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Corypheus LVL 17 Ultimato
Corypheus LVL 17 Ultimato
INSPIRAÇÃO
FORÇA
22 1 40 ft.
-3 6 BÔNUS DE PROFICIÊNCIA
5 TRAÇOS DE PERSONALIDADE
1
1 Destreza
PONTOS DE VIDA ATUAIS
11 Constituição
3 Inteligência
13
16 Sabedoria
IDEAIS
11 Carisma
CONSTITUIÇÃO
PONTOS DE VIDA TEMPORÁRIOS
TESTES DE RESISTÊNCIA
5 17
20 7 Acrobacia (Des)
16 Adestrar Animais (Sab)
3 Arcana (Int) VÍNCULOS
INTELIGÊNCIA
-3 Atletismo (For)
3 5 Enganação (Car)
NOME ATQ DANO/TIPO
3 História (Int)
16 16 Perspicácia (Sab) Vestígio do Fim +16 2d8+10 Cortant…
5 Intimidação (Car)
SABEDORIA
3 Investigação (Int) Toll the Dead DC24 4d8 Necrotic + … DEFEITOS
10 22 Medicina (Sab)
5 1
7
Prestidigitação (Des)
Furtividade (Des)
Spirit Shroud 1d8 Radiant, ne…
Fey Ancestry
Keen Senses
20 16 Sobrevivência (Sab)
Necrotic Resistance
APTIDÕES ATAQUES & CONJURAÇÃO
Trance
Languages
32 SABEDORIA (PERCEPÇÃO) PASSIVA
CP SP EP GP PP Divinity
Divine Implement
1 Plate Armor
Shape Fate
1 Shield
OUTRAS PROFICIÊNCIAS & IDIOMAS
Godly Nature
EQUIPAMENTO
Divine Ability Score Improvement
Mythic Reaction
Sever Destiny
Otherworldly Mind
Legendary Resistance
Purposed Movement
Divine Knowledge
Innate Spellcasting
Soul Herder
Delayed Death
Impassable
Hurry Along
Change Shape
Tough
Total: 9 Total: 3
9 3
ATAQUES & CONJURAÇÃO SPELLS MYTHIC REACTION
Total: 2 Total:
2
LEGENDARY RESISTANCE
EQUIPAMENTO
Total: Total:
Total: Total:
SABEDORIA 24 16
0 TRUQUES 3 0 6 0
Dispel Magic
Feign Death
1 0 7 0
Glyph of Warding
Ceremony Life Transference Resurrection
Inflict Wounds Magic Circle Symbol
Protection from Evil and Good Protection from Energy
Sanctuary Remove Curse
8 0
Shield of Faith Revivify
Aid
4 0 9 0
Blindness/Deafness
Freedom of Movement
5 0
Contagion
Greater Restoration
Planar Binding
Raise Dead
Necrotic Resistance for the purpose of overcoming resistance and immunity to reaction as you would your normal reaction, or you can use
You have resistance to necrotic damage. nonmagical attacks and damage. Your divine implement it at the end of another creature's turn to make a single
disappears if it is more than 5 feet away from you for 1 weapon attack or move up to half your speed. Regardless
Trance minute or more. It also disappears if you use this feature of whether you use your normal reaction or mythic
You don't need to sleep, and magic can't put you to sleep. again, if you dismiss the weapon (no action required), or if reaction, you can only take one reaction per turn. Once you
You can finish a long rest in 4 hours if you spend those you die. use your mythic reaction, it is unavailable until the next
hours in a trancelike meditation, during which you retain time you roll initiative, or until you start your turn without
consciousness. Whenever you finish this trance, you can Shape Fate having used any mythic reactions since the end of your last
gain two proficiencies that you don't have, each one with a Your very presence shapes the course of history. At 2nd turn. You gain an additional mythic reaction at 11th and
weapon or a tool of your choice selected from the Player's level, when you make an attack roll, ability check, or 17th level.
