Frostbite
CHARACTER | |||
---|---|---|---|
Name | Frostbite | ||
Player | Jeroen | ||
Background | Guide | ||
Species | Dragonborn | ||
Class | Barbarian | ||
Subclass | Path of the Wild Heart | ||
Alignment | Chaotic Good |
LEVEL |
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1
|
XP: |
LOST |
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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 |
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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 |
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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18 Shield:
|
DEATH SAVES | |||
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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 |
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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.
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. |
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 6O feet. |
FEATS |
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Magic Initiate (Druid). 2 Cantrips + 1 level one spell |
EQUIPMENT |
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|
Coins: 41 GP, 4 SP |
SPELLCAST. ABILITY | |||
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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 |
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Level 0 Transmutation Cast Time: Action
Range: 30 feet Components: V, S
Duration: Instantaneous |
|
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). |
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. |
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.