Está en la página 1de 7

Circle of the Moon Druid 3 Folk Hero (I saved peopl…  

CLASE & NIVEL TRASFONDO PLAYER NAME


Sintra
Ghostwise Halfling Neutral Good
RAZA ALINEAMIENTO PE
NOMBRE DE PERSONAJE

INSPIRACIÓN
I judge people by their actions, not their
FUERZA 15 2.14 25 words. If someone is in trouble, I’m always

-1 2 NIFICADOR POR COMPETENC


ready to lend help.

8 RASGOS DE PERSONALIDAD

Puntos de Golpe Máximos 24


-1 Fuerza
DESTREZA 2 Destreza Respect. People deserve to be treated with

2
dignity and respect. (Good)
2 Constitución PUNTOS DE GOLPE ACTUALES

2 Inteligencia

14 5 Sabiduría IDEALES
0 Carisma
PUNTOS DE GOLPE TEMPORALES
CONSTITUCIÓN TIRADAS DE SALVACIÓN
I protect those who cannot protect

2 2 Acrobacias (Des)
3
themselves.

15 5 T. con Animales (S…


VÍNCULOS
2 C. Arcano (Int)

INTELIGENCIA -1 Atletismo (Fue)

0
0 Engaño (Car) The tyrant who rules my land will stop at
NOMBRE ATQ DAÑO/TIPO
nothing to see me killed.
0 Historia (Int)
Healing Word 1d4+3 Healing
11 5 Perspicacia (Sab)
0 Intimidación (Car) Thunderwave DC13 2d8 Thunder DEFECTOS

0 Investigación (Int)
SABIDURÍA
Magic Stone +5 1d6 Bludgeo…

3
3 Medicina (Sab)
0 Naturaleza (Int) Shortbow +4 1d6+2 Piercing Armor Proficiency

3 Percepción (Sab) Druidic


16 ATAQUES Y LANZAMIENTO DE CONJUROS
0 Interpretación (Car) Ritual Casting
0 Persuasión (Car) Lucky
CARISMA 10
0 Religión (Int)

0
CP SP EP GP PP Brave
2 Juego de Manos (…
Halfling Nimbleness
2 Sigilo (Des) 1 Druidic Focus
10 5 Supervivencia (Sab)
Silent Speech
1 Belt Pouch
Rustic Hospitality
HABILIDADES 1 Alchemist's Supplies
Wild Shape
1 Wooden Shield
Wild Companion
13 SABIDURÍA PASIVA (PERCEPCIÓN) 1 Leather Armor
1 Shovel Combat Wild Shape
1 Iron pot Beast Shape
HERRAMIENTA: Alchemist's Supplies, Herbalism
EQUIPAMIENTO
RASGOS Y ATRIBUTOS
Kit, Land Vehicles
IDIOMA: Common, Druidic, Halfling
ARMADURA: Light Armor, Medium Armor,
Shields
ARMA: Club, Dagger, Dart, Javelin, Mace,
Quarterstaff, Scimitar, Sickle, Sling, Spear

OTRAS COMPETENCIAS E IDIOMAS


NOMBRE ATQ DAÑO/TIPO Total: 2 Total:
CP SP EP GP PP
2
WILD SHAPE
1 Common clothes
1 Explorer's Pack
1 Backpack Total: Total:
1 Bedroll
ATAQUES Y LANZAMIENTO DE CONJUROS 1 Mess Kit
1 Tinderbox
10 Torch
Total: Total:
10 Rations
1 Waterskin
1 Hempen rope
1 Shortbow
1 un cetro de peltre grabado con vides
espinosas (25 po),
1 a bone coffer set with hematite and turquoise
(25 gp)

EQUIPAMIENTO
SABIDURÍA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCOS 3 0 6 0

