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Dair
Dair
INSPIRATION
FORCE
11 1 25
-1 2 BONUS DE MAÎTRISE
8 TRAITS DE PERSONNALITÉ
1
1 Dextérité
POINTS DE VIE ACTUELS
2 Constitution
4 Intelligence
12
4 Sagesse
IDÉAUX
1 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE
2 4
14 1 Acrobaties (Dex)
2 Dressage (Sag)
4 LIENS
INTELLIGENCE Arcanes (Int)
2
-1 Athlétisme (For)
1 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
4 Histoire (Int)
15 4 Perspicacité (Sag) Quarterstaff (On… 1 1d6-1 Bludgeo…
1 Intimidation (Cha)
SAGESSE
4 Investigation (Int) Quarterstaff (Tw… 1 1d8-1 Bludgeo… DÉFAUTS
2
2 Médecine (Sag)
2 Nature (Int) Fire Bolt +4 1d10 Fire
2 Perception (Sag)
14 Arcane Recovery
1 Représentation (Cha) Magic Missile 1d4+1 Force
1 Persuasion (Cha) Racial Luck
CHARISME
2 Religion (Int) Brave
Sleep 5d8 Hit Points …
1 1
1
Escamotage (Dex)
Stout Resilience
12 2 Survie (Sag)
Researcher
COMPÉTENCES 10 Divination Savant
CP SP EP GP PP
Portent
1 Quill
LANGUE: Celestial, Common, Halfling, Primordial 1 Small Knife
ARME: Dagger, Dart, Light Crossbow, Quarterstaff, 1 Letter from a Dead Colleague Posing a Question You
Have Not Yet Been Able to Answer
Sling
1 Belt Pouch
AUTRES MAÎTRISES ET LANGUES 1 Quarterstaff
ÉQUIPEMENT
NOM ATT DÉGÂTS / TYPE
Total: 1 Total: 3
CP SP EP GP PP
1 3
1 Spellbook ARCANE RECOVERY LUCK
1 Common clothes
1 Scholar's Pack
Total: Total:
1 book of lore
1 little bag of sand
ATTAQUES ET INCANTATIONS 1 small knife
1 Backpack
1 Ink
Total: Total:
10 Parchment
ÉQUIPEMENT
INTELLIGENCE 12 4
0 TOURS DE MAGIE 3 0 6 0
Fire Bolt
Light
Prestidigitation 4 0 7 0
Mage Hand
5 0 8 0
1 4
Comprehend Languages
Detect Magic 9 0
Identify
Find Familiar
Mage Armor
Magic Missile
Shield
Sleep
2 3
Detect Thoughts
Locate Object
Misty Step
See Invisibility
CAPACITÉS ET TRAITS
Arcane Recovery Researcher Lucky
You have learned to regain some of your magical energy When you attempt to learn or recall a piece of lore, if you You have inexplicable luck that seems to kick in at just the
by studying your spellbook. Once per day when you finish do not know that information, you often know where and right moment. You have 3 luck points. Whenever you make
a short rest, you can choose expended spell slots to recover. from whom you can obtain it. Usually, this information an attack roll, an ability check, or a saving throw, you can
The spell slots can have a combined level that is equal to or comes from a library, scriptorium, university, or a sage or spend one luck point to roll an additional d20. You can
less than half your wizard level (rounded up), and none of other learned person or creature. Your DM might rule that choose to spend one of your luck points after you roll the
the slots can be 6th level or higher. For example, if you’re the knowledge you seek is secreted away in an almost die, but before the outcome is determined. You choose
a 4th-level wizard, you can recover up to two levels worth inaccessible place, or that it simply cannot be found. which of the d20s is used for the attack roll, ability check,
of spell slots. You can recover either a 2nd-level spell slot Unearthing the deepest secrets of the multiverse can or saving throw. You can also spend one luck point when
or two 1st-level spell slots. require an adventure or even a whole campaign. an attack roll is made against you. Roll a d20, and then
choose whether the attack uses the attacker’s roll or yours.
