This is an old revision of the document!
Victalion
If you're looking to create a character or NPC see these forms Character form or NPC form, otherwise continue manual creation below. For a secrets page use victalion
Name | |
---|---|
Race | |
Gender |
Character Information
Class | |
---|---|
Born | |
Alignment | |
Languages | Common ??? |
Family | (Father) (Mother) |
Affiliations | |
Faith | ??? |
Profession | Adventurer (???-???) |
Physical Description
Height | |
---|---|
Weight | |
Skin | |
Eyes | |
Hair |
Stats
Level | 0 (Class A 0) (Class B 0) |
|
---|---|---|
Init | Speed | Prof |
+0 | 30ft | +0 |
HP | AC | TempHP |
00 | 00(00) | 00 |
Ability Scores | ||
STR | DEX | CON |
10(0) | 10(0) | 10(0) |
INT | WIS | CHA |
10(0) | 10(0) | 10(0) |
Saving Throws | ||
STR | DEX | CON |
+0 | +0 | +0 |
INT | WIS | CHA |
+0 | +0 | +0 |
Acrobatics (Dex) | +0 | Medicine (Wis) | +0 |
Animal Handling (Wis) | +0 | Nature (Int) | +0 |
Arcana (Int) | +0 | Perception (Wis) | +0 |
Athletics (Str) | +0 | Performance (Cha) | +0 |
Deception (Cha) | +0 | Persuasion (Cha) | +0 |
History (Int) | +0 | Religion (Int) | +0 |
Insight (Wis) | +0 | Sleight of Hand (Dex) | +0 |
Intimidation (Cha) | +0 | Stealth (Dex) | +0 |
Investigation (Int) | +0 | Survival (Wis) | +0 |
Spells
Ability | Wisdom/Intelligence/Charisma |
---|---|
Save DC | Modifier |
00 | +0 |
Cantrips | Spell 1 Spell 2 |
1st lvl Spells | Spell 1 Spell 2 |
2nd lvl Spells | Spell 1 Spell 2 |
3rd lvl Spells | Spell 1 Spell 2 |
4th lvl Spells | Spell 1 Spell 2 |
5th lvl Spells | Spell 1 Spell 2 |
6th lvl Spells | Spell 1 Spell 2 |
7th lvl Spells | Spell 1 Spell 2 |
8th lvl Spells | Spell 1 Spell 2 |
9th lvl Spells | Spell 1 Spell 2 |
Spell Slots
1st lvl | 2nd lvl | 3rd lvl |
---|---|---|
0 | 0 | 0 |
4th lvl | 5th lvl | 6th lvl |
0 | 0 | 0 |
7th lvl | 8th lvl | 9th lvl |
0 | 0 | 0 |
History
Pre-Campaign
Text
Campaign
Text
Post-Campaign
Text
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.
Wildfire Spirit
- Small elemental
- Armor Class: 13 (natural armor)
- Hit Points: 5 + five times your druid level
- Speed: 30 ft., fly 30 ft. (hover)
- Damage Immunities: fire
- Condition Immunities: charmed, frightened, grappled, prone, restrained
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Challenge: —
- Proficiency Bonus: equals your bonus
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
Actions
- Flame Seed.
- Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
- Fiery Teleportation.
- The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.