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INSPIRACIÓN
CLASE DE e vElOcidad
FUERZA ARMADURA Nunca entiendo porque las
+1 18 +2 30 feet personas son tan extremistas.
BONIFICADOR POR
+3 COMPETENCIA
13 RASGOS DE PERSONALIDAD
15 ■ +5 Sabiduría
Existe poder que se puede encontrar en las
■ +7 Carisma personas y conseguir en las aventuras.
CONSTITUCIÓN TIRADAS DE SALVACIÓN
PUNTOS DE GOLPE TEMPORALES VÍNCULOS
+3
+2 Acrobacias (des) Total ÉXITOS
Me molesta la bondad y
16 +1 Atletismo (Fue) FALLOS
SALVACIONES
crueldad excesiva.
+1 C. Arcano (Int)
DADOS DE GOLPE CONTRA MUERTE DEFECTOS
e +7
■ Engaño(Car)
+4 Historia(Int)
+1 ■
NOMBRE BONIFICADOR daÑO/TIPO
+4 Interpretación (Car) WAR CASTER
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 1.70 m 143 lb = 43 kg
EDAD ALTURA PESO
Azrael
Negros Canela Corto
NOMBRE DEL OJOS PIEL PELO
PERSONAJE
TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Brujo
CAR 15 7
APTITUD CD TIRADA DE SALVACIÓN BONIFICADOR DE ATAQUE
CLASE LANZADORA MÁGICA DE CONJUROS DE CONJURO
DE CONJUROS
0 TRUCOS 3 6
Eldrich Blast: 1 action-120pies-VS-Insta Vampiric Touch: action-touch-VS-Cons 1mi
Mage Hand: 1 action-30pies-VS-1min Enemies Abound: 1 act-120p-VS-con-1min
Minor Illusion: 1 action-30pies-SM-1min Dispel Magic:1act-120ft-VS-conc
Booming Blade: 1 action-Weap-VM-1round
NIVEL DE
CONJURO
ESPACIOS TOTALES ESPACIOS GASTADOS
1 1 7
PARA
NOMBRE DEL CONJURO
PRE
DO
4
SPELLS KNOWN
2
Darkness
Wind Wall: 1action-VSM-120p-Conc-1min
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
DESCRIPCIÓN DE CONJUROS
Hexblade's Curse SUBCLASS - The Typhon: Eldritch invocations actuales(03):
Starting at 1st level, you gain the
ability to place a baleful curse on Electric Potential 01. Mask of Many Faces
someone. As a bonus action,
Starting at the 1st level, before you You can cast Disguise Self at will,
choose one creature you can see
within 30 feet of you. The target is make an attack roll, you may without expending a spell slot.
cursed for 1 minute. The curse ends choose to attack with electric
early if the target dies, you die, or potential, when attacking with 02. Improved Pact Weapon
you are incapacitated. Until the electric potential, melee weapons Prerequisite: Pact of the Blade
curse ends, you gain the following have double range. Your weapon feature
benefits: deals an additional 1d6 plus your You can use any weapon you
constitution modifier plus as summon with your Pact of the Blade
• You gain a bonus to damage rolls
against the cursed target. The bonus
lightning damage. feature as a spellcasting focus for
equals your proficiency bonus. your warlock spells.
Polarized
• Any attack roll you make against Starting at the 6th level, when you In addition, the weapon gains a +1
the cursed target is a critical hit on a roll for initiative you choose a bonus to its attack and damage
roll of 19 or 20 on the d20. polarize bonus, Positive Charge or rolls, unless it is a magic weapon
Negative Charge. As a bonus that already has a bonus to those
• If the cursed target dies, you regain action you may touch a willing rolls.
hit points equal to your warlock level
+ your Charisma modifier (minimum
creature and have them match your
of 1 hit point). polarization. As a bonus action you Finally, the weapon you conjure can
may switch your polarization. As a be a shortbow, longbow, light
You can’t use this feature again until standard action you may attempt to crossbow, or heavy crossbow.
you finish a short or long rest. polarize an unwilling creature to
become opposite your charge by 03. Thirsting Blade
Hex Warrior attempting to touch them by rolling Prerequisite: 5th level, Pact of the
At 1st level, you acquire the training
an attack roll against them. A target Blade feature
necessary to effectively arm yourself
for battle. You gain proficiency with hit with an electric potential attack You can attack with your pact
medium armor, shields, and martial is considered polarized opposite of weapon twice, instead of once,
weapons. you. Attacks made while polarized whenever you take the Attack
one way will have a disadvantage action on your turn.
