Wyntr Frostborn
Wyntr Frostborn
Sheet
AC 18 · HP 34 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionINT
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Breath WeaponDragonbornAs an action, Wyntr exhales a 15-foot cone of cold. Creatures in the area make a DC 11 Dexterity saving throw, taking 2d6 cold damage on a failed save, or half damage on a successful one. Once used, it cannot be used again until he completes a short or long rest.
Always on
- Divine SenseLevel 1
When As an action
Wyntr can sense strong celestial, fiendish, or undead presences within 60 feet, along with consecrated or desecrated locations.
- Lay on HandsLevel 1
When As an action
Wyntr restores hit points from a pool of 25 points, or spends 5 points to cure a disease or neutralize a poison.
- Extra AttackLevel 5
When When taking the Attack action
Wyntr makes two melee attacks when taking the Attack action.
- Divine SmiteLevel 2
When After hitting with a melee weapon attack
Wyntr adds radiant damage to a melee weapon hit by expending a spell slot.
- Broken Oath Channel Divinity
When As an action
Wyntr uses a Channel Divinity option. Control Undead targets one undead, while Dreadful Aspect frightens chosen creatures within 30 feet.
- Divine Warrior TrainingLevel 1
Wyntr gains proficiency with all armor and shields, and with simple and martial weapons.
- Fighting Style: DefenseLevel 2
Wyntr chooses the Defense fighting style, gaining a +1 bonus to AC while wearing armor.
- SpellcastingLevel 2
Wyntr gains access to paladin spellcasting. His prepared paladin spells equal his Charisma modifier plus half his paladin level, rounded down, for a total of 2 prepared paladin spells, not counting oath spells.
- Divine HealthLevel 3
Wyntr gains resistance to disease and is immune to disease.
- Channel DivinityLevel 3
Wyntr gains the Oathbreaker Channel Divinity options Control Undead and Dreadful Aspect. Control Undead can seize control of one undead that fails its Wisdom saving throw. Dreadful Aspect causes creatures of Wyntr's choice within 30 feet to become frightened if they fail a Wisdom saving throw.
- Oathbreaker SpellsLevel 3
Wyntr gains the Oathbreaker spells Hellish Rebuke and Inflict Wounds as oath spells. He also gains Darkness and Crown of Madness as oath spells at 5th level.
- Draconic AncestryDragonbornWhite dragon ancestry, granting cold resistance and a cold damage breath weapon.
- Damage ResistanceDragonbornWyntr has resistance to cold damage.
- Draconic LanguageDragonbornWyntr can speak, read, and write Draconic.
- Ability Score IncreaseDragonbornStrength increases by 2 and Charisma increases by 1.
- WandererOutlander
Wyntr has an excellent memory for maps, terrain, and natural features. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
7 spellsSpellcasting. Wyntr Frostborn casts with Charisma (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (2 slots): ,
Gear
9 itemsWeapons
- LongswordA versatile martial weapon used for defense and controlled, nonlethal combat when possible.
- 5×JavelinJavelins suitable for ranged attacks or hunting in the wilderness.
Armor
- Chain mailA suit of chain mail, providing AC 16 before adding a shield or other modifiers.
- ShieldA wooden shield bearing the symbol of an open white hand. It grants a +2 shield bonus to AC.
Tools
- StaffA simple wooden staff used as a walking aid and wilderness tool.
- Hunting trapA small metal trap useful for catching small game.
Gear
- Priest's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel supplies.
- Traveler's clothesA set of traveler's clothes suited to cold-weather roads and mountain passes.
Purse
- 10×Gold piecesCoins saved from Wyntr's years of wandering.
Appearance
Wyntr Frostborn is a broad-shouldered white dragonborn with ice-blue scales, swept-back horns, and pale silver eyes. Old battle scars cross his snout and left shoulder, while a weathered holy symbol hangs over his breastplate. He carries a longsword with a chipped pommel and a battered shield painted with a simple white hand, symbolizing protection without domination.
Mannerisms
Wyntr speaks slowly and deliberately, as though weighing each word before releasing it. He lowers his head when apologizing, touches two claws to his shield before making a promise, and scans the horizon whenever a conversation turns toward war.
Personality
Wyntr is patient, protective, and quietly remorseful. He prefers listening to issuing orders, and he measures success by how many people walk away alive. Though he has the bearing of a commander, he deliberately gives others the first voice in any council. In battle, his calm becomes intense focus, especially when an enemy threatens the helpless.
Ideals
Strength exists to shelter the weak, not to rule them. A victory that leaves no room for mercy is only another form of defeat.
Bonds
He is devoted to the survivors of the mountain refuge whose destruction he prevented. He also carries the broken insignia of his former order, intending to return it one day to the families who suffered under its banner.
Flaws
Wyntr is slow to trust leaders, commanders, and anyone who speaks too confidently about necessary sacrifices. When confronted with a choice between mercy and certainty, he can hesitate until others are placed in danger. He also fears that the power he once used for conquest will eventually reveal that cruelty, not redemption, was his true nature.
Quirks
Background
Wyntr Frostborn was raised among a remote dragonborn clan that survived in the frozen highlands by discipline, mutual reliance, and strength. He entered the service of a conquering order after witnessing raiders prey upon isolated settlements. At first, he believed conquest was the only language tyrants understood. His oath gave him purpose, and his victories gave him a reputation. Villages surrendered at the sight of his white scales and frost-rimed armor, often before a battle began. The certainty of his cause ended when his commander ordered the destruction of a mountain refuge that had refused to kneel. Wyntr discovered that the refuge sheltered families, healers, and displaced travelers, not an army. He refused the order, turned his sword against his own banner, and broke the oath he had sworn to uphold. Cast out and hunted, he wandered through wilderness trails and forgotten passes, learning to guide the lost instead of leading armies. Now he follows a quieter path, protecting the helpless, ending conflicts before bloodshed, and offering mercy even to those who once served his former cause. His old oathbreaker powers still answer his call, but Wyntr treats them as a reminder of what he must never become again.
“He entered the service of a conquering order after witnessing raiders prey upon isolated settlements.”
- Background
- Outlander
Connections
Species
Dragonborn
Media
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