Racial Luck Divination Savant If more than one creature spends a luck point to influence
When you roll a 1 on the d20 for an Attack roll, ability Beginning when you select this school at 2nd level, the the outcome of a roll, the points cancel each other out; no
check, or saving throw, you can reroll the die and must use gold and time you must spend to copy a divination spell additional dice are rolled. You regain your expended luck
the new roll. into your spellbook is halved. points when you finish a long rest.
Brave Portent
You have advantage on saving throws against being Starting at 2nd level when you choose this school,
frightened. glimpses of the future begin to press in on your awareness.
When you finish a long rest, roll two d20s and record the
Halfling Nimbleness numbers rolled. You can replace any attack roll, saving
You can move through the space of any creature that is of a throw, or ability check made by you or a creature that you
size larger than yours. can see with one of these foretelling rolls. You must choose
to do so before the roll, and you can replace a roll in this
Stout Resilience
way only once per turn. Each foretelling roll can be used
You have advantage on saving throws against poison, and
only once. When you finish a long rest, you lose any
you have resistance against poison damage.
unused foretelling rolls.
SORTS
Fire Bolt Prestidigitation Comprehend Languages
Évocation cantrip Transmutation cantrip Divination 1
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : 120 feet Portée : 10 feet Portée : Self
Cible : A creature or object within range Cible : See text Cible : Self
Composantes : V S Composantes : V S Composantes : V S M
Durée : Instantaneous Durée : Up to 1 hour Durée : 1 hour
Description : Description : Description :
You hurl a mote of fire at a creature or object within range. This spell is a minor magical trick that novice spellcasters For the duration, you understand the literal meaning of any
Make a ranged spell attack against the target. On a hit, the use for practice. You create one of the following magical spoken language that you hear. You also understand any
target takes 1d10 fire damage. A flammable object hit by effects within range: You create an instantaneous, harmless written language that you see, but you must be touching the
this spell ignites if it isn’t being worn or carried. This sensory effect, such as a shower of sparks, a puff of wind, surface on which the words are written. It takes about 1
spell’s damage increases by 1d10 when you reach 5th level faint musical notes, or an odd odor. You instantaneously minute to read one page of text. This spell doesn’t decode
(2d10), 11th level (3d10), and 17th level (4d10). light or snuff out a candle, a torch, or a small campfire. You secret messages in a text or a glyph, such as an arcane sigil,
instantaneously clean or soil an object no larger than 1 that isn’t part of a written language.
Light cubic foot. You chill, warm, or flavor up to 1 cubic foot of
Évocation cantrip nonliving material for 1 hour. You make a color, a small Detect Magic
Durée d'incantation : 1 action mark, or a symbol appear on an object or a surface for 1 Divination 1
Portée : Touch hour. You create a nonmagical trinket or an illusory image Durée d'incantation : 1 action
Cible : One object that is no larger than 10 feet in any that can fit in your hand and that lasts until the end of your Portée : Self
dimension next turn. If you cast this spell multiple times, you can Cible : Self
Composantes : V M have up to three of its non-instantaneous effects active at a Composantes : V S
Durée : 1 hour time, and you can dismiss such an effect as an action. Durée : ConcentrationUp to 10 minutes
Description : Description :
You touch one object that is no larger than 10 feet in any Mage Hand For the duration, you sense the presence of magic within
dimension. Until the spell ends, the object sheds bright Invocation cantrip 30 feet of you. If you sense magic in this way, you can use
light in a 20-foot radius and dim light for an additional 20 Durée d'incantation : 1 action your action to see a faint aura around any visible creature
feet. The light can be colored as you like. Completely Portée : 30 feet or object in the area that bears magic, and you learn its
covering the object with something opaque blocks the Cible : A point you choose within range school of magic, if any. The spell can penetrate most
light. The spell ends if you cast it again or dismiss it as an Composantes : V S barriers, but it is blocked by 1 foot of stone, 1 inch of
action. If you target an object held or worn by a hostile Durée : 1 minute common metal, a thin sheet of lead, or 3 feet of wood or
creature, that creature must succeed on a Dexterity saving Description : dirt.
