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Marina_Ficha
Marina_Ficha
INSPIRACIÓN
FUERZA 14 3 30
14 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 37
5 Fuerza
DESTREZA 6 Destreza
3
PUNTOS DE GOLPE ACTUALES
1 Constitución
-1 Inteligencia
17 0 Sabiduría
1 IDEALES
Carisma
PUNTOS DE GOLPE TEMPORALES
CONSTITUCIÓN TIRADAS DE SALVACIÓN
1 3 Acrobacias (Des)
5
13 3 T. con Animales (…
-1 C. Arcano (Int) VÍNCULOS
-1
1 NOMBRE ATQ DAÑO/TIPO
Engaño (Car)
-1 Historia (Int)
Dagger +6 1d4+3 Piercing
3
9 Perspicacia (Sab)
1 Intimidación (Car) Quiver +5 2
-1 Investigación (Int) DEFECTOS
SABIDURÍA
0 Medicina (Sab) Hunter's Mark 1d6
0 -1
3
Naturaleza (Int)
Percepción (Sab)
ATAQUES Y LANZAMIENTO DE CONJUROS
Favored Enemy
10 1 Interpretación (Car) Natural Explorer
1 Persuasión (Car) 15
Favored Enemy: Beasts
CARISMA CP SP EP GP PP
2 Religión (Int)
Natural Explorer: Forest
1 6
9
Juego de Manos (…
Sigilo (Des)
1 Holy Symbol Fey Ancestry
5 Stick of Incense Trance
12 0 Supervivencia (Sab)
1 Vestments
Darkvision
HABILIDADES 1 Belt Pouch
Shelter of the Faithful
1 Leather Armor
Fighting Style
1 Dagger
13 SABIDURÍA PASIVA (PERCEPCIÓN)
Spellcasting
1 Quiver
Primeval Awareness
EQUIPO
HERRAMIENTA: Thieves' Tools⁺ Fighting Style: Archery
IDIOMA: Common, Elvish, Gnomish, Infernal, Hunter's Prey
Thieves' Cant, Undercommon
Giant Killer
ARMADURA: Light Armor, Medium Armor,
Thieves' Cant
Shields
Sneak Attack
ARMA: Longbow, Longsword, Martial weapons,
Cunning Action
Shortbow, Shortsword, Simple weapons
RASGOS Y ATRIBUTOS
OTRAS COMPETENCIAS E IDIOMAS
NOMBRE ATQ DAÑO/TIPO Total: 2 Total:
CP SP EP GP PP
2 20
20 Arrows DIVINE SENSE ARROWS
1 Common clothes
Total: Total:
Total: Total:
EQUIPO
SABIDURÍA 11 3
0 TRUCOS 3 0 6 0
True Strike
4 0 7 0
1 3
Fog Cloud
5 0 8 0
Hunter's Mark
Jump
9 0
2 0
RASGOS Y ATRIBUTOS
Favored Enemy Hunter's Prey
Beginning at 1st level, you have significant Darkvision At 3rd level, you gain one of the following features
experience studying, tracking, hunting, and even Accustomed to twilit forests and the night sky, you of your choice.
talking to a certain type of enemy. Choose a type of have superior vision in dark and dim conditions.
favored enemy: aberrations, beasts, celestials, You can see in dim light within 60 feet of you as if Giant Killer
constructs, dragons, elementals, fey, fiends, giants, it were bright light, and in darkness as if it were When a Large or larger creature within 5 feet of
monstrosities, oozes, plants, or undead. dim light. You can’t discern color in darkness, only you hits or misses you with an attack, you can use
Alternatively, you can select two races of humanoid shades of gray. your reaction to attack that creature immediately
(such as gnolls and orcs) as favored enemies. You after its attack, provided that you can see the
Shelter of the Faithful creature.
have advantage on Wisdom (Survival) checks to
As an acolyte, you command the respect of those
track your favored enemies, as well as on
who share your faith, and you can perform the Thieves' Cant
Intelligence checks to recall information about
religious ceremonies of your deity. You and your During your rogue training you learned thieves’
them. You choose one additional favored enemy, as
adventuring companions can expect to receive free cant, a secret mix of dialect, jargon, and code that
well as an associated language, at 6th and 14th
healing and care at a temple, shrine, or other allows you to hide messages in seemingly normal
level. As you gain levels, your choices should
established presence of your faith, though you must conversation. Only another creature that knows
reflect the types of monsters you have encountered
provide any material components needed for spells. thieves’ cant understands such messages. It takes
on your adventures.