Handbook. You mystically acquire these proficiencies by saving throw, you can use your reaction to roll at
drawing them from shared elven memory, and you retain advantage. You can also use your reaction to impose Sever Destiny
them until you finish your next long rest. advantage or disadvantage on an attack roll, ability check, The strings of fate are easily severed. At 7th level, when
or saving throw of a creature you can see within 120 feet of you hit a creature with an attack, or when you force one or
Languages you. If imposing disadvantage, the creature must make a more creatures to make a saving throw to prevent damage,
You can speak, read, and write Common and one other Charisma saving throw with a DC calculated as follows: you can expend a use of Shape Fate to maximize the
language that you and your DM agree is appropriate for On a success, disadvantage is not imposed on the roll. You damage of the attack, or cause one creature to fail the
your character. can use this feature after the initial roll, but before any of saving throw, choosing to do so before the roll occurs.
the rolls effects occur. You have a number of uses of this Legendary Resistance still allows a creature to succeed.
feature equal to your proficiency bonus, and you regain all Once you use this feature, you must finish a short or long
expended uses when you finish a short or long rest. rest before you can do so again.
Otherworldly Mind
Nothing can shake your divine resolve. Starting at 9th
level, you cannot be charmed or frightened.
Legendary Resistance Innate Spellcasting Delayed Death
A god is not easily bowed. At 10th level, if you fail a You can cast any abjuration or necromancy spell of 1st When you use Shape Fate to impose disadvantage on an
saving throw, you can choose to succeed instead. Once you level or higher from the cleric spell list, using Wisdom for attack roll, or advantage on a saving throw, the target of the
use this feature, you must finish a long rest before you can your spell attack modifier and saving throw DC. The spell's attack roll or effect that forced the saving throw gains
use it again. You gain additional uses of this feature level must be no higher than half your deity level, rounded resistance to any damage dealt by it.
between rests at 15th, 20th, 25th, and 30th level. up. The spell is cast at its lowest level, and you ignore any
material components not consumed by it. You can use this Impassable
Improved Divine Implement feature a number of times equal to half your deity level, You gain proficiency in Wisdom saving throws. If you
Your weapon sharpens as your power grows. At 11th level, rounded up, and you regain all expended uses when you already have this proficiency, you instead gain proficiency
the damage dealt by your divine implement increases to finish a long rest. When you cast a spell of 6th level or in Intelligence or Charisma saving throws (your choice).
1d12 (2d8 if using the versatile property). higher with this feature, you cannot use this feature to cast You also gain resistance to your choice of cold, necrotic, or
a spell of that level again until you finish a long rest. psychic damage. You gain resistance to another of these
Purposed Movement damage types at 14th and 18th level. Additionally, you can
Your stride brims with divine purpose. At 13th level, your Soul Herder use a mythic reaction at the end of another creature's turn
walking speed increases by 10 feet, you gain a flying speed When a creature within 120 feet of you dies, you can use to curse a creature you can see within 120 feet of you. The
equal to your walking speed, and you can hover. Your your reaction to draw its soul to you. It appears as a dull target must succeed on a Charisma saving throw against
walking speed increases by an additional 10 feet at 26th mote of light that hovers and circles around you. If the your Shape Fate DC, or until the end of that creature's next
level. creature's soul would be destroyed or trapped from its turn, it cannot regain hit points and it subtracts 1d4 from
manner of death, you can expend a use of Shape Fate as each attack roll and saving throw it makes.
Divine Knowledge
part of the same reaction to prevent that effect, safely
You gain proficiency in the Medicine skill, or another skill Hurry Along
bringing the creatures soul to you instead. While you have
if already proficient, and your proficiency bonus is doubled When you use Sever Destiny, the target of the attack roll or
at least one soul, you can use your action to do one of the
for any ability check you make using Medicine. You also saving throw has vulnerability to any damage dealt by it.
following: Send the soul safely to the afterlife. Expend a
learn the toll the dead cantrip, and are able to sense the Additionally, you can use two mythic reactions at the end
use of Shape Fate to return the soul to its body if it is
presence of living creatures at 0 hit points within 120 feet of another creature's turn to use your Soul Herder feature.
within 120 feet of you and the DM decides the body is
of you that are not constructs or undead. You can use your
capable of returning to life. The creature then stabilizes at 0
bonus action to stabilize such a creature, and you do not Change Shape
hit points. Consume the soul, destroying it and causing you
have to see the creature to use this ability. Additionally, A deity takes many forms. By 17th level, you learn to use
or a creature within 120 feet of you that you can see or that
you can detect any undead creatures within 120 feet of you your bonus action to magically transform into any creature
is at 0 hit points to regain hit points equal to the number of
as if you had blindsight. that is Medium or Small, while retaining your game
Hit Dice that soul had. Send the soul flying to a point you
statistics (other than size). You can alter the appearance,
can see within 120 feet of you, where it then detonates,
but not the function, of any gear you have, or you can
destroying the soul and forcing each creature in a 10-foot-
choose for it to absorb into your new form, becoming
radius sphere centered on that point to succeed on a
unusable while you remain transformed. This
Charisma saving throw against your Shape Fate DC or take
transformation ends if you are reduced to 0 hit points or
force damage equal to the number of Hit Dice that soul
use a bonus action to end it.
had. Once you have a number of souls equal to your
Wisdom modifier, you can't draw anymore souls to you
Tough
until you release one.