throw to avoid the spell. A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until you Identify
than 30 feet away from you or if you cast this spell again. Durée d'incantation : 1 minute
You can use your action to control the hand. You can use Portée : Touch
the hand to manipulate an object, open an unlocked door or Cible : One object that you must touch throughout the
container, stow or retrieve an item from an open container, casting of the spell
or pour the contents out of a vial. You can move the hand Composantes : V S M
up to 30 feet each time you use it. The hand can’t attack, Durée : Instantaneous
disappears into a pocket dimension where it awaits your An invisible barrier of magical force appears and protects
summons. Alternatively, you can dismiss it forever. As an you. Until the start of your next turn, you have a +5 bonus
action while it is temporarily dismissed, you can cause it to to AC, including against the triggering attack, and you take
reappear in any unoccupied space within 30 feet of you. no damage from magic missile.
You can’t have more than one familiar at a time. If you cast
this spell while you already have a familiar, you instead
cause it to adopt a new form. Choose one of the forms from
the above list. Your familiar transforms into the chosen
creature. Finally, when you cast a spell with a range of
touch, your familiar can deliver the spell as if it had cast
the spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you cast it.
If the spell requires an attack roll, you use your attack
modifier for the roll.
Mage Armor
Abjuration 1
Durée d'incantation : 1 action
Portée : Touch
Cible : A willing creature who isn't wearing armor
Composantes : V S M
Durée : 8 hours
Description :
You touch a willing creature who isn’t wearing armor, and
a protective magical force surrounds it until the spell ends.
The target’s base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if you dismiss the
spell as an action.
Detect Thoughts Locate Object See Invisibility
Divination 2 Divination 2 Divination 2
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : Self Portée : Self Portée : Self
Cible : Self Cible : Self Cible : Self
Composantes : V S M Composantes : V S M Composantes : V S M
Durée : ConcentrationUp to 1 minute Durée : ConcentrationUp to 10 minutes Durée : 1 hour
Description : Description : Description :
For the duration, you can read the thoughts of certain Describe or name an object that is familiar to you. You For the duration, you see invisible creatures and objects as
creatures. When you cast the spell and as your action on sense the direction to the object’s location, as long as that if they were visible, and you can see into the Ethereal
each turn until the spell ends, you can focus your mind on object is within 1,000 feet of you. If the object is in motion, Plane. Ethereal creatures and objects appear ghostly and
any one creature that you can see within 30 feet of you. If you know the direction of its movement. The spell can translucent.
the creature you choose has an Intelligence of 3 or lower or locate a specific object known to you, as long as you have
doesn’t speak any language, the creature is unaffected. You seen it up close—within 30 feet—at least once.
initially learn the surface thoughts of the creature—what is Alternatively, the spell can locate the nearest object of a
most on its mind in that moment. As an action, you can particular kind, such as a certain kind of apparel, jewelry,
either shift your attention to another creature’s thoughts or furniture, tool, or weapon. This spell can’t locate an object
attempt to probe deeper into the same creature’s mind. If if any thickness of lead, even a thin sheet, blocks a direct
you probe deeper, the target must make a Wisdom saving path between you and the object.
throw. If it fails, you gain insight into its reasoning (if any),
its emotional state, and something that looms large in its Misty Step
it succeeds, the spell ends. Either way, the target knows Durée d'incantation : 1 bonus action
that you are probing into its mind, and unless you shift Portée : Self
can use its action on its turn to make an Intelligence check Composantes : V
creature naturally shape the course of its thoughts, so this Briefly surrounded by silvery mist, you teleport up to 30
spell is particularly effective as part of an interrogation. feet to an unoccupied space that you can see.