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Ficha de Personagem - Cipreste - Nível 3
Ficha de Personagem - Cipreste - Nível 3
STEALTH DISADVANTAGE
+0 Charisma
29 3d8 magically assume the shape of a beast that you
have seen before.You can stay in a beast shape for 1
CONDITIONAL
hours. You then revert to your normal form unless
you expend another use of this feature. You can
+2 revert to your normal form earlier by using a bonus
action on your turn. You automatically revert if you
CURRENT HIT POINTS fall unconscious, drop to 0 hit points, or die.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Natural Recovery (1/Long Rest). During a short
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
rest, you choose expended spell slots to recover.
The spell slots can have a combined level of 2, and
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION none of the slots can be 6th level or higher.
+3 Animal Handling (Wis)
+2 +1 Arcana (Int)
✘ +1 Athletics (Str) Resistances. Poison
INTELLIGENCE +0 Deception (Cha)
12 +1 History (Int)
+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
✘ +5 Medicine (Wis) Constructed Resilience. You have advantage on saving
throws against being poisoned, and you have resistance
WISDOM ✘ +3 Nature (Int) to poison damage.You don’t need to eat, drink, or
breathe.You are immune to disease.You don’t need to
17 ✘ +5 Perception (Wis)
+0 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must
+0 Persuasion (Cha) spend at least six hours in an inactive, motionless state,
+3 ✘ +3 Religion (Int)
rather than sleeping. In this state, you appear inert, but
it doesn’t render you unconscious, and you can see and
+2 Sleight of Hand (Dex)
hear as normal.
CHARISMA +2 Stealth (Dex) Integrated Protection. You can don only armor with
which you have proficiency. To don armor, you must
10 +3 Survival (Wis)
SKILLS
incorporate it into your body over the course of 1 hour,
during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can
rest while donning or doffing armor in this way.While
+0 15 PASSIVE PERCEPTION you live, your armor can’t be removed from your body
against your will.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I’m oblivious to etiquette and social expectations.
I often get lost in my own thoughts and
contemplation, becoming oblivious to my
surroundings.
PERSONALITY TRAITS
IDEAL
BOND
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE
A glass eye
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Leather] 1 10
[Quarterstaff] 1 4
Shield 1 6
Explorer’s Pack 1 10
Sling 1 —
0 0 0 0 0
30 lb / 120 lb 240 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 6
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Touch RANGE Self
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS S
Whispering to the spirits of nature, you create one of the following You touch one to three pebbles and imbue them with magic. You or You channel primal magic to cause your teeth or fingernails to
effects within range: someone else can make a ranged spell attack with one of the pebbles sharpen, ready to deliver a corrosive attack. Make a melee spell
• You create a tiny, harmless sensory effect that predicts what the by throwing it or hurling it with a sling. If thrown, it has a range of 60 attack against one creature within 5 feet of you. On a hit, the target
weather will be at your location for the next 24 hours. The effect feet. If someone else attacks with the pebble, that attacker adds your takes 1d10 acid damage. After you make the attack, your teeth or
might manifest as a golden orb for clear skies, a cloud for rain, falling spellcasting ability modifier, not the attacker’s, to the attack roll. On fingernails return to normal.
snowflakes for snow, and so on. This effect persists for 1 round. a hit, the target takes bludgeoning damage equal to 1d6 + your The spell’s damage increases by 1d10 when you reach 5th level
• You instantly make a flower blossom, a seed pod open, or a leaf spellcasting ability modifier. Hit or miss, the spell then ends on the (2d10), 11th level (3d10), and 17th level (4d10).
bud bloom. stone.
• You create an instantaneous, harmless sensory effect, such as If you cast this spell again, the spell ends early on any pebbles still
falling leaves, a puff of wind, the sound of a small animal, or the faint affected by it.
odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small
campfire.
Spellcasting (Druid) Player’s Handbook Spellcasting (Druid) Xanathar’s Guide to Everything Bonus Cantrip (Druid) Xanathar’s Guide to Everything
A creature you touch regains a number of hit points equal to 1d8 + Grasping weeds and vines sprout from the ground in a 20-foot square Up to ten berries appear in your hand and are infused with magic for
your spellcasting ability modifier. This spell has no effect on undead starting from a point within range. For the duration, these plants turn the duration. A creature can use its action to eat one berry. Eating a
or constructs. the ground in the area into difficult terrain. A creature in the area berry restores 1 hit point, and the berry provides enough
At Higher Levels. When you cast this spell using a spell slot of 2nd when you cast the spell must succeed on a Strength saving throw or nourishment to sustain a creature for one day. The berries lose their
level or higher, the healing increases by 1d8 for each slot level above be restrained by the entangling plants until the spell ends. A creature potency if they have not been consumed within 24 hours of the
1st. restrained by the plants can use its action to make a Strength check casting of this spell.
against your spell save DC. On a success, it frees itself. When the spell
ends, the conjured plants wilt away.
Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
You create a shard of ice and fling it at one creature within range. You touch a willing creature. Until the spell ends, the target’s skin has You touch a creature and can end either one disease or one condition
Make a ranged spell attack against the target. On a hit, the target a rough, bark-like appearance, and the target’s AC can’t be less than afflicting it. The condition can be blinded, deafened, paralyzed, or
takes 1d10 piercing damage. Hit or miss, the shard then explodes. 16, regardless of what kind of armor it is wearing. poisoned.
The target and each creature within 5 feet of it must succeed on a
Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the cold damage increases by 1d6 for each slot level
above 1st.
