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Dream Druid 4 ???

CLASSE E NÍVEL ANTECEDENTE PLAYER NAME


Lydia Bubblepot (Druid)
Goblin ???
RAÇA TENDÊNCIA PONTOS DE EXP
NOME DO PERSONAGEM

INSPIRAÇÃO

FORÇA
14 1 9m
0 2 BÔNUS DE PROFICIÊNCIA

10 TRAÇOS DE PERSONALIDADE

PVs Máximo 35

DESTREZA
0 Força

1 1

3
Destreza

Constituição
PONTOS DE VIDA ATUAIS

12 2 Inteligência IDEAIS

5 Sabedoria

CONSTITUIÇÃO -1 Carisma
PONTOS DE VIDA TEMPORÁRIOS

3 TESTES DE RESISTÊNCIA

16 1 Acrobacia (Des) VÍNCULOS


3 Adestrar Animais (Sab)
INTELIGÊNCIA 0 Arcanismo (Int)

0 0
1
Atletismo (For)
Enganação (Car) NOME ATQ DANO/TIPO

0 Healing Word 1d4+3 Healing


11 História (Int)
3 Intuição (Sab)
DEFEITOS
Healing Spirit 1d6 Healing
-1 Intimidação (Car)
SABEDORIA
0 Investigação (Int)

3
ATAQUES & CONJURAÇÃO
5 Medicina (Sab)
========================
2 Natureza (Int)
24 8 20 Goblin
17 3 Percepção (Sab) CP SP EP GP PP
========================
-1 Atuação (Car)
-1 Persuasão (Car) 1 Escudo de Madeira Druidic
CARISMA
1 Armadura de Couro

-1
0 Religião (Int) Wild Shape
1 Prestidigitação (Des) 1 Flauta de pã
Wild Companion
1 Furtividade (Des) 1 Roupas de viajante
Balm of the Summer Court
8 5 Sobrevivência (Sab) 1 Xorian Wenge Staff
========================
1 Tiara com Safira
PERÍCIAS
Fey-Touched
EQUIPAMENTO

CARACTERÍSTICAS & TRAÇOS


13 SABEDORIA (PERCEPÇÃO) PASSIVA

FERRAMENTA: Flauta, Hebalista

OUTRAS PROFICIÊNCIAS & IDIOMAS


NOME ATQ DANO/TIPO
CP SP EP GP PP
Total: 3 Total:
1

Total: Total:
ATAQUES & CONJURAÇÃO

Total: Total:

EQUIPAMENTO
SABEDORIA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 0 6 0

Druidcraft

Guidance
4 0 7 0

1 4

5 0 8 0
Bane (Feat)

Faerie Fire

Goodberry

Healing Word 9 0

2 3

Misty Step (Feat)

