Azrik Snow - Interactive Combat Cheat Sheet

Core Stats

18

AC

/ 54

Current HP

+6

Initiative

19

Passive Inv.

Prof. Bonus: +3

Senses: Darkvision 60ft, Shadowflame SightYou can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. 60ft

Resistances: Fire

Modifiers & Saves

-1

STR

+3

DEX

+1

CON

+3

INT

+1

WIS

+0

CHA

SAVING THROWS

-1

STR

+6

DEX

+0

CON

+6

INT

+1

WIS

+0

CHA

Advantage on CON saves for Concentration

Skills

Acrobatics +6
○ Animal Handling +1
○ Arcana +3
○ Athletics -1
○ Deception +0
History +6
○ Insight +1
○ Intimidation +0
Investigation +9
○ Medicine +1
Nature +6
○ Perception +1
○ Performance +0
○ Persuasion +0
○ Religion +3
Sleight of Hand +6
Stealth +9
○ Survival +1
Expertise Proficiency

Weapons & Magic Items

WEAPON STATS

Blood-Wood Fang: +8 | 1d6+5 Piercing or 1d4+5 Slashing

Scimitar (Nick): +6 | 1d6+3 Slashing

BLOOD-WOOD FANG ABILITIES
  • Weapon Mastery (Vex): Advantage on next attack against target.
  • Soulrend Echo (1/Turn): On Sneak Attack, deal extra 2d6 radiant damage. If target is concentrating, they have disadvantage on the save.
  • Infernal Channeling: On hit, spend 1 charge to cast Booming Blade. (Dawn)
  • Whisperstep: BA to teleport 30ft & gain Advantage. (Dawn)

Actions in Combat

CORE

  • Sneak AttackTrigger with Advantage OR if target is threatened by an ally, attacked someone other than you last turn, or is concentrating. (3d6, 1/Turn)
  • Second TrickAfter using any Cunning Action on your turn, you can make one weapon attack after the use of the bonus action. This attack can benefit from Sneak Attack.
  • Alert FeatImmediately after you roll Initiative, you can swap your Initiative with one willing ally.
  • Tactical MindWhen you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If it still fails, the use is not expended.

ACTION

  • Attack
  • Weapon Mastery (Nick)When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action.
  • Cast a Spell
  • Action SurgeOn your turn, you can take one additional action, except the Magic action.(SR)

BONUS ACTION

  • Steady AimGain Advantage on your next attack if you haven't moved. Your speed becomes 0 until the end of the turn.
  • Cunning ActionSwift Escape: Disengage + Distract (ally gains Adv).
    Evasive Footwork: Dash + ignore difficult terrain.
  • Wings of RimeBoon of the Frosted One: As a bonus action, manifest black, frost-covered wings for 1 minute, granting you a flying speed equal to your walking speed. While your wings are active, once per turn when you hit a creature with an attack, you can deal an additional 1d10 cold damage.(LR/24h)
  • War Bond (Summon)Summon your bonded weapon to your hand.

REACTION

  • Uncanny DodgeWhen an attacker you can see hits you, use your reaction to halve the attack's damage.
  • War CasterCast a spell (like Booming Blade) as an opportunity attack.
  • ShieldUse a 1st-level slot to gain +5 AC until the start of your next turn.
  • Absorb ElementsUse a 1st-level slot to gain resistance to incoming elemental damage and add 1d6 of that type to your next melee attack.
  • Hellish RebukeUse a 1st-level slot to retaliate with 2d10 fire damage (DEX save for half).

Spellcasting

Spell Save DC: 14 Spell Attack: +6

CANTRIPS

  • Booming Blade1A, Self, S/M, 1 Rnd. If target moves, it takes 1d8 thunder dmg.
  • Fire Bolt1A, 120ft, V/S. Ranged spell attack for 2d10 fire dmg.
  • Green-Flame Blade1A, Self, S/M. On hit, flame leaps to another creature within 5ft, dealing your spellcasting modifier in fire dmg.
  • Mage Hand1BA, 30ft, V/S, 1 min. Create an invisible spectral hand.
  • Message1A, 120ft, V/S/M, 1 Rnd. Send a whispered message.
  • Minor Illusion1A, 30ft, S/M, 1 min. Create a sound or an image of an object.

1ST LEVEL SLOTS

(LR)
  • Absorb Elements1R, Self, S, 1 Rnd. Gain resistance to acid, cold, fire, lightning, or thunder dmg.
  • Disguise Self1A, Self, V/S, 1 hr. Change your appearance.
  • Shield1R, Self, V/S, 1 Rnd. +5 bonus to AC.
  • Witch Bolt1A, 60ft, V/S/M, Conc. 1 min. 1d12 lightning dmg. On subsequent turns, use your bonus action to deal the dmg again automatically.

INNATE SPELLS

  • Darkness1A, 60ft, V/M, Conc. 10 min. Create a 15ft radius sphere of magical darkness.
    (LR)
  • Hellish Rebuke1R, 60ft, V/S. 2d10 fire dmg to a creature that damages you. DEX save for half.
    (LR)
  • Thaumaturgy1A, 30ft, V, 1 min. Manifest a minor wonder. (At will)

Notes