Noble
chirpy-chase
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- 1 year, 3 months ago
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- chirpy-chase
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Profile
Noble
Name Noble
Alias none
Age 30-something
Gender yeah
Pronouns he/she/they/it
Level 6
Race tiefling
Class druid
Background outlander
Proficiency Bonus +3
Max HP 50
Armor Class 14
Speed 30 ft
Initiative +2
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 11 (0)
Wisdom: 16 (+3)
Charisma: 10 (0)
Defenses
Resistance to fire
Attacks & Spells
Name
Atk Bonus / Save DC
Damage
Scimitar +1
+5
1d6+1 slashing
mace
+4
1d6 bludgeoning
shortbow
+3
1d6 piercing
n/a
n/a
n/a
Proficiencies
Languages:Common, infernal, druidic, draconic
Weapons: clubs, daggers, darts, maces, scimitars, sickles, slings, and spears
Armor: light armor, medium armor, and shields(no metal)
Tools & kits: herbalism kit, horn.
Features & Traits
background (outlander: Wanderer)You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
race (tiefling: Darkvision, Hellish Resistance, Legacy of Stygias)Thanks to your infernal heritage, 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.// You have resistance to fire damage.// You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
class (Druid: Wild Shape)Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
class (Circle: Summon Wildfire Spirit)At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
class (Circle: Enhanced Bond)At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
class (nope)not yet !!!!!.
class (nope)not yet !!!
Spells
Cantrips
Primal Savagery
Ray of frost
Shape Water
Shillelagh
Level 1 Spells
cure wounds
speak with animals
ice knife
Armor of agathys
thunderwave
earth tremor
Level 2 Spells
Darkness
Scorching Ray
Flaming Sphere
Barkskin
Wither And Bloom
Protection Against Poison
Level 3 Spells
Erupting Earth
Revivify
Level 4 Spells
spell here
spell here
spell here
Level 5 Spells
spell here
spell here
spell here
Level 6 Spells
spell here
spell here
spell here
Level 7 Spells
spell here
spell here
spell here
Level 8 Spells
spell here
spell here
spell here
Level 9 Spells
spell here
spell here
spell here
Positive Traits
- loyal
- silly
- flusterable?
Negative Traits
- overly nervous
- quiet
- a bit too trusting at times
personality goes here
Likes
- dense woods
- good food
- little tricks
Dislikes
- WIDE OPEN PLACES
- wizards
- cops
The story so far
Noble never knew his parents. Never even thought about them really. He grew up on the streets, next to merchants and fortunetellers. Living off of their scraps and what he could steal. Once she had grown up a little and weren't so cute anymore, she was driven out, and lived in the woods.
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