Enhance Ability

Hold Person

Healing Spirit

Pass without Trace

Wither and Bloom


CARACTERÍSTICAS & TRAÇOS
======================== Wild Shape Wild Companion
Starting at 2nd level, you can use your action to You gain the ability to summon a spirit that assumes
Goblin magically assume the shape of a beast that you have an animal form: as an action, you can expend a use
Darkvision. You can see in dim light within 60 feet of seen before. You can use this feature twice. You of your Wild Shape feature to cast the find familiar
you as if it were bright light and in darkness as if it regain expended uses when you finish a short or long spell, without material components. When you cast
were in dim light. You discern colors in that darkness rest. Your druid level determines the beasts you can the spell in this way, the familiar is a fey instead of a
only as shades of gray. transform into, as shown in the Beast Shapes table. beast, and the familiar disappears after a number of
================================ Fey At 2nd level, for example, you can transform into any hours equal to half your druid level.
Ancestry. You have advantage on saving throws you beast that has a challenge rating of 1/4 or lower that
make to avoid or end the charmed condition on doesn't have a flying or swimming speed. Beast Balm of the Summer Court
yourself. ================================ Shapes Level Max. CR Limitations 2nd 1/4 No flying At 2nd level, you become imbued with the blessings
Fury of the Small. When you damage a creature with or swimming speed 4th 1/2 No flying speed 8th 1 You of the Summer Court. You are a font of energy that
an attack or a spell and the creature's size is larger can stay in a beast shape for a number of hours equal offers respite from injuries. You have a pool of fey
than yours, you can cause the attack or spell to deal to half your druid level (rounded down). You then energy represented by a number of d6s equal to your
extra damage to the creature. The extra damage revert to your normal form unless you expend another druid level. As a bonus action, you can choose one
equals your proficiency bonus. You can use this trait a use of this feature. You can revert to your normal form creature you can see within 120 feet of you and
number of times equal to your proficiency bonus, earlier by using a bonus action on your turn. You spend a number of those dice equal to half your druid
regaining all expended uses when you finish a long automatically revert if you fall unconscious, drop to 0 level or less. Roll the spent dice and add them
rest, and you can use it no more than once per turn. hit points, or die. While you are transformed, the together. The target regains a number of hit points
================================ Nimble following rules apply: Your game statistics are equal to the total. The target also gains 1 temporary
Escape. You can take the Disengage or Hide action replaced by the statistics of the beast, but you retain hit point per die spent. You regain all expended dice
as a bonus action on each of your turns. your alignment, personality, and Intelligence, Wisdom, when you finish a long rest.
and Charisma scores. You also retain all of your skill
and saving throw proficiencies, in addition to gaining
======================== ========================
those of the creature. If the creature has the same
proficiency as you and the bonus in its stat block is
Druidic Fey-Touched
higher than yours, use the creature's bonus instead of
You know Druidic, the secret language of druids. You yours. If the creature has any legendary or lair Your exposure to the Feywild's magic has changed
can speak the language and use it to leave hidden actions, you can't use them. When you transform, you you, granting you the following benefits: Increase your
messages. You and others who know this language assume the beast's hit points and Hit Dice. When you Intelligence, Wisdom, or Charisma by 1, to a
automatically spot such a message. Others spot the revert to your normal form, you return to the number maximum of 20. +1 Wis You learn the misty step spell
message's presence with a successful DC 15 of hit points you had before you transformed. and one 1st-level spell of your choice. The 1st-level
Wisdom (Perception) check but can't decipher it However, if you revert as a result of dropping to 0 hit spell must be from the divination or enchantment
without magic. points, any excess damage carries over to your school of magic. You can cast each of these spells
normal form. For example, if you take 10 damage in without expending a spell slot. Once you cast either of
animal form and have only 1 hit point left, you revert these spells in this way, you can't cast that spell in
and take 9 damage. As long as the excess damage this way again until you finish a long rest. You can
doesn't reduce your normal form to 0 hit points, you also cast these spells using spell slots you have of
aren't knocked unconscious. You can't cast spells, the appropriate level. The spells' spellcasting ability is
and your ability to speak or take any action that the ability increased by this feat.
requires 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 taking actions that are
part of a spell, such as call lightning, that you've
already cast. You retain the benefit of any features
from your class, race, or other source and can use
them if the new form is physically capable of doing so.
However, you can't use any of your special senses,
such as darkvision, unless your new form also has
that sense. You choose whether your equipment falls
to the ground in your space, merges into your new
form, or is worn by it. Worn equipment functions as
normal, but the DM decides whether it is practical for
the new form to wear a piece of equipment, based on
the creature's shape and size. Your equipment
doesn't change size or shape 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 effect until you
leave the form
MAGIAS
Druidcraft Faerie Fire Enhance Ability
Transmutação cantrip Evocação 1 Transmutação 2
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: 60 feet Alcance: Touch
Alvo: See text Alvo: Each object and creature in a 20-foot cube Alvo:
Componentes: V S within range Componentes: V S M
Duração: Instantaneous Componentes: V Duração: Concentraçãoup to 1 hour
Descrição: Duração: Concentraçãoup to 1 minute Descrição:
Whispering to the spirits of nature, you create one of Descrição: You touch a creature and bestow upon it a magical
the following effects within range: You create a tiny, Each object in a 20-foot cube within range is outlined enhancement. Choose one of the following effects;
harmless sensory effect that predicts what the in blue, green, or violet light (your choice). Any the target gains that effect until the spell ends. Bear's
weather will be at your location for the next 24 hours. creature in the area when the spell is cast is also Endurance. The target has advantage on Constitution