Shillelagh

Magic Stone
4 0 7 0

1 4
5 0 8 0
Faerie Fire

Goodberry

Healing Word
9 0
Thunderwave

Entangle

Find Familiar

2 2
RASGOS Y ATRIBUTOS
Armor Proficiency Wild Shape Wild Companion
Druids will not wear armor or use shields that Starting at 2nd level, you can use your action You gain the ability to summon a spirit that
are made of metal. to magically assume the shape of a beast that assumes an animal form: as an action, you can
you have seen before. You can use this feature expend a use of your Wild Shape feature to
Druidic twice. You regain expended uses when you cast the find familiar spell, without material
You know Druidic, the secret language of finish a short or long rest. Your druid level components./n When you cast the spell in this
druids. You can speak the language and use it determines the beasts you can transform into. way, the familiar is a fey instead of a beast,
to leave hidden messages. You and others At 2nd level you can transform into any beast and the familiar disappears after a number of
who know this language automatically spot that has a challenge rating of 1/4 or lower that hours equal to half your druid level.
such a message. Others spot the message's doesn’t have a flying or swimming speed. You
presence with a successful DC 15 Wisdom can stay in a beast shape for a number of Combat Wild Shape
(Perception) check but can't decipher it hours equal to half your druid level (rounded When you choose this circle at 2nd level, you
without magic. down). You then revert to your normal form gain the ability to use Wild Shape on your turn
unless you expend another use of this feature. as a bonus action, rather than as an action.
Ritual Casting You can revert to your normal form earlier by Additionally, while you are transformed by Wild
You can cast a druid spell as a ritual if that using a bonus action on your turn. You Shape, you can use a bonus action to expend
spell has the ritual tag and you have the spell automatically revert if you fall unconscious, one spell slot to regain 1d8 hit points per level
prepared. drop to 0 hit points, or die. While you are of the spell slot expended.
transformed, the following rules apply: Your
Lucky game statistics are replaced by the statistics⁠of
the beast, but you retain your alignment,
When you roll a 1 on an attack roll, ability
personality, and Intelligence, Wisdom, and
check, or saving throw, you can reroll the die
Charisma scores. You also retain all of your
and must use the new roll.
skill and saving throw proficiencies, in addition
Brave to gaining those of the creature. If the creature
has the same proficiency as you and the
You have advantage on saving throws against
bonus in its stat block is higher than yours, use
being frightened.
the creature’s bonus instead of yours. If the
creature has any legendary or lair actions, you
Halfling Nimbleness
can’t use them. When you transform, you
You can move through the space of any
assume the beast’s hit points and Hit Dice.
creature that is of a size larger than yours.
When you revert to your normal form, you
return to the number of hit points you had
Silent Speech
before you transformed. However, if you revert
You can speak telepathically to any creature as a result of dropping to 0 hit points, any
within 30 feet of you. The creature understands excess damage carries over to your normal
you only if the two of you share a language. form. For example, if you take 10 damage in
You can speak telepathically in this way to one animal form and have only 1 hit point left, you
creature at a time. revert and take 9 damage. As long as the
excess damage doesn’t reduce your normal
Rustic Hospitality form to 0 hit points, you aren’t knocked
Since you come from the ranks of the common unconscious. You can’t cast spells, and your
folk, you fit in among them with ease. You can ability to speak or take any action that requires
find a place to hide, rest, or recuperate among hands is limited to the capabilities of your
other commoners, unless you have shown beast form. Transforming doesn’t break your
yourself to be a danger to them. They will concentration on a spell you’ve already cast,
shield you from the law or anyone else however, or prevent you from taking actions
searching for you, though they will not risk that are part of a spell, such as call lightning,
their lives for you. 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 special⁠senses, 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
equipment⁠functions 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 equipment⁠that the new
form can’t wear must either fall to the ground
or merge with it. Equipment⁠that merges with
the form has no effect until you leave the form.
Beast Shape
You can use a bonus action to magically
assume the shape of a beast that you have
seen before. You can use this feature twice.
You regain expended uses when you finish a
short or long rest. Your druid level determines
the beasts you can transform into. The rites of
your circle grant you the ability to transform
into more dangerous animal forms. Starting at
2nd level, you can use your Wild Shape to
transform into a beast with a challenge rating
as high as 1 that doesn't have a flying or
swimming speed. You can stay in a beast
shape for a number of hours equal to half your
druid level (rounded down). You then revert to
your normal form unless you expend another
use of this feature. You can revert to your
normal form earlier by using a bonus action on
your turn. You automatically revert if you fall
unconscious, drop to 0 hit points, or die. While
you are transformed, the following rules apply:
Your game statistics are replaced by the
statistics⁠of the beast, but you retain your
alignment, personality, and Intelligence,
Wisdom, 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 higher than
yours, use the creature’s bonus instead of
yours. If the creature has any legendary or lair
actions, you can’t use them. When you
transform, you assume the beast’s hit points
and Hit Dice. When you revert to your normal
form, you return to the number of hit points
you had before you transformed. However, if
you revert as a result of dropping to 0 hit
points, any excess damage carries over to
your normal form. For example, if you take 10
damage in animal form and have only 1 hit
point left, you revert and take 9 damage. As
long as the excess damage doesn’t reduce
your normal form to 0 hit points, you aren’t
knocked unconscious. You can’t cast spells,