The influence of your patron also against attacks against a target
allows you to mystically channel polarized the same way, conversely
your will through a particular an attack made against a target the
weapon. Whenever you finish a long
opposite polarization as the
rest, you can touch one weapon that
you are proficient with and that lacks attacker have an advantage. You
the two-handed property. When you may cast Shocking Grasp against a
attack with that weapon, you can target the opposite charge as you,
use your Charisma modifier, instead whether or not you have taken
of Strength or Dexterity, for the Shocking Grasp as a spell.
attack and damage rolls. This benefit Polarization wears off target after 1
lasts until you finish a long rest. If min or they move more then 100
you later gain the Pact of the Blade
feet away from you.
feature, this benefit extends to every
pact weapon you conjure with that
feature, no matter the weapon's
type.
TRANSFONDO
FEATS (2 por Human Variant) BOOMING BLADE Gust of Wind
War Caster Prerequisite: Evocation cantrip 2nd-level evocation
Casting time: 1 action
Casting Time: 1 action
The ability to cast at least one spell Range: Self (60-foot line)
Range: 5 feet
You have practiced casting spells in Components: V, M (a weapon) Components: V, S, M (a legume
the midst of combat, learning Duration: 1 round seed)
techniques that grant you the Duration: Concentration, up to 1
following benefits: As part of the action used to cast this minute
• You have advantage on spell, you must make a melee attack
Constitution saving throws that you with a weapon against one creature A line of strong wind 60 feet long
make to maintain your within the spell's range, otherwise the and 10 feet wide blasts from you in
spell fails.
concentration on a spell when you a direction you choose for the
take damage. On a hit, the target suffers the attack's spell's duration. Each creature that
• You can perform the somatic normal effects, and it becomes starts its turn in the line must
components of spells even when sheathed in booming energy until the succeed on a Strength saving throw
you have weapons or a shield in start of your next turn. If the target or be pushed 15 feet away from
one or both hands. willingly moves before then, it you in a direction following the line.
• When a hostile creature’s immediately takes 1d8 thunder damage,
movement provokes an opportunity and the spell ends. Any creature in the line must spend
attack from you, you can use your At Higher Levels. At 5th level, the melee
2 feet of movement for every 1 foot
reaction to cast a spell at the attack deals an extra 1d8 thunder it moves when moving closer to
creature, rather than making an damage to the target, and the damage you.
opportunity attack. The spell must the target takes for moving increases to
have a casting time of 1 action and 2d8. Both damage rolls increase by 1d8 The gust disperses gas or vapor,
must target only that creature. at 11th level and 17th level. and it extinguishes candles,
=========================== torches, and similar unprotected
Mounted Combatant Spell Lists. Sorcerer, Warlock, Wizard flames in the area. It causes
=============================
Vampiric Touch
protected flames, such as those of
You are a dangerous foe to face lanterns, to dance wildly and has a
while mounted. While you are Casting Time: 1 action 50 percent chance to extinguish
mounted and aren’t incapacitated, Range: Touch them.
you gain the following benefits: Components: V, S
• You have advantage on melee Duration: Concentration, up to 1 minute As a bonus action on each of your
attack rolls against any unmounted turns before the spell ends, you can
The touch of your shadow-wreathed
creature that is smaller than your change the direction in which the
hand can siphon force from others to
mount. heal your wounds. Make a melee spell line blasts from you.
• You can force an attack targeted attack against a creature within your
at your mount to target you instead. reach. On a hit, the target takes 3d6
• If your mount is subjected to an necrotic damage, and you regain hit
effect that allows it to make a points equal to half the amount of
Dexterity saving throw to take only necrotic damage dealt. Until the spell
half damage, it instead takes no ends, you can make the attack again on
each of your turns as an action.
damage if it succeeds on the saving
throw, and only half damage if it At Higher Levels. When you cast this
fails. spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for
each slot level above 3rd.