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INSPIRACIÓN
FUERZA 12 0 25
15 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 26
2 Fuerza
DESTREZA 0 Destreza
PUNTOS DE GOLPE ACTUALES
0
2 Constitución
-1 Inteligencia
5
10 Sabiduría
4 Carisma IDEALES
PUNTOS DE GOLPE TEMPORALES
2
4
0 Acrobacias (Des)
14 3 T. con Animales (…
-1 C. Arcano (Int) VÍNCULOS
-1
2 Engaño (Car)
-1 Historia (Int) Cure Wounds 1d8+3 Healing
5
8 Perspicacia (Sab)
2 Intimidación (Car) Sacred Flame DC13 1d8 Radiant
3 -1
3
Naturaleza (Int)
Percepción (Sab)
Healing Word 1d4+3 Healing
Ritual Casting
17
2 Interpretación (Car) Disciple of Life
Guiding Bolt +5 4d6 Radiant
4 Persuasión (Car)
Speed
CARISMA
1 Religión (Int) Spiritual We… +5 1d8+3 Force Stonecunning
2 0
0
Juego de Manos …
Sigilo (Des) ATAQUES Y LANZAMIENTO DE CONJUROS
Dwarven Resilience
14 3 Supervivencia (S…
Darkvision
Total: Total:
Total: Total:
EQUIPO
SABIDURÍA 13 5
0 TRUCOS 3 0 6 0
Light
Mending
Sacred Flame
4 0 7 0
Guidance
5 0 8 0
1 4
Bless
9 0
Cure Wounds
Inflict Wounds
Shield of Faith
Healing Word
Guiding Bolt
Detect Magic
2 3
Spiritual Weapon
Enhance Ability
Calm Emotions
Silence
Locate Object
Lesser Restoration
RASGOS Y ATRIBUTOS
Ritual Casting Shelter of the Faithful Channel Divinity: Turn Undead
You can cast a cleric spell as a ritual if that spell As an acolyte, you command the respect of those As an action, you present your holy symbol and
has the ritual tag and you have the spell prepared. who share your faith, and you can perform the speak a prayer censuring the Undead. Each
religious ceremonies of your deity. You and your Undead that can see or hear you within 30 feet of
Disciple of Life adventuring companions can expect to receive free you must make a Wisdom saving throw. If the
Also starting at 1st level, your healing spells are healing and care at a temple, shrine, or other creature fails its saving throw, it is turned for 1
more effective. Whenever you use a spell of 1st established presence of your faith, though you minute or until it takes any damage. A turned
level or higher to restore hit points to a creature, must provide any material components needed for creature must spend its turns trying to move as far
the creature regains additional hit points equal to 2 spells. Those who share your religion will support away from you as it can, and it can’t willingly
+ the spell's level. you (but only you) at a modest lifestyle. You might move to a space within 30 feet of you. It also can’t
also have ties to a specific temple dedicated to take reactions. For its action, it can use only the
Speed
your chosen deity or pantheon, and you have a Dash action or try to escape from an effect that
Your speed is not reduced by wearing heavy
residence there. This could be the temple where prevents it from moving. If there’s nowhere to
armor.
you used to serve, or a temple where you have move, the creature can use the Dodge action.
Stonecunning found a new home. While near your temple, you
can call upon the priests for assistance, provided Harness Divine Power
Whenever you make an Intelligence (History)
the assistance you ask for is not hazardous and you You can expend a use of your Channel Divinity to
check related to the origin of stonework, you are
remain in good standing with your temple. fuel your spells. As a bonus action, you touch your
considered proficient in the History skill and add
holy symbol, utter a prayer, and regain one
double your proficiency bonus to the check,
Channel Divinity expended spell slot, the level of which can be no
instead of your normal proficiency bonus.
At 2nd level, you gain the ability to channel divine higher than half your proficiency bonus (rounded
Dwarven Resilience energy directly from your deity, using that energy up). The number of times you can use this feature
You have advantage on saving throws against to fuel magical effects. You start with two such is based on the level you've reached in this class:
poison, and you have resistance against poison effects: Turn Undead and an effect determined by 2nd level, once; 6th level, twice; and 18th level,
damage your domain. Some domains grant you additional thrice. You regain all expended uses when you
effects as you advance in levels, as noted in the finish a long rest.
Darkvision domain description. When you use your Channel
Accustomed to life underground, you have Divinity, you choose which effect to create. You Cantrip Versatility
superior vision in dark and dim conditions. You must then finish a short or long rest to use your Whenever you reach a level in this class that
can see in dim light within 60 feet of you as if it Channel Divinity again. Some Channel Divinity grants the Ability Score Improvement feature, you
were bright light, and in darkness as if it were dim effects require saving throws. When you use such can replace one cantrip you learned from this
light. You can’t discern color in darkness, only an effect from this class, the DC equals your cleric class's Spellcasting feature with another cantrip
shades of gray. spell save DC. Beginning at 6th level, you can use from the cleric spell list.
This spell repairs a single break or tear in an object using a spell slot of 2nd level or higher, you can Evocación 1
you touch, such as a broken chain link, two halves target one additional creature for each slot level Tiempo de Lanzamiento: 1 bonus action
wineskin. As long as the break or tear is no larger Objetivo: A creature of your choice that you can
than 1 foot in any dimension, you mend it, leaving Cure Wounds see within range
physically repair a magic item or construct, but the Tiempo de Lanzamiento: 1 action Duración: Instantaneous
You sense the direction to the object’s location, as You touch a creature and can end either one
long as that object is within 1,000 feet of you. If disease or one condition afflicting it. The
the object is in motion, you know the direction of condition can be blinded, deafened, paralyzed, or