Difference between revisions of "Pyrvaris of Clan Trueforger"

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'''1st Level:''' Absorb Elements, ''Burning Hands'', Cure Wounds, Thunderwave<br>
 
'''1st Level:''' Absorb Elements, ''Burning Hands'', Cure Wounds, Thunderwave<br>
 
'''2nd Level:''' Barkskin, Flaming Sphere, Healing Spirit, Heat Metal, ''Locate Animals or Plants'', ''Scorching Ray''<br>
 
'''2nd Level:''' Barkskin, Flaming Sphere, Healing Spirit, Heat Metal, ''Locate Animals or Plants'', ''Scorching Ray''<br>
'''3rd Level:''' Dispel Magic, ''Fireball'', ''Plant Growth'', Revivify,<br>
+
'''3rd Level:''' Dispel Magic, ''Fireball'', ''Plant Growth'', Revivify<br>
  
 
===Specialty Traits===
 
===Specialty Traits===

Revision as of 15:23, 23 August 2020

Pyrvaris Trueforger
Pyvaris.jpg
Race: Dwarven Genasi, Class: Druid • 5th
Background: Noble, Alignment: Neutral
Patron Deity:
Factions: Emerald Enclave 1 (Renown 2)
Ability Scores
Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);
Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)
Proficiencies
Bonus: +3
Saving Throws: INT & WIS
Skills: Arcana (INT), History (INT), Insight (WIS), Persuasion (CHA)
Tools: Herbalism Kit, Dragonchess Set
Languages: Common, Druidic, Dwarven, Jotun, Primordial, Undercommon
Armor: Light, Medium, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Traits
Feats
N/A
Combat
Attacks: Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6


Armor Class: 17, Initiative: +0, Speed: 30ft
Hit Points: 37, Hit Dice: 5d8

Social
Personality Traits:
Ideals:
Bonds:
Flaws:

“xxx” -xxx

Traits

Racial Traits

Darkvision: 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance: You have resistance to fire damage.
Reach to the Blaze: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Class Traits

Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells.

Readied Spells

Cantrips: Control Flame, Firebolt, Guidance, Shillelagh, Produce Flame
1st Level: Absorb Elements, Burning Hands, Cure Wounds, Thunderwave
2nd Level: Barkskin, Flaming Sphere, Healing Spirit, Heat Metal, Locate Animals or Plants, Scorching Ray
3rd Level: Dispel Magic, Fireball, Plant Growth, Revivify

Specialty Traits

Summon Wildfire
2nd-level Circle of Wildfire feature
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 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 2d10 fire damage.

The Wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. 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 wildfire 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 one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

Wildfire Spirit
Small elemental, any chaotic alignment
Armor Class 13 (natural armor)
Hit Points: 20
Speed 20 ft., fly 30 ft. (hover)
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)
Saving Throws Dex +5, Con +5, Wis +5
Skills Nature +5
Damage Immunities: Fire
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 12
Languages" understands the languages you speak
Soul Bond The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.
Flame Seed Ranged Weapon Attack: +5 to hit, range 30ft., one target you can see. Hit: 1d6 + 3 fire damage.
Fiery Teleportation (Recharges after a Short or Long Rest).
The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.

Background Traits

Feats

Resources

  • Coins: 0 cp • 66 sp • 0 ep • 1370 gp • 0 pp • Other coins:
  • Gems: 1 Pearl (100gp ea)

Magic Items

  • Forgeheart Cudgel

Weapon, uncommon This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.

Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.

Gained from Darkleaf, the dryad of the Blackwood.

Equipment

Carried Equipment

  • In Hand: Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield
  • Worn: Volcanic Glass Scale Armor
  • Belt: Healing Potion x1
  • Backpack: War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

Important Individuals

  • x