and your ability to speak or take any action
that 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 equipment⁠functions 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
equipment⁠doesn’t change size or shape to
match the new form, and any equipment⁠that
the new form can’t wear must either fall to the
ground or merge with it. Equipment⁠that
merges with the form has no effect until you
leave the form.
CONJUROS
Shillelagh Goodberry Entangle
Transmutación cantrip Transmutación 1 Conjuración 1
Tiempo de Lanzamiento: 1 bonus action Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 action
Alcance: Touch Alcance: Touch Alcance: 90 feet
Objetivo: The wood of a club or quarterstaff Objetivo: See text Objetivo: A point within range
you are holding Componentes: V S M Componentes: V S
Componentes: V S M Duración: Instantaneous Duración: ConcentraciónUp to 1 minute
Duración: 1 minute Descripción: Descripción:
Descripción: Up to ten berries appear in your hand and are Grasping weeds and vines sprout from the
The wood of a club or quarterstaff you are infused with magic for the duration. A creature ground in a 20-foot square starting from a
holding is imbued with nature’s power. For the can use its action to eat one berry. Eating a point within range. For the duration, these
duration, you can use your spellcasting ability berry restores 1 hit point, and the berry plants turn the ground in the area into difficult
instead of Strength for the attack and damage provides enough nourishment to sustain a terrain. A creature in the area when you cast
rolls of melee attacks using that weapon, and creature for one day. The berries lose their the spell must succeed on a Strength saving
the weapon’s damage die becomes a d8. The potency if they have not been consumed throw or be restrained by the entangling plants
weapon also becomes magical, if it isn’t within 24 hours of the casting of this spell. until the spell ends. A creature restrained by
already. The spell ends if you cast it again or if the plants can use its action to make a
you let go of the weapon. Healing Word Strength check against your spell save DC. On
Evocación 1 a success, it frees itself. When the spell ends,
Magic Stone Tiempo de Lanzamiento: 1 bonus action the conjured plants wilt away.
Transmutación cantrip Alcance: 60 feet
Tiempo de Lanzamiento: 1 bonus action Objetivo: A creature of your choice that you
Alcance: Touch can see within range
Objetivo: One to three pebbles Componentes: V
Componentes: V S Duración: Instantaneous
Duración: 1 minute Descripción:
Descripción: A creature of your choice that you can see
You touch one to three pebbles and imbue within range regains hit points equal to 1d4 +
them with magic. You or someone else can your spellcasting ability modifier. This spell has
make a ranged spell attack with one of the no effect on undead or constructs.
pebbles by throwing it or hurling it with a sling. A Niveles Superiores: When you cast this
If thrown, a pebble has a range of 60 feet. If spell using a spell slot of 2nd level or higher,
someone else attacks with a pebble, that the Healing increases by 1d4 for each slot level
attacker adds your spellcasting ability modifier, above 1st.
not the attacker’s, to the attack roll. On a hit,
the target takes bludgeoning damage equal to Thunderwave
1d6 + your spellcasting ability modifier. Evocación 1
Whether the attack hits or misses, the spell Tiempo de Lanzamiento: 1 action
then ends on the stone. If you cast this spell Alcance: Self (15-foot cube)
again, the spell ends on any pebbles still Objetivo: Self (15-foot cube)
affected by your previous casting. Componentes: V S
Duración: Instantaneous
Faerie Fire Descripción:
Evocación 1 A wave of thunderous force sweeps out from
Tiempo de Lanzamiento: 1 action you. Each creature in a 15-foot cube
Alcance: 60 feet originating from you must make a Constitution
Objetivo: Each object in a 20-foot cube within saving throw. On a failed save, a creature
range takes 2d8 thunder damage and is pushed 10
Componentes: V feet away from you. On a successful save, the
Duración: ConcentraciónUp to 1 minute creature takes half as much damage and isn’t
Descripción: pushed. In addition, unsecured objects that
Each object in a 20-foot cube within range is are completely within the area of effect are
outlined in blue, green, or violet light (your automatically pushed 10 feet away from you
choice). Any creature in the area when the by the spell’s effect, and the spell emits a
spell is cast is also outlined in light if it fails a thunderous boom audible out to 300 feet.
Dexterity saving throw. For the duration, A Niveles Superiores: When you cast this
objects and affected creatures shed dim light spell using a spell slot of 2nd level or higher,
in a 10-foot radius. Any attack roll against an the damage increases by 1d8 for each slot
affected creature or object has advantage if level above 1st.
the attacker can see it, and the affected
creature or object can’t benefit from being
invisible.
Find Familiar
Conjuración 1
Tiempo de Lanzamiento: 1 hour
Alcance: 10 feet
Objetivo: An unoccupied space within range
Componentes: V S M
Duración: Instantaneous
Descripción:
You gain the service of a familiar, a spirit that
takes an animal form you choose: bat, cat,
crab, frog (toad), hawk, lizard, octopus, owl,
poisonous snake, fish (quipper), rat, raven, sea
horse, spider, or weasel. Appearing in an
unoccupied space within range, the familiar
has the statistics of the chosen form, though it
is a celestial, fey, or fiend (your choice) instead
of a beast. Your familiar acts independently of
you, but it always obeys your commands. In
combat, it rolls its own initiative and acts on its
own turn. A familiar can’t attack, but it can
take other actions as normal. When the familiar
drops to 0 hit points, it disappears, leaving
behind no physical form. It reappears after you
cast this spell again While your familiar is
within 100 feet of you, you can communicate
with it telepathically. Additionally, as an action,
you can see through your familiar’s eyes and
hear what it hears until the start of your next
turn, gaining the benefits of any special senses
that the familiar has. During this time, you are
deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summons. Alternatively,
you can dismiss it forever. As an action while it
is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30
feet of you. 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.

También podría gustarte