Frostbite
From The Wild Beyond the Witchlight
CHARACTER
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Name
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Frostbite
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Player
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Jeroen
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Background
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Guide
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Species
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Dragonborn
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Class
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Barbarian
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Subclass
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Path of the Wild Heart
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Alignment
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Chaotic Good
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STRENGTH
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+1
12
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+3
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Saving Throw
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+1
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Athletics
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DEXTERITY
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+1
12
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+1
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Saving Throw
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+1
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Acrobatics
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+1
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Sleight of Hand
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+3
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Stealth
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CONSTITUTION
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+3
16
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+5
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Saving Throw
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INTELLIGENCE
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-1
8
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-1
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Saving Throw
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-1
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Arcana
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-1
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History
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-1
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Investigation
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-1
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Nature
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-1
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Religion
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WISDOM
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+3
16
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+3
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Saving Throw
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+5
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Animal Handl.
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+3
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Insight
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+3
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Medicine
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+5
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Perception
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+5
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Survival
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CHARISMA
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0
10
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0
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Saving Throw
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0
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Deception
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0
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Intimidation
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0
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Performance
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0
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Persuasion
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EQUIPMENT PROFICIENCIES & TRAINING
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Armor Training Light, Medium armor and Shields
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Weapons Simple and Martial weapons
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Tools Cartographer's Tools
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LANGUAGES
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Common, Draconic, Elvish |
APPEARANCE
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Just a description of how you look |
DEATH SAVES
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Successes
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Failures
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HIT POINTS
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Max
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15
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Current
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Temp
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WEAPONS/CANTRIPS
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ATT/DC
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DMG/TYPE
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Club
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+3
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1d4+1 Bludgeoning
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Slow |
Club+
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+5
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1d8+3 Bludgeoning/Force
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Slow |
Handaxe
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+3
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1d6+1 Slashing
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Vex, Light, Thrown (Range 20/60) |
Greataxe
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+3
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1d12+1 Slashing
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Cleave |
CLASS FEATURES
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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.
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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.
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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.
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SPECIES TRAITS
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Silver Draconic Ancestry. Your lineage stems from a Silver dragon progenitor.
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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).
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.
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Damage Resistance. Cold
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Darkvision. You have Darkvision with a range of 6O feet.
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FEATS
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Magic Initiate (Druid).
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EQUIPMENT
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- Greataxe
- Handaxe x4
- Club
- Traveler's Clothes
- Sprig of mistletoe
- Cartographer's Tools
- Tent
- Shovel
- Explorer's Pack (Backpack)
- Bedroll
- 1O days of Rations
- Rope
- 1O Torches
- Waterskin
- Parchment x5
- Charcoal
- Woodcarvers tools
- Weightless Stone (Trinket)
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Coins: 41 GP, 4 SP |
SPELL SLOTS
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Lvl 1:
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Lvl 4:
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Lvl 7:
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Lvl 2:
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Lvl 5:
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Lvl 8:
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Lvl 3:
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Lvl 6:
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Lvl 9:
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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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- 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.
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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
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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).
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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
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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.
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Background
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