Your hit point maximum increases by an amount equal to
twice your level when you gain this feat. Whenever you
gain a level thereafter, your hit point maximum increases
by an additional 2 hit points.
FEITIÇOS
Thaumaturgy Ceremony Protection from Evil and Good
Transmutação cantrip Abjuração 1 Abjuração 1
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 hour Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: Touch Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V Componentes: V S M Componentes: V S M
Duração: Up to 1 minute Duração: Instantaneous Duração: Concentraçãoup to 10 minutes
Descrição: Descrição: Descrição:
You manifest a minor wonder, a sign of supernatural You perform a special religious ceremony that is infused Until the spell ends, one willing creature you touch is
power, within range. You create one of the following with magic. When you cast the spell, choose one of the protected against certain types of creatures: aberrations,
magical effects within range: - Your voice booms up to following rites, the target of which must be within 10 feet celestials, elementals, fey, fiends, and undead. The
three times as loud as normal for 1 minute. - You cause of you throughout the casting. Atonement. You touch one protection grants several benefits. Creatures of those types
flames to flicker, brighten, dim, or change color for 1 willing creature whose alignment has changed, and you have disadvantage on attack rolls against the target. The
minute. - You cause harmless tremors in the ground for 1 make a DC 20 Wisdom (Insight) check. On a successful target also can't be charmed, frightened, or possessed by
minute. - You create an instantaneous sound that originates check, you restore the target to its original alignment. Bless them. If the target is already charmed, frightened, or
from a point of your choice within range, such as a rumble Water. You touch one vial of water and cause it to become possessed by such a creature, the target has advantage on
of thunder, the cry of a raven, or ominous whispers. - You holy water. Coming of Age. You touch one humanoid who any new saving throw against the relevant effect.
instantaneously cause an unlocked door or window to fly is a young adult. For the next 24 hours, whenever the target
open or slam shut. - You alter the appearance of your eyes makes an ability check, it can roll a d4 and add the number Sanctuary
for 1 minute. If you cast this spell multiple times, you can rolled to the ability check. A creature can benefit from this Abjuração 1
have up to three of its 1-minute effects active at a time, and rite only once. Dedication. You touch one humanoid who Tempo de Conjuração: 1 bonus action
you can dismiss such an effect as an action. wishes to be dedicated to your god's service. For the next Alcance: 30 feet
5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th Alvo: Abjuração 1
Descrição: Alvo:
Make a melee spell attack against a creature you can reach. Componentes: V S M
On a hit, the target takes 3d10 necrotic damage. Duração: Concentraçãoup to 10 minutes
spell slot of 2nd level or higher, the damage increases by A shimmering field appears and surrounds a creature of
1d10 for each slot level above 1st. your choice within range, granting it a +2 bonus to AC for
the duration.
