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warlock 2, sorc 5 haunted one rafael


CLASSE & NÍVEL ANTECEDENTES NOME DO JOGADOR
Morgen Nacht
half elf neutral good
NOME DO PERSONAGEM RAÇA TENDÊNCIA EXPERIÊNCIA

INSPIRAÇÃO INICIATIVA DESLOCAMENTO


CLASSE DE
FORÇA ARMADURA

-1 +3 BONUS DE PROFICIÊNCIA
15 +3 30ft
9 TRAÇOS DE PERSONALIDADE

PONTOS DE VIDA MÁXIMO 46


-1 Força
DESTREZA
+3 Destreza
46
+3 ● +6
0
Constituição
Inteligência
PONTOS DE VIDA ATUAL IDEAIS

17 +2 Sabedoria
● +8 Carisma
CONSTITUIÇÃO TESTES DE RESISTÊNCIA
PONTOS DE VIDA TEMPORÁRIOS

+3
VÍNCULOS

+3 Acrobacia (Des) Total SUCESSOS


16 +2 Adestrar Animais (Sab) 2d8,5d6 FALHAS

● +3 Arcanismo (Int) DADOS DE VIDA TESTE CONTRA MORTE FRAQUEZAS


INTELIGÊNCIA
-1 Atletismo (For)

0 ●
+5 Atuação (Car)
+8 Enganação (Car)
NOME

shortsword
BONUS DANO/TIPO Darkvision.
Thanks to your elven heritage, you
11 ● +6 Furtividade (Des) have superior vision in dark and dim
0 História (Int) dagger conditions. You can see in dim light
within 60 feet of you as if it were
SABEDORIA +5 Intimidação (Car) bright light, and in darkness as if it

+2 were dim light. You can't discern


+2 Intuição (Sab)
● +3 Investigação (Int) 7 sorcery points color in darkness, only shades of gray.
+2 Medicina (Sab) Fey Ancestry.
14 You have advantage on saving
0 Natureza (Int)
throws against being charmed, and
● +5 Percepção (Sab) magic can't put you to sleep
CARISMA
● +8 Persuasão (Car) Heart of Darkness
+5 +3 Prestidigitação (Des)
0 Religião (Int)
Those who look into your eyes can
see that you have faced
20 unimaginable horror and that you
+2 Sobrevivência (Sab) are no stranger to darkness. Though
PERÍCIAS ATAQUES & MAGIAS they might fear you, commoners will
extend you every courtesy and do
their utmost to help you. Unless you
12 SABEDORIA PASSIVA (PERCEPÇÃO)
PC
A monster hunter’s
pack, and one trinket of have shown yourself to be a danger
special significance to them, they will even take up arms
(choose one or roll on the to fight alongside you, should you
Armor: Light armor PP
find yourself facing an enemy alone.
Weapons: Simple weapons Gothic Trinkets table).
Also gain a set of set of Devil's Sight
Common, Elven, primordial, PE
common clothes and 1sp. You can see normally in darkness,
abyssal, and one language of (a) a component pouch or both magical and nonmagical, to a
your choice. PO (b) an arcane focus distance of 120 feet.
a scholar's pack Armor of Shadows
Leather armor You can cast mage armor on yourself
PP
2 dagger at will, without expending a spell slot
1sw or material components.

OUTRAS PROFICIÊNCIAS & IDIOMAS EQUIPAMENTO CARACTERÍSTICAS E TRAÇOS


TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Traduzido pela Comunidade D&D Next da RedeRPG no Facebook e editado por JZanin. Acesse: www.facebook.com/groups/dednext
IDADE ALTURA PESO

NOME DO PERSONAGEM OLHOS PELE CABELO

Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you
transform for 1 minute. You gain the following benefits while transformed:
You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack, you can force it to make a FACÇÃO
Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of
your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented
by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in
the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown
on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to
gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher
levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action
on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You
can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes
when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell
slot and gain a number of sorcery points equal to the slot's level.
Eyes of the Dark
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your
number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by
expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by
the spell.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to
defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the
damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are
reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following SÍMBOLO DA FACÇÃO
Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
feat - metamagic adept
Magical Guidance (Optional)
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success
from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the
d20, and you must use the new roll, potentially turning the failure into a success.

APARÊNCIA DO PERSONAGEM ALIADOS & ORGANIZAÇÕES

Twinned Spell. - When you cast a spell that targets only one creature and
doesn't have a range of self, you can spend a number of sorcery points equal to
the spell's level to target a second creature in range with the same spell (1
sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of
targeting more than one creature at the spell's current level. For example,
magic missile and scorching ray aren't eligible, but ray of frost and chromatic
orb are.
Careful Spell. - When you cast a spell that forces other creatures to make a
saving throw, you can protect some of those creatures from the spell's full
force. To do so, you spend 1 sorcery point and choose a number of those
creatures up to your Charisma modifier (minimum of one creature). A chosen
creature automatically succeeds on its saving throw against the spell.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you
can spend 2 sorcery points to change the casting time to 1 bonus action for this
casting.
Heightened Spell. When you cast a spell that forces a creature to make a saving
throw to resist its effects, you can spend 3 sorcery points to give one target of
the spell disadvantage on its first saving throw made against the spell.
CARACTERÍSTICAS & TRAÇOS ADICIONAIS

HISTÓRIA DO PERSONAGEM TESOURO

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Traduzido pela Comunidade D&D Next da RedeRPG no Facebook e editado por JZanin. Acesse: www.facebook.com/groups/dednext
cha 18
ATRIBUTO PARA CD DA MAGIA BONUS DE ATAQUE
LANÇAR MAGIAS COM MAGIA

0 TRUQUES 3 6
eldritch blast ● Speak with Dead
toll the dead? ● Phantom Steed
sorc: Fireball
mage hand Haste
prestidigitation
minor illusion
mending
light
NÍVEL DA
MAGIA
ESPAÇOS TOTAIS ESPAÇOS GASTOS

1 3/ 7
NOME DA MAGIA

hex
hellish rebuke 4
arms of hadar
MAGIAS CONHECIDAS

bane ● Greater Invisibility


false life ● death ward
● mage armor at will
detect magic
Chromatic Orb
Shield
Silvery Barbs
8

● Blindness/Deafness,
● Phantasmal Force
● darkness 5
Hold Person
Tasha's Mind Whip Antilife Shell 9
Misty Step ● Cloudkill

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Traduzido pela Comunidade D&D Next da RedeRPG no Facebook e editado por JZanin. Acesse: www.facebook.com/groups/dednext

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