Prepared (Druid) Xanathar’s Guide to Everything Forest Circle (Druid) Player’s Handbook Prepared (Druid) Player’s Handbook
Moonbeam Spider Climb
2nd-level evocation 2nd-level transmutation
A silvery beam of pale light shines down in a 5-footradius, 40-foot- Until the spell ends, one willing creature you touch gains the ability to
high cylinder centered on a point within range. Until the spell ends, move up, down, and across vertical surfaces and upside down along
dim light fills the cylinder. ceilings, while leaving its hands free. The target also gains a climbing
When a creature enters the spell’s area for the first time on a turn speed equal to its walking speed.
or starts its turn there, it is engulfed in ghostly flames that cause
searing pain, and it must make a Constitution saving throw. It takes
2d10 radiant damage on a failed save, or half as much damage on a
successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an
action to move the beam 60 up to feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.
The breastplate and shoulder protectors of this armor are A shield is made from wood or metal and is carried in one
made of leather that has been stiffened by being boiled in hand. Wielding a shield increases your Armor Class by 2.
oil. The rest of the armor is made of softer and more You can benefit from only one shield at a time.
flexible materials.
You were created to have remarkable fortitude, When you take a long rest, you must spend at least six Your body has built-in defensive layers, which can be
represented by the following benefits: hours in an inactive, motionless state, rather than sleeping. enhanced with armor:
• You have advantage on saving throws against being In this state, you appear inert, but it doesn’t render you • You gain a +1 bonus to Armor Class.
poisoned, and you have resistance to poison damage. unconscious, and you can see and hear as normal. • You can don only armor with which you have
• You don’t need to eat, drink, or breathe. proficiency. To don armor, you must incorporate it into
• You are immune to disease. your body over the course of 1 hour, during which you
• You don’t need to sleep, and magic can’t put you to remain in contact with the armor. To doff armor, you must
sleep. spend 1 hour removing it. You can rest while donning or
doffing armor in this way.
• While you live, your armor can’t be removed from your
body against your will.
Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War
You know Druidic, the secret language of druids. You can Drawing on the divine essence of nature itself, you can cast spells to shape Starting at 2nd level, you can use your action to magically assume the shape of a
that essence to your will. beast that you have seen before. You can use this feature twice. You regain expended
speak the language and use it to leave hidden messages. CANTRIPS uses when you finish a short or long rest.
You and others who know this language automatically spot At 1st level, you know two cantrips of your choice from the druid spell list. Your druid level determines the beasts you can transform into, as shown in the
Beast Shapes table. At 2nd level, for example, you can transform into any beast that
such a message. Others spot the message’s presence with a You learn additional druid cantrips of your choice at higher levels, as shown in has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
the Cantrips Known column of the Druid table.
successful DC 15 Wisdom (Perception) check but can’t PREPARING AND CASTING SPELLS
You can stay in a beast shape for a number of hours equal to half your druid level
(rounded down). You then revert to your normal form unless you expend another use
decipher it without magic. The Druid table shows how many spell slots you have to cast your druid of this feature. You can revert to your normal form earlier by using a bonus action on
spells of 1st level and higher. To cast one of these druid spells, you must your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
expend a slot of the spell’s level or higher. You regain all expended spell slots While you are transformed, the following rules apply:
when you finish a long rest. • Your game statistics are replaced by the statistics of the beast, but you retain
You prepare the list of druid spells that are available for you to cast, your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also
choosing from the druid spell list. When you do so, choose a number of druid retain all of your skill and saving throw proficiencies, in addition to gaining those of
spells equal to your Wisdom modifier + your druid level (minimum of one the creature. If the creature has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature’s bonus instead of yours. If the creature
spell). The spells must be of a level for which you have spell slots. has any legendary or lair actions, you can't use them.
For example, if you are a 3rd-level druid, you have four 1st-level and two • When you transform, you assume the beast’s hit points and Hit Dice. When you
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can revert to your normal form, you return to the number of hit points you had before
include six spells of 1st or 2nd level, in any combination. If you prepare the you transformed. However, if you revert as a result of dropping to 0 hit points, any
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. excess damage carries over to your normal form. For example, if you take 10 damage
Casting the spell doesn’t remove it from your list of prepared spells. in animal form and have only 1 hit point left, you revert and take 9 damage. As long
You can also change your list of prepared spells when you finish a long rest. as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
Preparing a new list of druid spells requires time spent in prayer and knocked unconscious.
meditation: at least 1 minute per spell level for each spell on your list. • You can’t cast spells, and your ability to speak or take any action that requires
SPELLCASTING ABILITY hands is limited to the capabilities of your beast form. Transforming doesn’t break
your concentration on a spell you’ve already cast, however, or prevent you from
Wisdom is your spellcasting ability for your druid spells, since your magic taking actions that are part of a spell, such as call lightning, that you’ve already cast.
draws upon your devotion and attunement to nature. You use your Wisdom • You retain the benefit of any features from your class, race, or other source and
whenever a spell refers to your spellcasting ability. In addition, you use your can use them if the new form is physically capable of doing so. However, you can’t
Wisdom modifier when setting the saving throw DC for a druid spell you cast use any of your special senses, such as darkvision, unless your new form also has that
and when making an attack roll with one. sense.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier • You choose whether your equipment falls to the ground in your space, merges
Spell attack modifier = your proficiency bonus + your Wisdom modifier into your new form, or is worn by it. Worn equipment functions as normal, but the
RITUAL CASTING DM decides whether it is practical for the new form to wear a piece of equipment,
You can cast a druid spell as a ritual if that spell has the ritual tag and you based on the creature’s shape and size. Your equipment doesn’t change size or shape
have the spell prepared. to match the new form, and any equipment that the new form can’t wear must either
fall to the ground or merge with it. Equipment that merges with the form has no
SPELLCASTING FOCUS effect until you leave the form.
Natural Recovery
Archetype Feature