Moondrip was born into the Frostfang Goblin Tribe, and rambunctious contingent of Frost Elves that make their home in Irrisen. Perturbed by the violent traditions of her people, the empathetic goblin knew that there was something out in the world waiting for her. There had to be more to life than attacking travelers and slaughtering dogs.

Abandoning the only home she'd ever known, she made her way south in search of adventure, where she got herself mixed up with a crew called the The Wraith Wranglers (aka Spirit Slayers (aka Ghostbusters)) and hasn't looked back since!

Title
Hot & Cold

Type
PC

Race
Frost Goblin

Families
Frostfang Goblin Tribe

Gender
F

Goblin

Frost Resistance

You are acclimated to living in frigid lands and have skin ranging from sky blue to navy in color, as well as blue fur. As a Frost goblin, you gain cold resistance equal to half your level (minimum 1).

You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Goblin Scuttle - Ancestry Feat

Reaction

Trigger An ally ends a move action adjacent to you.

You take advantage of your ally’s movement to adjust your position. You Step.

Psy Cantrips and Amps

Produce Flame (Psy) - Psy Cantrip

2 Actions; somatic, verbal

Range 30 feet; Targets 1 creature


A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.

When using produce flame as a melee attack, increase the damage dice of the initial damage (but not the persistent damage) from d4s to d6s.


Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.


Amp You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage (not adding your ability modifier) plus 1 fire splash damage. When using amped produce flame as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped produce flame.


Amp Heightened (+1) Instead of using produce flame’s normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4.

Ray of Frost (Psy) - Psy Cantrip

2 Actions; somatic, verbal

Range 180 feet; Targets 1 creature


You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.


Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.

Success The target takes normal damage.

Heightened (+1) The damage increases by 1d4.


Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The ray deals 1d10 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Amp Heightened (+1) The initial damage increases by 1d10 instead of 1d4.


Thermal Stasis - Psy Cantrip

2 Actionsverbal
Range 60 feet; Targets 1 creature
Duration until the start of your next turn

The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage.

Heightened (+1) Each resistance increases by 2.

Amp The spell's duration becomes 1 minute.

Psychic

Mental Balm

Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies.


Amp You or one ally within 30 feet gains a +2 status bonus to Will saves against emotion effects for 1 minute. You can also have the amped psi cantrip attempt to counteract one effect imposing the frightened condition on yourself or the chosen ally, or an effect imposing the stupefied condition that has a duration of 1 hour or less. If you successfully counteract the effect, you remove only the frightened and stupefied conditions, not any other part of the effect.

Psychic Spellcasting

Unleash Psyche - Psychic Feat

Trigger Your turn begins.
Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied.


You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.

  • You're constantly surrounded by the visual manifestation of your psychic magic.
  • When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using psychic spellcasting.
  • You can use actions that have the psyche trait.

After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds.

Signature Spells - Psychic Ability

Experience enables you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower). You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Moondrip's Cantrips - Psychic Ability

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of oracle spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-level spells, and as a 5th-level psychic, your cantrips are 3rd-level spells.

Repertoire

Detect Magic

Infectious Enthusiasm

Invoke True Name

Telekinetic Projectile

Moondrip's Lvl 1 Spells - Psychic Ability

When you rest for the night, you regain two psychic spell slots, allowing you to cast two Level 1 Psychic spells per day from your repertoire.

Repertoire

Bless

Burning Hands

Summon Fey

[   ] [   ]

Moondrip's Lvl 2 Spells - Psychic Ability

When you rest for the night, you regain one second-level psychic spell slot, allowing you to cast a Level 2 Psychic spell once per day from your repertoire.

Repertoire

Faerie Fire

Heat Metal

[   ]

Subconscious Mind

Emotional Acceptance - Psychic Ability

The mind's truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power—you might consider your heart the source of your strength, or you might find that the infinite complexity felt in a moment expresses your power more efficiently than any string of mystic words ever could.
Your thought components are emotions. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another's mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.


Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body.

Use one action to choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes.

  • The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends.
  • The ally regains Hit Points equal to 2 + double your level.

Unorganised

Darkvision

You see perfectly fine in pitch darkness

Arcane Sense - Feat

Your study of magic allows you to instinctively sense its presence. You can cast 1st-level Detect Magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Oddity Identification - Feat

You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.

Read Psychometric Resonance - Feat

With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action.

Psychometric Assessment (concentratedivinationemotionexplorationmentaloccult) Requirements Your bare hands are touching an object in which you detected psychometric resonance; Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage,