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School of Illusion Wizard 4 Criminal

CLASEY NIVEL TRASFONDO NOMBRE DEL JUGADOR


MAGO
High Elf
RAZA ALINEAMIENTO PE
NOMBRE DE PERSONAJE

INSPIRACIÓN

FUERZA 10 0 30

1 2 NIFICACIÓN POR COMPETEN

12 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 16
1 Fuerza

DESTREZA 0 Destreza
PUNTOS DE GOLPE ACTUALES

0
0 Constitución
6 Inteligencia
3
10 Sabiduría
2 Carisma IDEALES
PUNTOS DE GOLPE TEMPORALES

CONSTITUCIÓN TIRADAS DE SALVACIÓN

0
4

0 Acrobacias (Des)
10 1 T. con Animales (…
6 C. Arcano (Int) VÍNCULOS

INTELIGENCIA 1 Atletismo (Fue)


NOMBRE ATQ DAÑO/TIPO

4
4 Engaño (Car)
4 Historia (Int) Ray of Frost +6 1d8 Cold
1
18 Perspicacia (Sab)
2 Intimidación (Car) Chromatic Orb +6 3d8 Acid, col…

6 Investigación (Int) DEFECTOS


SABIDURÍA
Magic Missile 1d4+1 Force
1 Medicina (Sab)

1 4
3
Naturaleza (Int)
Percepción (Sab)
Shatter DC14 3d8 Thunder
Ritual Casting
13
2 Interpretación (Car) Arcane Recovery
ATAQUES Y LANZAMIENTO DE CONJUROS
2 Persuasión (Car)
Fey Ancestry
CARISMA
4 Religión (Int)
0 Trance

2 0
2
Juego de Manos …
Sigilo (Des)
CP SP EP GP PP
Darkvision

14 1 Supervivencia (S… 1 Dark Common Clothes Including a Hood


Criminal Contact

Cantrip Formulas
HABILIDADES
1 Belt Pouch
1 Spellbook Illusion Savant

1 Crowbar Improved Minor Illusion


13 SABIDURÍA PASIVA (PERCEPCIÓN)
EQUIPO RASGOS Y ATRIBUTOS

HERRAMIENTA: Dragonchess Set, Thieves'


Tools
IDIOMA: Common, Dwarvish, Elvish
ARMA: Dagger, Dart, Light Crossbow,
Longbow, Longsword, Quarterstaff, Shortbow,
Shortsword, Sling

OTRAS COMPETENCIAS E IDIOMAS


NOMBRE ATQ DAÑO/TIPO Total: 1 Total:
CP SP EP GP PP
1
ARCANE RECOVERY

Total: Total:

ATAQUES Y LANZAMIENTO DE CONJUROS

Total: Total:

EQUIPO
INTELIGENCIA 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCOS 3 0 6 0

Dancing Lights

Message

Ray of Frost
4 0 7 0

Gust

Minor Illusion
5 0 8 0

1 4
9 0
Grease

Chromatic Orb

Shield

Magic Missile

Feather Fall

Alarm

2 3

Shatter

Suggestion

Hold Person

Detect Thoughts

Invisibility

Spider Climb
RASGOS Y ATRIBUTOS
Ritual Casting Trance
You can cast a wizard spell as a ritual if that spell Elves don't need to sleep. Instead, they meditate Cantrip Formulas
has the ritual tag and you have the spell in your deeply, remaining semiconscious, for 4 hours a You have scribed a set of arcane formulas in your
spellbook. You don’t need to have the spell day. (The Common word for such meditation is spellbook that you can use to formulate a cantrip
prepared. “trance.”) While meditating, you can dream after a in your mind. Whenever you finish a long rest and
fashion; such dreams are actually mental exercises consult those formulas in your spellbook, you can
Arcane Recovery that have become reflexive through years of replace one wizard cantrip you know with another
You have learned to regain some of your magical practice. After resting in this way, you gain the cantrip from the wizard spell list.
energy by studying your spellbook. Once per day same benefit that a human does from 8 hours of
when you finish a short rest, you can choose Illusion Savant
sleep.
expended spell slots to recover. The spell slots can Beginning when you select this school at 2nd

have a combined level that is equal to or less than Darkvision level, the gold and time you must spend to copy an

half your wizard level (rounded up), and none of Accustomed to twilit forests and the night sky, you illusion spell into your spellbook is halved.