Those who share your religion will support you four times longer to convey such a messagethan it
Natural Explorer (but only you) at a modest lifestyle. You might also does to speak the same idea plainly. In addition,
You are particularly familiar with one type of have ties to a specific temple dedicated to your you understand a set of secret signs and symbols
natural environment and are adept at traveling and chosen deity or pantheon, and you have a residence used to convey short, simple messages, such as
surviving in such regions. Choose one type of there. This could be the temple where you used to whether an area is dangerous or the territory of a
favored terrain: arctic, coast, desert, forest, serve, or a temple where you have found a new thieves’ guild, whether loot is nearby, or whether
grassland, mountain, swamp, or the Underdark. home. While near your temple, you can call upon the people in an area are easy marks or will provide
When you make an Intelligence or Wisdom check the priests for assistance, provided the assistance a safe house for thieves on the run.
related to your favored terrain, your proficiency you ask for is not hazardous and you remain in
good standing with your temple. Sneak Attack
bonus is doubled if you are using a skill that you’re
Beginning at 1st level, you know how to strike
proficient in. While traveling for an hour or more in
Fighting Style subtly and exploit a foe’s distraction. Once per turn,
your favored terrain, you gain the following
At 2nd level, you adopt a particular style of you can deal an extra 1d6 damage to one creature
benefits: Difficult terrain doesn’t slow your group’s
fighting as your specialty. Choose one of the you hit with an attack if you have advantage on the
travel. Your group can’t become lost except by
following options. You can’t take a Fighting Style attack roll. The attack must use a finesse or a
magical means. Even when you are engaged in
option more than once, even if you later get to ranged weapon. You don’t need advantage on the
another activity while traveling (such as foraging,
choose again. attack roll if another enemy of the target is within 5
navigating, or tracking), you remain alert to danger.
feet of it, that enemy isn’t incapacitated, and you
If you are traveling alone, you can move stealthily Spellcasting don’t have disadvantage on the attack roll. The
at a normal pace. When you forage, you find twice By the time you reach 2nd level, you have learned amount of the extra damage increases as you gain
as much food as you normally would. While to use the magical essence of nature to cast spells, levels in this class, as shown in the Sneak Attack
tracking other creatures, you also learn their exact much as a druid does. See"Casting a Spell" for the column of the Rogue table.
number, their sizes, and how long ago they passed general rules of spellcasting and "Ranger Spells by
through the area. You choose additional favored Level" for the ranger spell list. Cunning Action
terrain types at 6th and 10th level. Starting at 2nd level, your quick thinking and
Primeval Awareness agility allow you to move and act quickly. You can
Favored Enemy: Beasts Beginning at 3rd level, you can use your action and take a bonus action on each of your turns in
expend one ranger spell slot to focus your combat. This action can be used only to take the
Natural Explorer: Forest
awareness on the region around you. For 1 minute Dash, Disengage, or Hide action.
Fey Ancestry per level of the spell slot you expend, you can sense
You have advantage on saving throws against being whether the following types of creatures are present
charmed, and magic can’t put you to sleep. within 1 mile of you (or within up to 6 miles if you
are in your favored terrain): aberrations, celestials,
Trance dragons, elementals, fey, fiends, and undead. This
Elves don't need to sleep. Instead, they meditate feature doesn’t reveal the creatures’ location or
deeply, remaining semiconscious, for 4 hours a day. number.
(The Common word for such meditation is
“trance.”) While meditating, you can dream after a Fighting Style: Archery
fashion; such dreams are actually mental exercises You gain a +2 bonus to attack rolls you make with