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Signe

dragornborned blue Race
Origin
Fighter 2 Class & Level
neutral Alignment
Deity
Yggdrasil Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 13
+1
constitution 14
+2
intelligence 12
+1
wisdom 12
+1
charisma 14
+2
Total Hit Dice d10
Hit Die
1d+2
+2 proficiency bonus
+5 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+1 Arcana
+5 Athletics
+2 Deception
+1 History
+1 Insight
+4 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+1 Nature
+3 Perception
+2 Performance
+2 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
0
MV

Prestige
4
Attunement Slots
16
Armor Class
20
Hit Points
+1
Initiative
30
Speed
Attacks
skills: athletics, intimidation, perception, survival
languages: common, draconic, Celestial
tools: Leatherworker's tools (starting prof)
Saving throws: strength, constitution

Proficiences
Frost Fingers
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw = 12, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.


Ice Knife
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw = 11 or take 2d6 cold damage.

Spellcasting
Chainmail, great sword, 2xhandaxes, Explorer's Pack: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope, Bottle of Liquid Courage - DC22 or be intoxicated

200 gp
Equipment
Yggdrasil
Faction
Demi
Stat Array
Breath Weapon.

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. 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.
Damage Resistance.

You have resistance to the damage type associated with your draconic ancestry.
Blue Lightning 5 by 30 ft. line (Dex. save) = 12

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind PHB p72
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge PHB p72
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ice Domain: Channel Divinity
Permafrost Field
Starting at 2nd level, you can use your Channel Divinity to grant allies a protective frost.
As an action, you shroud all allied creatures within 60 feet in a protective frost that grants them a bonus to their AC equal to half your proficiency modifier (rounded down). In addition, all affected creatures gain temporary hit points equal to your proficiency modifier at the start of each of their turns. These benefits persist for one minute, after which, all remaining temporary hit points from this feature are lost.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Torineesan.

Statblock Type

Verum Character Sheet

Link/Embed