the slots can be 6th level or higher. For example, if have superior vision in dark and dim conditions.
Improved Minor Illusion
you’re a 4th-level wizard, you can recover up to You can see in dim light within 60 feet of you as if
When you choose this school at 2nd level, you
two levels worth of spell slots. You can recover it were bright light, and in darkness as if it were
learn the minor illusion cantrip. If you already
either a 2nd-level spell slot or two 1st-level spell dim light. You can’t discern color in darkness, only
know this cantrip, you learn a different wizard
slots. shades of gray.
cantrip of your choice. The cantrip doesn’t count

Fey Ancestry Criminal Contact against your number of cantrips known. When you

You have advantage on saving throws against You have a reliable and trustworthy contact who cast minor illusion, you can create both a sound

being charmed, and magic can’t put you to sleep. acts as your liaison to a network of other and an image with a single casting of the spell.

criminals. You know how to get messages to and


from your contact, even over great distances;
specifically, you know the local messengers,
corrupt caravan masters, and seedy sailors who
can deliver messages for you.
CONJUROS
Dancing Lights Gust Grease
Evocación cantrip Transmutación cantrip Conjuración 1
Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 action
Alcance: 120 feet Alcance: 30 feet Alcance: 60 feet
Objetivo: Four points within range Objetivo: The air at a point you can see within Objetivo: A 10-foot square centered on a point
Componentes: V S M range within range
Duración: ConcentraciónUp to 1 minute Componentes: V S Componentes: V S M
Descripción: Duración: Instantaneous Duración: 1 minute
You create up to four torch-sized lights within Descripción: Descripción:
range, making them appear as torches, lanterns, or You seize the air and compel it to create one of the Slick grease covers the ground in a 10-foot square
glowing orbs that hover in the air for the duration. following effects at a point you can see within centered on a point within range and turns it into
You can also combine the four lights into one range: One Medium or smaller creature that you difficult terrain for the duration. When the grease
glowing vaguely humanoid form of Medium size. choose must succeed on a Strength saving throw appears, each creature standing in its area must
Whichever form you choose, each light sheds dim or be pushed up to 5 feet away from you. You succeed on a Dexterity saving throw or fall prone.
light in a 10-foot radius. As a bonus action on your create a small blast of air capable of moving one A creature that enters the area or ends its turn there
turn, you can move the lights up to 60 feet to a object that is neither held nor carried and that must also succeed on a Dexterity saving throw or
new spot within range. A light must be within 20 weighs no more than 5 pounds. The object is fall prone.
feet of another light created by this spell, and a pushed up to 10 feet away from you. It isn’t
light winks out if it exceeds the spell’s range. pushed with enough force to cause damage. You Chromatic Orb
create a harmless sensory effect using air, such as Evocación 1
Message causing leaves to rustle, wind to slam shutters Tiempo de Lanzamiento: 1 action
Transmutación cantrip closed, or your clothing to ripple in a breeze. Alcance: 90 feet
Tiempo de Lanzamiento: 1 action Objetivo: A creature that you can see within range
Alcance: 120 feet Minor Illusion Componentes: V S M
Objetivo: A creature within range Ilusión cantrip Duración: Instantaneous
Componentes: V S M Tiempo de Lanzamiento: 1 action Descripción:
Duración: 1 round Alcance: 30 feet You hurl a 4-inch-diameter sphere of energy at a
Descripción: Objetivo: See text creature that you can see within range. You choose
You point your finger toward a creature within Componentes: S M acid, cold, fire, lightning, poison, or thunder for
range and whisper a message. The target (and only Duración: 1 minute the type of orb you create, and then make a ranged
the target) hears the message and can reply in a Descripción: spell attack against the target. If the attack hits, the
whisper that only you can hear. You can cast this You create a sound or an image of an object within creature takes 3d8 damage of the type you chose.
spell through solid objects if you are familiar with range that lasts for the duration. The illusion also A Niveles Superiores: When you cast this spell
the target and know it is beyond the barrier. ends if you dismiss it as an action or cast this spell using a spell slot of 2nd level or higher, the
Magical silence, 1 foot of stone, 1 inch of common again. If you create a sound, its volume can range damage increases by 1d8 for each slot level above
metal, a thin sheet of lead, or 3 feet of wood from a whisper to a scream. It can be your voice, 1st.
blocks the spell. The spell doesn’t have to follow a someone else’s voice, a lion’s roar, a beating of
straight line and can travel freely around corners drums, or any other sound you choose. The sound Shield

