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Balthazar Blake: Character Level, Race, & Class Experience
Balthazar Blake: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
✘
+1 choose to spend one of your luck points after you roll
✘ +7 Dexterity the die, but before the outcome is determined.You
+1 Constitution ARMOR CLASS can also spend one luck point when an attack roll is
DEXTERITY made against you. Roll a d20, and then choose
+2 Intelligence whether the attack uses the attacker’s roll or yours.
MAXIMUM HIT DICE TEMPORARY
18 +2 Wisdom
+3 Charisma
40 5d10 Favored Enemy. You have advantage on Survival
checks to track your favored enemies, as well as on
CONDITIONAL Intelligence checks to recall information about them.
+4 Undead.
+4 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
or more in your favored terrain, you gain the
Y
PROFI
EXPE
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION group’s travel.Your group can’t become lost except by
+1 +2 Arcana (Int) Darkvision
magical means.Even when you are engaged in
another activity while traveling, you remain alert to
✘ +4 Athletics (Str)
danger.If you are traveling alone, you can move
stealthily at a normal pace.When you forage, you find
INTELLIGENCE +3 Deception (Cha) twice as much food as you normally would.While
tracking other creatures, you also learn their exact
15 ✘
+2 History (Int)
+5 Insight (Wis)
number, their sizes, and how long ago they passed
through the area.
Desert.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 ✘ +5 Investigation (Int) Fighting Style.
Archery. You gain a +2 bonus to attack rolls you
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against make with ranged weapons.
WISDOM
being charmed, and magic can’t put you to sleep.
+2 Nature (Int)
Primeval Awareness (Action). You can expend one
15 ✘ +5 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they ranger spell slot to focus your awareness on the
meditate deeply, remaining semiconscious, for 4 region around you.For 1 minute per level of the spell
+3 Performance (Cha) hours a day. slot you expend, you can sense whether the following
+3 Persuasion (Cha) types of creatures are present within 1 mile of you (or
+2 +2 Religion (Int)
Mask of the Wild. You can attempt to hide even within up to 6 miles if you are in your favored
when you are only lightly obscured. terrain): aberrations, celestials, dragons, elementals,
+4 Sleight of Hand (Dex) fey, fiends, and undead. This feature doesn’t reveal
CHARISMA the creatures’ location or number.
✘ +7 Stealth (Dex)
17 +2 Survival (Wis) Extra Attack. You can attack twice, instead of once,
SKILLS whenever you take the Attack action on your turn.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
nevoeiro mortal
Você cria uma esfera de nevoeiro venenoso de cor-esverdeado, com 6 metros de raio [raio de 20 pés], centrado em um
I’m always polite and respectful. ponto, à sua escolha amarelo, dentro do alcance. O nevoeiro se espalha, dobrando esquinas. Ele permanece pela
I’m full of inspiring and cautionary tales from my duração ou até um vento forte dispersar no nevoeiro, terminando a magia. Sua área é de escuridão densa.
military experience relevant to almost every combat
situation Quando uma criatura entra na área da magia pela primeira vez no turno dela ou começa seu turno lá, essa criatura deve
realizar um teste de resistência de constituição. A criatura sofre 5d8 de dano de veneno, ou metade desse dano, se
passar no teste. As criaturas serão afetadas mesmo se prenderem a respiração ou não precisarem respirar.
PERSONALITY TRAITS O nevoeiro se afasta 3 metros [10 pés] de você no começo de cada um dos seus turnos, deslizando pela superfície do
solo. Os vapores são mais pesados que o ar, mantendo-se nos níveis mais baixos do terreno, até mesmo caindo em
aberturas.
Live and Let Live. Ideals aren’t worth killing over or
going to war for. (Neutral) restauraçao menor
Você toca uma criatura e pode, ou acabar com uma doença ou uma condição que está afligindo. A condição pode ser
cega, surda, paralisada ou envenenada.
IDEAL
BOND
Marca do caçador
BACKGROUND FEATURE Você escolhe uma criatura que pode ver, dentro do alcance e a marca misticamente como sua presa. Até a magia acabar,
você causa 1d6 de dano extra ao alvo sempre que você o atingir com um ataque com arma e você tem vantagem em
quaisquer testes de Sabedoria (Percepção) ou Sabedoria (Sobrevivência) feitos para encontr-la. Se o alvo cair a 0 pontos
de vida antes da magia acabar, você pode usar uma ação bônus, no seu turno subsequente para marcar uma nova
criatura.
Curar feridas
TRINKET
Uma criatura que você tocar recupera uma quantidade de pontos de vida igual a 1d8 + seu modificador de habilidade de
conjuração. Essa magia não produz efeito em mortos-vivos ou construtos.
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Longbow] 1 2
Arrow 20 1
[Studded Leather] 1 13
Shortsword 2 4
Explorer’s Pack 1 10
0 0 0 0 0
30 lb / 195 lb 390 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 N/A
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE 120 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V
A creature you touch regains a number of hit points equal to 1d8 + You create a 20-foot-radius sphere of fog centered on a point within The next time you hit a creature with a ranged weapon attack before
your spellcasting ability modifier. This spell has no effect on undead range. The sphere spreads around corners, and its area is heavily the spell ends, this spell creates a rain of thorns that sprouts from
or constructs. obscured, It lasts for the duration or until a wind of moderate or your ranged weapon or ammunition. In addition to the normal effect
At Higher Levels. When you cast this spell using a spell slot of 2nd greater speed (at least 10 miles per hour) disperses it. of the attack, the target of the attack and each creature within 5 feet
level or higher, the healing increases by 1d8 for each slot level above At Higher Levels. When you cast this spell using a spell slot of 2nd of it must make a Dexterity saving throw. A creature takes 1d10
1st. level or higher, the radius of the fog increases by 20 feet for each slot piercing damage on a failed save, or half as much damage on a
level above 1st. successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level
or higher, the damage increases by 1d10 for each slot level above 1st
(to a maximum of 6d10).
Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Hunter’s Mark
1st-level divination
You choose a creature you can see within range and mystically mark
it as your quarry. Until the spell ends, you deal an extra 1d6 damage
to the target whenever you hit it with a weapon attack, and you have
advantage on any Wisdom (Perception) or Wisdom (Survival) check
you make to find it. If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn of yours to
mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Arrows are used with a bow to make a ranged attack. Made from tough but flexible leather, studded leather is
reinforced with close-set rivets or spikes.
2 lb. Player’s Handbook 1/20 lb. Player’s Handbook 13 lb. Player’s Handbook