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Frost Azar

10 Level (0/85000 XP for level-up) Background Albertine Race / Species / Heritage Chaotic neutral Alignment
Keyblade Mystic
Level 10
Hit Dice: 10/10
1d6+3 Class 1

STR
12
+1
DEX
17
+3
CON
17
+3
INT
11
+0
WIS
16
+3
CHA
20
+5
72
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
10 / 10
Ap
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+7 Wisdom
+9 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+9 Deception CHA
+0 History INT
+3 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Keyblades +5 STR 1d8+1
Daggers +5 STR 1d4+1 pierciring
darts +5 STR 1d4+1 piercing
Slings +5 STR 1d4+1 bludgeoning
quarterstaffs +5 STR 1d6+1
light crossbows +5 STR Piercing
 80 ft range Critical: 19–20/×2
Flute +5 STR 1d6+1 bludgeoning
 An iron flute is deceptive. While one appears to be a mere instrument, it is actually a deadly weapon. It is a simple iron pipe with the necessary holes drilled in for the production of music. The iron flute can be as small as a fife or as long as a quarterstaff. These instruments were made originally to resist the deleterious effects of the weather and the environment on the player's precious wooden or bone instruments.
Attacks

Spell Book

Cantrips known 6 AP 10 abilities known 5
1. Second Chance Prerequisites: 9th level If you would be reduced to 0 HP you are reduced to 1 HP instead. You can only survive this way once, and must complete a long rest before you can do this again.

2.Magic Element Prerequisites: Keyblade Mystic Class Choose one of the following spell lists from below. You so long as you have the spell slots necessary to cast them, you always have these spells prepared, and they do not count against the number of spells you can prepare between each long rest. Healing & Protection Element 1st level: Cure Wounds, Shield 2nd level: Aid, Lesser Restoration 3rd level: Beacon of Hope, Mass Healing Word 4th level: Aura Of Life, Death Ward 5th level: Greater Restoration, Mass Cure Wounds

3.Safe Magic Prerequisites: Keyblade Mystic Class
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 ability point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

4. Stopga Prerequisites: 9th level You can spend 5 AP to cast Hold Monster at 5th level without expending a spell slot or material components. While you maintain concentration on this spell that was cast this way, that creature is considered frozen in time. If you are a Keyblade Mystic, you can increase the level the spell is cast at by spending an additional 2 AP per spell level, if you have spells lots of that level.

5.Stun Impact As an action, you can spend 2 AP to force all creatures of your choice within 10 feet of you to make a Constitution saving throw. On a failed save, they take 4d8 thunder damage and are stunned until the end of their next turn. On a successful save, they take half as much damage and are not stunned.

Darkvision. Accustomed to life in the Frostfall, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Levitation. You can propel yourself through the air with ease for short periods of time. When you use your flying speed on your turn in combat, you can double your flying speed until the end of your turn. Once you use this feature, you can't use it again until you complete a short rest or long rest.

Cold breath. You can use your action to exhale cold blast of wind. When you use your cold breath, each creature in a 15ft cone must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

"Scarves". Unlike most dragons, Albertines have two feelers that are like another set of limbs, yet, they are not the strongest, you can hold items up to 10 pounds, and if you swing a weapon over 3 pounds it's damage is halved.

Humanoid Form. Albertines can change their form to one humanoid form given at birth. They can change back and forth at will, yet an anti-magic field will force them back into their Draconic form. They still have tails, and horns, seeming like a tiefling with different skin colors, and no pupils. They can still levitate, and still have their scarves.

Natural Armor. With your scales and plating, you have a natural armor of 12 + your Dexterity modifier, yet in your dragon form you cannot use Armor unless specially made to fit. For all forms and purposes you always count as Draconic.

Features & Traits
Light crossbow
Explorer's Pack
leather armor
two daggers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
You can speak, read, and write Common and Draconic.

Languages & Proficiencies
Swift Keyblade
Your Keyblade counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) bludgeoning damage on a hit.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Mastered Swift Keyblade
Prerequisites: Swift Keyblade, Dueling Fighting Style
Through training and dedication you have mastered the art of wielding a single keyblade, and the power of your blade improves with you. You gain the following benefits:
You can increase either your Strength or Dexterity by 1 to a maximum of 20.
Your dueling fighting style also adds the bonus to attack rolls.
As a bonus action, you can make a single attack with your keyblade that you are wielding in one hand.
You considered proficient in wielding your Keyblade(s) and can use it as your spellcasting focus. As a free action, you can summon your Keyblade(s) from a pocket dimension that is large enough to only hold your keyblade(s). When summoned this way, the keyblade(s) appears in your hand(s). You can also dismiss your keyblade(s) back to this pocket dimension as a free action.
If your keyblade(s) is destroyed, you can restore them by either taking a short or long rest, or by sending 5 ability points.
As a bonus action, if you keyblade(s) is not in your hand or in it's pocket dimension, you can summon your keyblade(s) back to your hand(s).
While you are holding your keyblade(s), you can spend 1 Ability Point to cast knock, arcane lock, detect good and evil, or detect thoughts without material, verbal, or somatic components. You must be pointing your keyblade at the target to cast these spells this way.
Two-Weapon Fighting When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack

Mystic Path
At 3rd level, you chose a Mystic Path. Choose between Path of the Battle Mage, Path of the Trickster, or Path of Wisdom. All paths are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magic Thrift
Starting at 11th level, you can cast your spells by fueling them with your own stamina. When you would use a spell slot to cast a leveled spell at 5th level or lower, you can instead cast it by spending ability points equal to the level of the spell.

Magic Hour
Starting at 20th level, you have mastered your magical prowess to it's peak and can focus on numerous spells simultaneously. You can maintain concentration on two spells at once by spending 2 AP at the start of each of your turns. You can gain concentration on additional spells on top of that by spending 2 ability points for each spell you are maintaining concentration on after the first, at the start of each of your turns. If you lose concentration on one of these spells, you lose concentration on all of them.

Path Of The Trickster

Cunning Action
Starting at 3rd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Mimic
At 6th level, you learn to copy magic, to a degree. When a creature you can see casts a spell, you can spend 2 AP and use your reaction to copy it and hold a cast of it for up to 1 hour. Once only during that time, you can cast that spell without expending a spell slot. You can only hold 1 spell at a time this way.

Reflega
Beginning at 10th level, your ability to protect yourself with magic is augmented. You always have the Barrier ability prepared and it does not count against the amount of abilities you can prepare. Additionally, if you cast the Shield Spell using the Barrier ability, the creature who attacked you to trigger it takes 1d6 force damage. You can spend an additional 1 AP to inflict an additional 1d6 force damage this way, to a maximum of 5d6 force damage.

Blindesense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 30 feet of you.

Spell Mastery
At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Keyblade spell and a 2nd-level Keyblade spell that you can cast. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in meditation, you can exchange one or both of the Spells you chose for different Spells of the same levels.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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