or through openings. continues unabated throughout the duration, or Abjuración 1

you can make discrete sounds at different times Tiempo de Lanzamiento: 1 reaction, which you
Ray of Frost before the spell ends. If you create an image of an take when you are hit by an attack or targeted by
Evocación cantrip object—such as a chair, muddy footprints, or a the magic missile spell
Tiempo de Lanzamiento: 1 action small chest—it must be no larger than a 5-foot Alcance: Self
Alcance: 60 feet cube. The image can’t create sound, light, smell, Objetivo: Self
Objetivo: A creature within range or any other sensory effect. Physical interaction Componentes: V S
Componentes: V S with the image reveals it to be an illusion, because Duración: 1 round
Duración: Instantaneous things can pass through it. If a creature uses its Descripción:
Descripción: action to examine the sound or image, the creature An invisible barrier of magical force appears and
A frigid beam of blue-white light streaks toward a can determine that it is an illusion with a protects you. Until the start of your next turn, you
creature within range. Make a ranged spell attack successful Intelligence (Investigation) check have a +5 bonus to AC, including against the
against the target. On a hit, it takes 1d8 cold against your spell save DC. If a creature discerns triggering attack, and you take no damage from
damage, and its speed is reduced by 10 feet until the illusion for what it is, the illusion becomes magic missile.
the start of your next turn.​The spell’s damage faint to the creature.
increases by 1d8 when you reach 5th level (2d8),
11th level (3d8), and 17th level (4d8).
Magic Missile Shatter Hold Person
Evocación 1 Evocación 2 Encantamiento 2
Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 action
Alcance: 120 feet Alcance: 60 feet Alcance: 60 feet
Objetivo: A creature of your choice that you can Objetivo: A point of your choice within range Objetivo: A humanoid that you can see within
see within range Componentes: V S M range
Componentes: V S Duración: Instantaneous Componentes: V S M
Duración: Instantaneous Descripción: Duración: ConcentraciónUp to 1 minute
Descripción: A sudden loud ringing noise, painfully intense, Descripción:
You create three glowing darts of magical force. erupts from a point of your choice within range. Choose a humanoid that you can see within range.
Each dart hits a creature of your choice that you Each creature in a 10-foot-radius sphere centered The target must succeed on a Wisdom saving
can see within range. A dart deals 1d4 + 1 force on that point must make a Constitution saving throw or be paralyzed for the duration. At the end
damage to its target. The darts all strike throw. A creature takes 3d8 thunder damage on a of each of its turns, the target can make another
simultaneously, and you can direct them to hit one failed save, or half as much damage on a Wisdom saving throw. On a success, the spell ends
creature or several. successful one. A creature made of inorganic on the target.
A Niveles Superiores: When you cast this spell material such as stone, crystal, or metal has A Niveles Superiores: When you cast this spell
using a spell slot of 2nd level or higher, the spell disadvantage on this saving throw. A nonmagical using a spell slot of 3rd level or higher, you can
creates one more dart for each slot level above 1st. object that isn’t being worn or carried also takes target on additional humanoid for each slot level
the damage if it’s in the spell’s area. above 2nd. The humanoids must be within 30 feet
Feather Fall A Niveles Superiores: When you cast this spell of each other when you target them.
Transmutación 1 using a spell slot of 3rd level or higher, the
Tiempo de Lanzamiento: 1 reaction, which you damage increases by 1d8 for each slot level above
take when you or a creature within 60 feet of you 2nd.
falls
Alcance: 60 feet Suggestion
Objetivo: Up to five falling creatures within range Encantamiento 2
Componentes: V M Tiempo de Lanzamiento: 1 action
Duración: 1 minute Alcance: 30 feet
Descripción: Objetivo: A creature you can see within range that
Choose up to five falling creatures within range. A can hear and understand you
falling creature’s rate of descent slows to 60 feet Componentes: V M
per round until the spell ends. If the creature lands Duración: Concentraciónup to 8 hours
before the spell ends, it takes no falling damage Descripción:
and can land on its feet, and the spell ends for that You suggest a course of activity (limited to a
creature. sentence or two) and magically influence a
creature you can see within range that can hear
Alarm and understand you. Creatures that can’t be
Abjuración 1 charmed are immune to this effect. The suggestion
Tiempo de Lanzamiento: 1 minute must be worded in such a manner as to make the
Alcance: 30 feet course of action sound reasonable. Asking the
Objetivo: A door, a window, or an area within creature to stab itself, throw itself onto a spear,
range that is no larger than a 20-foot cube immolate itself, or do some other obviously
Componentes: V S M harmful act ends the spell. The target must make a
Duración: 8 hours Wisdom saving throw. On a failed save, it pursues
Descripción: the course of action you described to the best of its
You set an alarm against unwanted intrusion. ability. The suggested course of action can
Choose a door, a window, or an area within range continue for the entire duration. If the suggested
that is no larger than a 20-foot cube. Until the spell activity can be completed in a shorter time, the
ends, an alarm alerts you whenever a Tiny or spell ends when the subject finishes what it was
larger creature touches or enters the warded area. asked to do. You can also specify conditions that
When you cast the spell, you can designate will trigger a special activity during the duration.
creatures that won't set off the alarm. You also For example, you might suggest that a knight give
choose whether the alarm is mental or audible. A her warhorse to the first beggar she meets. If the
mental alarm alerts you with a ping in your mind if condition isn’t met before the spell expires, the
you are within 1 mile of the warded area. This activity isn’t performed. If you or any of your
ping awakens you if you are sleeping. An audible companions damage the target, the spell ends.
alarm produces the sound of a hand bell for 10
seconds within 60 feet
Detect Thoughts
Adivinación 2 Invisibility

