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Rava Capuchi: 3 Storm Sorcerer Lucas Outlander Vanara 900
Rava Capuchi: 3 Storm Sorcerer Lucas Outlander Vanara 900
AC DESCRIPTION
0 STR +2 INT
13 Armor Mage Armor
21 +2 16
+3 DEX +1 WIS
Shield
0 +4 CON
RESISTANCES
+6 CHA
3 Dex Medium Armor Heavy Armor
Magic
11 Misc
Temporary Hit Points: Misc
+3
+3
17 SUCCESSES LEVEL DIE USED ENCUMBERED
3 d6+2
FAILURES
30ft 14
+2 ARMOR
+3 Acrobatics (Dex) Light Medium Heavy Shields
+2
+4 Deception (Cha) Common craftsman'tools
+2 History (Int) Primordial
+3 Insight (Wis) Vanara
14
+6 Intimidation (Cha)
+2 Investigation (Int)
+1 Medicine (Wis)
+1 +2 Nature (Int)
+1 Perception (Wis)
12 +4 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
56 - 110 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
165 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 166 - 330 lb
Ampliar Conjuro
Cuando lanzas un conjuro que tenga una duración de 1 mi-nuto o más, puedes usar 1 punto de FEAT: Elemental Adept [lightning] [PHB 166]
hechicería para doblar su duración, hasta un máximo de 24 horas Spells I cast ignore resistance to lightning damage. For any spell
I cast that deals lightning damage, I can treat any 1 on a damage
Conjuro Duplicado die as a 2.
Cuando lanzas un conjuro que tenga como objetivo a una sola criatura y no tenga un
rango “Personal”, puedes gastar un número de puntos de hechicería igual al nivel del conjuro
para apuntar a una segunda criatura dentro del alcance con el mismo conjuro (1 punto de
hechicería si el conjuro es un truco). FEAT:
FEAT:
FEAT:
SUBTOTAL SUBTOTAL
ORGANIZATION
Poor 2 sp
RACE SIZE HEIGHT WEIGHT
DEX WIS
CON CHA
FAILURES
DESCRIPTION
LEVEL USED
DIE
Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
Rava Capuchi
CHARACTER NAME
Charisma +6 DC 14
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Friends Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile — Ench 1a Self S,M Conc, 1 min P 244
Rafaga Ver pagina Guiz de xanatar 173 — Trans 1a 10 ft V,S 1 h (D) P 267
Ray of Frost Spell attack for 1d8 Cold dmg and -10 ft speed until start of my next turn; +1d8 at CL 5, 11, and 17 — Evoc 1a 60 ft V,S Instantaneous P 271
Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 — Evoc 1a Touch V,S Instantaneous P 275
Burning Hands All in area 3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite Dex Evoc 1a 15-ft cone V,S Instantaneous P 220
Mage Armor 1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor — Abjur 1a Touch V,S,M 8 h (D) P 256
Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S 1 rnd P 275
Gust of Wind 60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book Str Evoc 1a 60-ft line V,S,M Conc, 1 min P 248
Levitate 1 crea/obj up to 500 lb save or rise vertically, up to 20 ft; 1 a (move a if self) move up/down 20 ft Con Trans 1a 60 ft V,S,M Conc, 10 min P 255
Scorching Ray 3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray — Evoc 1a 120 ft V,S Instantaneous P 273
Tormenta de Bolas de Nieve
ver guiia de xanatar
LINE
(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Can’t see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)