage on Strength checks and Strength saving throws.
* '''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.
* '''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:
* '''Duration.''' The Rage lasts until the end of your next turn, and it ends early if you are Incapacitated. If your Rage is still active on your next turn, you can extend the Rage by doing one of the following:
** Make an attack roll against an enemy.
** Make an attack roll against an enemy.
** 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 10 minutes.
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.
}}
|
{{#af_list: Right::CLASS FEATURES
  |Wild Shape.::The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
* '''Number of Uses.''' You can use Wild Shape twice.
* '''Known Forms.''' Cat, Mastiff, Wolf, Spider
* '''Temporary Hit Points.''' 2
* '''No Spellcasting.''' Shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
  |Wild Companion.::You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the
Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
   |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.
   |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.
   |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.
   |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.
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 (minimum bonus of +1). <b>+3 to Nature</b>
   |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::*'''Spell Slots.''' You regain all expended slots when you finish a Long Rest. Spell slots for level 1: <b>2</b>
   |Spellcasting::*'''Spell Slots.''' You regain all expended slots when you finish a Long Rest. Spell slots for level 1: <b>2</b>
* '''Prepared Spells of Level 1+.''' Number of spells prepared for level 1: <b>2</b>
* '''Prepared Spells of Level 1+.''' Number of spells prepared for level 1: <b>5</b>
* '''Changing Your Prepared Spells'''. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
* '''Changing Your Prepared Spells'''. Whenever you finish a Long Rest, you can replace one spell on your list with another Druid spell for which you have spell slots.
* '''Spellcasting Ability.''' Wisdom is your spellcasting ability for your Ranger spells.
* '''Spellcasting Ability.''' Wisdom is your spellcasting ability for your Druid spells.
* '''Spellcasting Focus.''' You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
* '''Spellcasting Focus.''' You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
  }}  
  }}  
|  
|  
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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  
   |Darkvision.::You have Darkvision with a range of 6O feet.
   |Darkvision.::You have Darkvision with a range of 60 feet.
  }}  
  }}  
|
|
  {{#af_list: Middle::EQUIPMENT
  {{#af_list: Left::EQUIPMENT
  |* Greataxe
  |* Greataxe
* Handaxe x4
* Handaxe x4
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|SpellcastingAbility = Wis
|SpellcastingAbility = Wis
|#### Spell slots per level in order: (1|2|3|4|5|6|7|8|9) ####
|#### Spell slots per level in order: (1|2|3|4|5|6|7|8|9) ####
|SpellSlots={{#af_list: 2|0|0|0|0|0|0|0|0}}
|SpellSlots={{#af_list: 3|0|0|0|0|0|0|0|0}}


