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3 Storm Sorcerer Lucas

LEVEL & CLASS PLAYER NAME


Rava Capuchi
Outlander Vanara 900 2,700
BACKGROUND Forester RACE EXPERIENCE Next Level
CHARACTER NAME

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

14 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+4 Arcana (Int) Sorcery Points 3 LR Dagger, Dart, Light crossbow, Quarterstaff, Sling
+2 Athletics (Str)
LANGUAGES TOOLS & OTHERS

+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

+4 Persuasion (Cha) Tempestuous Magic (with casting)

+2 Religion (Int) Font of Magic

+4 +3 Sleight of Hand (Dex)


+3 Stealth (Dex)
+3 Survival (Wis)
18
Tool

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Hand Crossbow Dex 30/120 ft +5 1d6+3 Piercing


Ammunition, light, loading
DESCRIPTION

Dagger Dex Melee, 20/60 ft +5 1d4+3 Piercing


Finesse, light, thrown

NAME TOTAL NAME TOTAL


Bolts 20
Storm Sorcerer, level 3:
Spellcasting (Sorcerer 1, PHB 101) [4 cantrips & 4 spells known] No tengo muy buena opinión de la gente adinerada o de
I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability buenos modales. El dinero y los modales no te salvarán de un
I can use an arcane focus as a spellcasting focus for my sorcerer spells oso-lechuza hambriento.
Tempestuous Magic (Storm Sorcery 1, XGtE 52)
As a bonus action, before or after casting a 1st-level or higher spell, I can fly 10 ft
This movement doesn't provoke opportunity attacks as whirling gust of air surround me
Wind Speaker (Storm Sorcery 1, XGtE 52) Cambio. La vida es como las estaciones del año, en constante
I can speak, read, and write Primordial (and its dialects Aquan, Auran, Ignan, Terran) cambio, y debemos cambiar con ella. (Caótico)
Font of Magic (Sorcerer 2, PHB 101) [Sorcery Points, 3× per long rest]
As a bonus action, I can use sorcery points to create spell slots and vice versa
I can convert spell slots to sorcery points at a rate of 1 point per spell slot level
I can convert sorcery points to spell slots, which last until I finish a long rest, as follows: Mi familia, clan o tribu es lo más importante en mi vida, incluso
Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points cuando están lejos de mí
Level 4 for 6 sorcery points; level 5 for 7 sorcery points
Metamagic (Sorcerer 3, PHB 101) [2 known]
Use the "Choose Feature" button above to add a Metamagic option to the third page
I can use only 1 Metamagic option on a spell unless otherwise written
Soy demasiado aficionado a la cerveza, el vino y otras bebidas
embriagantes
Siempre estoy endeudado. Gasto mis mal adquiridas ganancias

Feature Name: Wanderer

I have an excellent memory for maps and geography, and I can


always recall the general layout of terrain, settlements, and other
features around me. In addition, I can find food and fresh water for
myself and up to five other people each day, provided that the land
offers berries, small game, water, and so forth.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

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:

MAGIC ITEM: Attuned

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


GENDER AGE SIZE HEIGHT WEIGHT
Rava Capuchi
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

Poor 2 sp
RACE SIZE HEIGHT WEIGHT

TYPE AGE GENDER ALIGNMENT


COMPANION
NAME

STR INT Temporary HP: SUCCESSES

DEX WIS
CON CHA
FAILURES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

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)

PASSIVE WISDOM (PERCEPTION)


ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

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

Point of Origin CONE CUBE SPHERE CYLINDER

(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.

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance


(ONE ATTACK) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see ‘Two- Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it (PHB 196)
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

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)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT ½ SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(AT ½ SPEED) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
(AT ½ SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

rounds, after which drop to 0 hit points and dying.


After moving at least 10 feet on foot, you can jump your Str score in feet straight
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump.
(COSTS ½ SPEED) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
(PHB 182) (PHB 183)

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