The effect might manifest as a golden orb for clear outlined in light if it fails a Dexterity saving throw. For checks. It also gains 2d6 temporary hit points, which
skies, a cloud for rain, falling snowflakes for snow, the duration, objects and affected creatures shed dim are lost when the spell ends. Bull's Strength. The
and so on. This effect persists for 1 round. You light in a 10-foot radius. Any attack roll against an target has advantage on Strength checks, and his or
instantly make a flower blossom, a seed pod open, or affected creature or object has advantage if the her carrying capacity doubles. Cat's Grace. The
a leaf bud bloom. You create an instantaneous, attacker can see it, and the affected creature or object target has advantage on Dexterity checks. It also
harmless sensory effect, such as falling leaves, a puff can't benefit from being invisible. doesn't take damage from falling 20 feet or less if it
of wind, the sound of a small animal, or the faint odor isn't incapacitated. Eagle's Splendor. The target has
of skunk. The effect must fit in a 5-foot cube. You Goodberry advantage on Charisma checks. Fox's Cunning. The
instantly light or snuff out a candle, a torch, or a small Transmutação 1 target has advantage on Intelligence checks. Owl's
campfire. Tempo de Conjuração: 1 action Wisdom. The target has advantage on Wisdom
Alcance: Touch checks.
Guidance Alvo: Em Níveis Superiores: When you cast this spell
Adivinhação cantrip Componentes: V S M using a spell slot of 3rd level or higher, you can target
Tempo de Conjuração: 1 action Duração: Instantaneous one additional creature for each slot level above 2nd.
Alcance: Touch Descrição:
Alvo: Up to ten berries appear in your hand and are infused Hold Person
Componentes: V S with magic for the duration. A creature can use its Encantamento 2
Duração: Concentraçãoup to 1 minute action to eat one berry. Eating a berry restores 1 hit Tempo de Conjuração: 1 action
Descrição: point, and the berry provides enough nourishment to Alcance: 60 feet
You touch one willing creature. Once before the spell sustain a creature for one day. The berries lose their Alvo:
ends, the target can roll a d4 and add the number potency if they have not been consumed within 24 Componentes: V S M
rolled to one ability check of its choice. It can roll the hours of the casting of this spell. Duração: Concentraçãoup to 1 minute
die before or after making the ability check. The spell Descrição:
then ends. Healing Word Choose a humanoid that you can see within range.
Evocação 1 The target must succeed on a Wisdom saving throw
Bane (Feat) Tempo de Conjuração: 1 bonus action or be paralyzed for the duration. At the end of each of
Encantamento 1 Alcance: 60 feet its turns, the target can make another Wisdom saving
Tempo de Conjuração: 1 action Alvo: throw. On a success, the spell ends on the target.
Alcance: 30 feet Componentes: V Em Níveis Superiores: When you cast this spell
Alvo: Duração: Instantaneous using a spell slot of 3rd level or higher, you can target
Componentes: V S M Descrição: one additional humanoid for each slot level above
Duração: Concentraçãoup to 1 minute A creature of your choice that you can see within 2nd. The humanoids must be within 30 feet of each
Descrição: range regains hit points equal to 1d4 + your other when you target them.
Up to three creatures of your choice that you can see spellcasting ability modifier. This spell has no effect
within range must make Charisma saving throws. on undead or constructs.
Whenever a target that fails this saving throw makes Em Níveis Superiores: When you cast this spell
an attack roll or a saving throw before the spell ends, using a spell slot of 2nd level or higher, the healing
the target must roll a d4 and subtract the number increases by 1d4 for each slot level above 1st.
rolled from the attack roll or saving throw.
Em Níveis Superiores: When you cast this spell Misty Step (Feat)
using a spell slot of 2nd level or higher, you can target Conjuração 2
one additional creature for each slot level above 1st. Tempo de Conjuração: 1 bonus action
Alcance: Self
Alvo:
Componentes: V
Duração: Instantaneous
Descrição:
Briefly surrounded by silvery mist, you teleport up to
30 feet to an unoccupied space that you can see.
Healing Spirit Pass without Trace Wither and Bloom
Conjuração 2 Abjuração 2 Necromancia 2
Tempo de Conjuração: 1 bonus action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 60 feet Alcance: Self Alcance: 60 feet
Alvo: A space that is a 5-foot cube you can see Alvo: Alvo:
within range Componentes: V S M Componentes: V S M
Componentes: V S Duração: Concentraçãoup to 1 hour Duração: Instantaneous
Duração: Concentraçãoup to 1 minute Descrição: Descrição:
Descrição: A veil of shadows and silence radiates from you, You invoke both death and life upon a 10-foot-radius
You call forth a nature spirit to soothe the wounded. masking you and your companions from detection. sphere centered on a point within range. Each
The intangible spirit appears in a space that is a For the duration, each creature you choose within 30 creature of your choice in that area must make a
5-foot cube you can see within range. The spirit looks feet of you (including you) has a +10 bonus to Constitution saving throw, taking 2d6 necrotic
like a transparent beast or fey (your choice). Until the Dexterity (Stealth) checks and can't be tracked except damage on a failed save, or half as much damage on
spell ends, whenever you or a creature you can see by magical means. A creature that receives this a successful one. Nonmagical vegetation in that area
moves into the spirit's space for the first time on a bonus leaves behind no tracks or other traces of its withers. In addition, one creature of your choice in
turn or starts its turn there, you can cause the spirit to passage. that area can spend and roll one of its unspent Hit
restore 1d6 hit points to that creature (no action Dice and regain a number of hit points equal to the
required). The spirit can't heal constructs or undead. roll plus your spellcasting ability modifier.
The spirit can heal a number of times equal to 1 + Em Níveis Superiores: When you cast this spell
your spellcasting ability modifier (minimum of twice). using a spell slot of 3rd level or higher, the damage
After healing that number of times, the spirit increases by 1d6 for each slot above the 2nd, and the
disappears. As a bonus action on your turn, you can number of Hit Dice that can be spent and added to
move the spirit up to 30 feet to a space you can see. the healing roll increases by one for each slot above
Em Níveis Superiores: When you cast this spell 2nd.
using a spell slot of 3rd level or higher, the healing
increases by 1d6 for each slot level above 2nd.

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