Aid Lesser Restoration Animate Dead
Abjuração 2 Abjuração 2 Necromancia 3
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 minute
Alcance: 30 feet Alcance: Touch Alcance: 10 feet
Alvo: Alvo: Alvo:
Componentes: V S M Componentes: V S Componentes: V S M
Duração: 8 hours Duração: Instantaneous Duração: Instantaneous
Descrição: Descrição: Descrição:
Your spell bolsters your allies with toughness and resolve. You touch a creature and can end either one disease or one This spell creates an undead servant. Choose a pile of
Choose up to three creatures within range. Each target's hit condition afflicting it. The condition can be blinded, bones or a corpse of a Medium or Small humanoid within
point maximum and current hit points increase by 5 for the deafened, paralyzed, or poisoned. range. Your spell imbues the target with a foul mimicry of
duration. life, raising it as an undead creature. The target becomes a
Em Níveis Superiores: When you cast this spell using a Protection from Poison skeleton if you chose bones or a zombie if you chose a
spell slot of 3rd level or higher, a target's hit points increase Abjuração 2 corpse (the DM has the creature's game statistics). On each
by an additional 5 for each slot level above 2nd. Tempo de Conjuração: 1 action of your turns, you can use a bonus action to mentally
Alcance: Touch command any creature you made with this spell if the
Blindness/Deafness Alvo: creature is within 60 feet of you (if you control multiple
Necromancia 2 Componentes: V S creatures, you can command any or all of them at the same
Tempo de Conjuração: 1 action Duração: 1 hour time, issuing the same command to each one). You decide
Alcance: 30 feet Descrição: what action the creature will take and where it will move
Alvo: You touch a creature. If it is poisoned, you neutralize the during its next turn, or you can issue a general command,
Componentes: V poison. If more than one poison afflicts the target, you such as to guard a particular chamber or corridor. If you
Duração: 1 minute neutralize one poison that you know is present, or you issue no commands, the creature only defends itself against
Descrição: neutralize one at random. For the duration, the target has hostile creatures. Once given an order, the creature
You can blind or deafen a foe. Choose one creature that advantage on saving throws against being poisoned, and it continues to follow it until its task is complete. The
you can see within range to make a Constitution saving has resistance to poison damage. creature is under your control for 24 hours, after which it
throw. If it fails, the target is either blinded or deafened stops obeying any command you've given it. To maintain
(your choice) for the duration. At the end of each of its Warding Bond
control of the creature for another 24 hours, you must cast
turns, the target can make a Constitution saving throw. On Abjuração 2
this spell on the creature again before the current 24-hour
a success, the spell ends. Tempo de Conjuração: 1 action
period ends. This use of the spell reasserts your control
Em Níveis Superiores: When you cast this spell using a Alcance: Touch
over up to four creatures you have animated with this spell,
spell slot of 3rd level or higher, you can target one Alvo:
rather than animating a new one.
additional creature for each slot level above 2nd. Componentes: V S M
Em Níveis Superiores: When you cast this spell using a
Duração: 1 hour
spell slot of 4th level or higher, you animate or reassert
Gentle Repose Descrição:
control over two additional undead creatures for each slot
Necromancia 2 This spell wards a willing creature you touch and creates a
level above 3rd. Each of the creatures must come from a
Tempo de Conjuração: 1 action mystic connection between you and the target until the
different corpse or pile of bones.
Alcance: Touch spell ends. While the target is within 60 feet of you, it gains
Alvo: a +1 bonus to AC and saving throws, and it has resistance Beacon of Hope
Componentes: V S M to all damage. Also, each time it takes damage, you take Abjuração 3
Duração: 10 days the same amount of damage. The spell ends if you drop to Tempo de Conjuração: 1 action
Descrição: 0 hit points or if you and the target become separated by Alcance: 30 feet
You touch a corpse or other remains. For the duration, the more than 60 feet. It also ends if the spell is cast again on Alvo:
target is protected from decay and can't become undead. either of the connected creatures. You can also dismiss the Componentes: V S
The spell also effectively extends the time limit on raising spell as an action. Duração: Concentraçãoup to 1 minute
the target from the dead, since days spent under the Descrição:
influence of this spell don't count against the time limit of This spell bestows hope and vitality. Choose any number
spells such as raise dead. of creatures within range. For the duration, each target has
advantage on Wisdom saving throws and death saving
throws, and regains the maximum number of hit points
possible from any healing.
