Frostbite: Difference between revisions

From The Wild Beyond the Witchlight
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|Weapon3MagicItemBonus = 0
|Weapon3MagicItemBonus = 0
|Weapon3MagicDmg      =
|Weapon3MagicDmg      =
|Weapon3Notes          = Vex
|Weapon3Notes          = Vex, Light, Thrown (Range 20/60)
|Weapon4              = Greataxe
|Weapon4              = Greataxe
|Weapon4Ability        = Str
|Weapon4Ability        = Str
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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).
}}
|
{{#af_list: Left::Animal Friendship
|1
|Enchantment
|Action
|30 Feet
|V, S, M (a morsel of food)
|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.
  }}
  }}
}}
}}

Revision as of 16:23, 5 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
Just a description of how you look
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
CLASS FEATURES
Class Feature 1 Rage
Class Feature 2 Unarmored Defense
Class Feature 3 Weapon Mastery
APPEARANCE
SPECIES TRAITS
Trait 1 Draconic Ancestry - Silver
Trait 2 Cold Breath Weapon
Trait 3 Cold Damage Resistance
Trait 4 Darkvision
FEATS
Feat 1 Magic Initiate (Druid)
EQUIPMENT
  • Item 1
  • Item 2
  • Item 3
  • Magic Item 1 (special description)
Coins: 0 GP
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:
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).

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.

Background

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