|#### SPELLS/SECTIONS ####
|#### SPELLS/SECTIONS ####
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|#### - Description  
|#### - Description  
|#### NOTE: If the 2nd row (Spell level) is a number between 0-9, this will recognize it as a spell and use that template. Else it will just use the normal sections.
|#### NOTE: If the 2nd row (Spell level) is a number between 0-9, this will recognize it as a spell and use that template. Else it will just use the normal sections.
|GenericSectionsPage2 =  
|GenericSectionsPage2 =  
{{#af_list:
{{#af_list:
{{#af_list: Left::Prepared Spells
}}
|
  {{#af_list: Left::Druidcraft
  {{#af_list: Left::Druidcraft
  |0
  |0
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  }}
  }}
|
|
  {{#af_list: Middle::Animal Friendship
{{#af_list: Left::Guidance
|0
|Divination
|Action
|Touch
|V, S
|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.
}}
|
  {{#af_list: Middle::Prepared Spells
}}
|
{{#af_list: Middle::Mending
|0
|Transmutation
|1 minute
|Touch
|V, S, M (two lodestones)
|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.
}}
|
{{#af_list: Middle::Spare the Dying
|0
|Necromancy
|Action
|15 feet
|V, S
|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).
}}
|
{{#af_list: Right::Prepared Spells
}}
|
{{#af_list: Right::Animal Friendship
  |1
  |1
  |Enchantment
  |Enchantment
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  |A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
  |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.
'''Using a Higher-Level Spell Slot.''' The healing increases by 2d8 for each spell slot level above 1.
|☑️
  }}
  }}
|
|
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  |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.
  |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.
'''Using a Higher-Level Spell Slot.''' You can target one additional creature for each spell slot level above 1.
|☑️
  }}
  }}
|
|
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  }}
  }}
|
|
  {{#af_list: Right::Speak with Animals
  {{#af_list: Middle::Speak with Animals
  |1
  |1
  |Divination (ritual)
  |Divination (ritual)
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  |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.
  |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.
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.
|☑️
  }}
  }}
|
|
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  |Instantaneous
  |Instantaneous
  |You remove poison and rot from nonmagical food and drink in a 5-foot-radius sphere centered on a point within range.
  |You remove poison and rot from nonmagical food and drink in a 5-foot-radius sphere centered on a point within range.
|☑️
}}
|
{{#af_list: Right::Find Familiar
|1
|Conjuration (ritual)
|1 hour or Ritual
|10 feet
|V, S, M
|Instantaneous
|You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
  |☑️
  |☑️
  }}
  }}
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|#### PAGE 3 (of char sheet) ####
|#### PAGE 3 (of char sheet) ####
|showPage3=0
|showPage3=1
|#### Again a generic section in case you need more room! ####
|#### Again a generic section in case you need more room! ####
|GenericSectionsPage3 =  
|GenericSectionsPage3 =  
{{#af_list:
{{#af_list:
{{#af_list: Left::Extra Known Spells
}}
|
{{#af_list: Left.Spell::Charm Person
|1
|Enchantment
|Action
|30 feet
|V, S
|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.
}}
|
{{#af_list: Left.Spell::Create or Destroy Water
|1
|Transmutation
|Action
|30 feet
|V, S, M
|Instantaneous
|You do one of the following:
*Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
*Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
'''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.
}}
|
{{#af_list: Left.Spell::Detect Magic
|1
|Divination (ritual)
|Action or Ritual
|Self
|V, S
|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.
}}
|
{{#af_list: Middle::Extra Known Spells
}}
|
{{#af_list: Middle.Spell::Detect Poison and Disease
|1
|Divination
|Action or Ritual
|Self
|V, S, M
|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.
}}
|
{{#af_list: Middle.Spell::Entangle
|1
|Conjuration
|Action
|90 feet
|V, S
|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.
}}
|
{{#af_list: Middle.Spell::Fog Cloud
|1
|Conjuration
|Action
|120 feet
|V, S
|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.
}}
|
{{#af_list: Right::Extra Known Spells
}}
|
{{#af_list: Right.Spell::Goodberry
|1
|Conjuration
|Action
|Self
|V, S, M
|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.
}}
|
{{#af_list: Right.Spell::Healing Word
|1
|Transmutation
|Bonus Action
|60 feet
|V
|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.
}}
}}
}}



Latest revision as of 15:40, 30 January 2025

CHARACTER
Name Frostbite
Player Jeroen
Background Guide
Species Dragonborn
Class Barbarian 1 / Druid 2
Subclass -
Alignment Chaotic Good
LEVEL
3
XP: 21/40
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
+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
LANGUAGES
Common, Draconic, Elvish, Druidic
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: 39 GP, 8 SP
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
16
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
+1
PASSIVE P.
15
HIT POINTS
Max 33
Current 25
Temp
HIT DICE
d12:
d8:

 
SPEED
30
SIZE
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
Magic Initiate (Druid). 2 Cantrips + 1 level one spell
CLASS FEATURES
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.

  • 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 are Incapacitated. If your Rage is still active on your next turn, you can extend the Rage 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.

You can maintain a Rage for up to 10 minutes.

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 60 feet.
APPEARANCE
EQUIPMENT PROFICIENCIES & TRAINING
Armor Training Light, Medium armor and Shields
Weapons Simple and Martial weapons
Tools Cartographer's Tools
CLASS FEATURES
Wild Shape. The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
  • Number of Uses. You can use Wild Shape twice.
  • Known Forms. Cat, Mastiff, Wolf, Spider
  • Temporary Hit Points. 2
  • No Spellcasting. Shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
Wild Companion. You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the

Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

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
  • Spell Slots. You regain all expended slots when you finish a Long Rest. Spell slots for level 1: 2
  • Prepared Spells of Level 1+. Number of spells prepared for level 1: 5
  • Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Druid spell for which you have spell slots.
  • Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
  • Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
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:
Prepared Spells
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).

Guidance
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
Mending
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
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
☑️
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
☑️
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.

Speak with Animals
☑️
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.

Prepared Spells
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.

Cure Wounds
☑️
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.

Purify Food and Drink
☑️
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.
Find Familiar
☑️
Level 1 Conjuration (ritual)
Cast Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Extra Known Spells
Charm Person
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
Level 1 Transmutation
Cast Time: Action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
You do one of the following:
  • Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
  • Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

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
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
Detect Poison and Disease
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
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
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
Goodberry
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
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.