Noble

chirpy-chase

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Created
1 year, 3 months ago
Creator
chirpy-chase
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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


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.

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. 

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.

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.

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.
NOTE
The little purple scars on her are from being hit with magic missile :D



Friends, enemies, and everything in-between

175
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175
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