Tiempo de Lanzamiento: 1 action Ilusión 2

Alcance: Self Tiempo de Lanzamiento: 1 action

Objetivo: Self Alcance: Touch

Componentes: V S M Objetivo: A creature you touch

Duración: ConcentraciónUp to 1 minute Componentes: V S M

Descripción: Duración: ConcentraciónUp to 1 hour

For the duration, you can read the thoughts of Descripción:

certain creatures. When you cast the spell and as A creature you touch becomes invisible until the

your action on each turn until the spell ends, you spell ends. Anything the target is wearing or

can focus your mind on any one creature that you carrying is invisible as long as it is on the target’s

can see within 30 feet of you. If the creature you person. The spell ends for a target that attacks or

choose has an Intelligence of 3 or lower or doesn’t casts a spell.

speak any language, the creature is unaffected. A Niveles Superiores: When you cast this spell

You initially learn the surface thoughts of the using a spell slot of 3rd level or higher, you can

creature—what is most on its mind in that target one additional creature for each slot level

moment. As an action, you can either shift your above 2nd.

attention to another creature’s thoughts or attempt


Spider Climb
to probe deeper into the same creature’s mind. If
Transmutación 2
you probe deeper, the target must make a Wisdom
Tiempo de Lanzamiento: 1 action
saving throw. If it fails, you gain insight into its
Alcance: Touch
reasoning (if any), its emotional state, and
Objetivo: One willing creature you touch
something that looms large in its mind (such as
Componentes: V S M
something it worries over, loves, or hates). If it
Duración: ConcentraciónUp to 1 hour
succeeds, the spell ends. Either way, the target
Descripción:
knows that you are probing into its mind, and
Until the spell ends, one willing creature you
unless you shift your attention to another
touch gains the ability to move up, down, and
creature’s thoughts, the creature can use its action
across vertical surfaces and upside down along
on its turn to make an Intelligence check contested
ceilings, while leaving its hands free. The target
by your Intelligence check; if it succeeds, the spell
also gains a climbing speed equal to its walking
ends. Questions verbally directed at the target
speed.
creature naturally shape the course of its thoughts,
so this spell is particularly effective as part of an
interrogation. You can also use this spell to detect
the presence of thinking creatures you can’t see.
When you cast the spell or as your action during
the duration, you can search for thoughts within 30
feet of you. The spell can penetrate barriers, but 2
feet of rock, 2 inches of any metal other than lead,
or a thin sheet of lead blocks you. You can’t detect
a creature with an Intelligence of 3 or lower or one
that doesn’t speak any language. Once you detect
the presence of a creature in this way, you can read
its thoughts for the rest of the duration as
described above, even if you can’t see it, but it
must still be within range.

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