Bestow Curse Feign Death Glyph of Warding
Necromancia 3 Necromancia 3 Abjuração 3
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 hour
Alcance: Touch Alcance: Touch Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V S Componentes: V S M Componentes: V S M
Duração: Concentraçãoup to 1 minute Duração: 1 hour Duração: Until dispelled or triggered
Descrição: Descrição: Descrição:
You touch a creature, and that creature must succeed on a You touch a willing creature and put it into a cataleptic When you cast this spell, you inscribe a glyph that later
Wisdom saving throw or become cursed for the duration of state that is indistinguishable from death. For the spell's unleashes a magical effect. You inscribe it either on a
the spell. When you cast this spell, choose the nature of the duration, or until you use an action to touch the target and surface (such as a table or a section of floor or wall) or
curse from the following options: - Choose one ability dismiss the spell, the target appears dead to all outward within an object that can be closed (such as a book, a
score. While cursed, the target has disadvantage on ability inspection and to spells used to determine the target's scroll, or a treasure chest) to conceal the glyph. The glyph
checks and saving throws made with that ability score. - status. The target is blinded and incapacitated, and its can cover an area no larger than 10 feet in diameter. If the
While cursed, the target has disadvantage on attack rolls speed drops to 0. The target has resistance to all damage surface or object is moved more than 10 feet from where
against you. - While cursed, the target must make a except psychic damage. If the target is diseased or you cast this spell, the glyph is broken, and the spell ends
Wisdom saving throw at the start of each of its turns. If it poisoned when you cast the spell, or becomes diseased or without being triggered. The glyph is nearly invisible and
fails, it wastes its action that turn doing nothing. - While poisoned while under the spell's effect, the disease and requires a successful Intelligence (Investigation) check
the target is cursed, your attacks and spells deal an extra poison have no effect until the spell ends. against your spell save DC to be found. You decide what
1d8 necrotic damage to the target. A remove curse spell triggers the glyph when you cast the spell. For glyphs
ends this effect. At the DM's option, you may choose an inscribed on a surface, the most typical triggers include
alternative curse effect, but it should be no more powerful touching or standing on the glyph, removing another object
than those described above. The DM has final say on such covering the glyph, approaching within a certain distance
a curse's effect. of the glyph, or manipulating the object on which the glyph
Em Níveis Superiores: If you cast this spell using a spell is inscribed. For glyphs inscribed within an object, the
slot of 4th level or higher, the duration is concentration, up most common triggers include opening that object,
to 10 minutes. If you use a spell slot of 5th level or higher, approaching within a certain distance of the object, or
the duration is 8 hours. If you use a spell slot of 7th level or seeing or reading the glyph. Once a glyph is triggered, this
higher, the duration is 24 hours. If you use a 9th level spell spell ends. You can further refine the trigger so the spell
slot, the spell lasts until it is dispelled. Using a spell slot of activates only under certain circumstances or according to
5th level or higher grants a duration that doesn't require physical characteristics (such as height or weight), creature
concentration. kind (for example, the ward could be set to affect
aberrations or drow), or alignment. You can also set
Dispel Magic conditions for creatures that don't trigger the glyph, such as
Abjuração 3 those who say a certain password. When you inscribe the
Tempo de Conjuração: 1 action glyph, choose explosive runes or a spell glyph. Explosive
Alcance: 120 feet Runes. When triggered, the glyph erupts with magical
Alvo: energy in a 20-foot-radius sphere centered on the glyph.
Componentes: V S The sphere spreads around corners. Each creature in the
Duração: Instantaneous area must make a Dexterity saving throw. A creature takes
Descrição: 5d8 acid, cold, fire, lightning, or thunder damage on a
Choose one creature, object, or magical effect within failed saving throw (your choice when you create the
range. Any spell of 3rd level or lower on the target ends. glyph), or half as much damage on a successful one. Spell
For each spell of 4th level or higher on the target, make an Glyph. You can store a prepared spell of 3rd level or lower
ability check using your spellcasting ability. The DC equals in the glyph by casting it as part of creating the glyph. The
10 + the spell's level. On a successful check, the spell ends. spell must target a single creature or an area. The spell
Em Níveis Superiores: When you cast this spell using a being stored has no immediate effect when cast in this way.
spell slot of 4th level or higher, you automatically end the When the glyph is triggered, the stored spell is cast. If the
effects of a spell on the target if the spell's level is equal to spell has a target, it targets the creature that triggered the
or less than the level of the spell slot you used. glyph. If the spell affects an area, the area is centered on
that creature. If the spell summons hostile creatures or
creates harmful objects or traps, they appear as close as
possible to the intruder and attack it. If the spell requires
concentration, it lasts until the end of its full duration.
Em Níveis Superiores: When you cast this spell using a
spell slot of 4th level or higher, the damage of an explosive
runes glyph increases by 1d8 for each slot level above 3rd.
If you create a spell glyph, you can store any spell of up to
the same level as the slot you use for the glyph of warding.
over four ghouls. When you cast this spell using an 8th- Tempo de Conjuração: 1 action
level spell slot, you can animate or reassert control over Alcance: 60 feet
five ghouls or two ghasts or wights. When you cast this Alvo:
reassert control over six ghouls, three ghasts or wights, or Duração: Instantaneous