Celius - Mage lv3

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School of Evocation Wizard 3 Acolyte

CLASSE & NÍVEL ANTECEDENTE NOME DO JOGADOR


Celius
High Elf Chaotic Good
RAÇA ALINHAMENTO PONTOS DE EXP
NOME DO PERSONAGEM

INSPIRAÇÃO
FORÇA Nothing can shake my optimistic attitude. I idolize
12 2 9m
0
a particular hero of my faith, and constantly refer

to that person’s deeds and example.


2 BÔNUS DE PROFICIÊNCIA

10 TRAÇOS DE PERSONALIDADE

Pontos de Vida Máx.: 20


DESTREZA 0 Força

2
2 Destreza Change. We must help bring about the changes
PONTOS DE VIDA ATUAIS
2 Constituição the gods are constantly working in the world.

5 Inteligência (Chaotic)
15
3 Sabedoria
IDEAIS
-1 Carisma
CONSTITUIÇÃO
PONTOS DE VIDA TEMPORÁRIOS
SALVAGUARDAS

2 3
I will someday get revenge on the corrupt temple

hierarchy who branded me a heretic.


14 2 Acrobacia (Des)
1 Adestrar Animais (Sab)

INTELIGÊNCIA 5 Arcanismo (Int) VÍNCULOS

0 Atletismo (For)

3 -1 Enganação (Car)
NOME ATQ DANO/TIPO
I am inflexible in my thinking.
3 História (Int)
16 3 Intuição (Sab) Chill Touch +5 1d8 Necrotic
-1 Intimidação (Car)
SABEDORIA
5 Investigação (Int) Ray of Frost +5 1d8 Cold
DEFEITOS

1 1

3
Medicina (Sab)

Natureza (Int) Burning Hands 3d6 Fire


3 Percepção (Sab)
12 Ritual Casting
-1 Atuação (Car) Magic Missile 1d4+1 Force
-1 Persuasão (Car) Arcane Recovery
CARISMA
5 Religião (Int) Fey Ancestry
Sleep 5d8 Hit Points …

-1 2

2
Prestidigitação (Des)

Furtividade (Des)
Dagger +4 1d4+2 Piercing
Trance

Darkvision
8 1 Sobrevivência (Sab)
Shelter of the Faithful
PERÍCIAS Acid Arrow +5 4d4 Acid
Evocation Savant

Sculpt Spells
ATAQUES & CONJURAÇÃO
13 SABEDORIA PASSIVA (PERCEPÇÃO) TRADIÇÃO ARCANA

ESCOLA DE ABJURAÇÃO
15
CP SP EP GP PP ABJURAÇÃO INSTRUÍDA
IDIOMA: Common, Draconic, Dwarvish, Elvish, Goblin
PROTEÇÃO ARCANA
ARMA: Dagger, Dart, Light Crossbow, Longbow,
1 Prayer Book
Longsword, Quarterstaff, Shortbow, Shortsword, Sling CARACTERÍSTICAS & TRAÇOS
1 Arcane Focus

OUTRAS PROFICIÊNCIAS & IDIOMAS 1 Holy Symbol


5 Stick of Incense
1 Vestments
1 Belt Pouch
1 Dagger

EQUIPAMENTO
NOME ATQ DANO/TIPO CP SP EP GP PP
Total: 1 Total:
1
Thunderwave DC13 2d8 Thunder
1 Scholar's Pack ARCANE RECOVERY

1 Spellbook
1 Common Clothes
Total: Total:
1 book of lore
1 little bag of sand
1 small knife
1 Backpack
ATAQUES & CONJURAÇÃO
1 Ink
Total: Total:
1 Ink Pen
10 Parchment
1 Alaúde requintado decorado com madre perolas

EQUIPAMENTO
INTELIGÊNCIA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 0 6 0

Chill Touch

Mage Hand

Prestidigitation 4 0 7 0
Ray of Frost

5 0 8 0
1 4

Burning Hands

Detect Magic 9 0
Mage Armor

Magic Missile

Shield

Sleep

Thunderwave

Find Familiar

2 2

Acid Arrow

Darkness
CARACTERÍSTICAS & TRAÇOS
Ritual Casting Shelter of the Faithful ESCOLA DE ABJURAÇÃO
You can cast a wizard spell as a ritual if that spell has the As an acolyte, you command the respect of those who A Escola de Abjuração enfatiza magias que bloqueiam,
ritual tag and you have the spell in your spellbook. You share your faith, and you can perform the religious expulsão ou protegem. Detratores dessa escola dizem que
don’t need to have the spell prepared. ceremonies of your deity. You and your adventuring sua tradição trata de contradição, negação, ao invés de
companions can expect to receive free healing and care at a asserções positivas. Você compreende, no entanto, que
Arcane Recovery temple, shrine, or other established presence of your faith, terminar efeitos nocivos, proteger os fracos e banir
You have learned to regain some of your magical energy though you must provide any material components needed influências malignas é tudo, menos um vazio filosófico. É
by studying your spellbook. Once per day when you finish for spells. Those who share your religion will support you uma vocação de orgulho e respeito. Chamados de
a short rest, you can choose expended spell slots to recover. (but only you) at a modest lifestyle. You might also have abjuradores, membros dessa escola são procurados quando
The spell slots can have a combined level that is equal to or ties to a specific temple dedicated to your chosen deity or espíritos sinistros precisam ser exorcizados, quando locais
less than half your wizard level (rounded up), and none of pantheon, and you have a residence there. This could be importantes devem ser guardados contra espionagem
the slots can be 6th level or higher. For example, if you’re the temple where you used to serve, or a temple where you mágica e quando portais para outros planos de existência
a 4th-level wizard, you can recover up to two levels worth have found a new home. While near your temple, you can precisam ser selados.
of spell slots. You can recover either a 2nd-level spell slot call upon the priests for assistance, provided the assistance
or two 1st-level spell slots. you ask for is not hazardous and you remain in good ABJURAÇÃO INSTRUÍDA

standing with your temple. Quando você escolhe essa escola no 2º nível, o ouro e o
Fey Ancestry tempo que você precisa gastar para copiar uma magia da
You have advantage on saving throws against being Evocation Savant escola de abjuração em seu grimório é reduzido à metade.
charmed, and magic can’t put you to sleep. Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an Evocation spell PROTEÇÃO ARCANA
Trance A partir do 2° nível, você pode tecer a magia a sua volta
into your Spellbook is halved.
Elves don't need to sleep. Instead, they meditate deeply, para proteção. Quando você conjura uma magia de
remaining semiconscious, for 4 hours a day. (The Common Sculpt Spells abjuração de 1° nível ou superior, você pode,
word for such meditation is “trance.”) While meditating, Beginning at 2nd level, you can create pockets of relative simultaneamente, usar uma vertente do poder da magia
you can dream after a fashion; such dreams are actually safety within the effects of your Evocation Spells. When para criar uma proteção mágica em si mesmo, que dura até
mental exercises that have become reflexive through years you cast an Evocation spell that affects other creatures that você terminar um descanso longo. A proteção tem pontos
of practice. After resting in this way, you gain the same you can see, you can choose a number of them equal to 1 + de vida iguais ao dobro do seu nível de mago + seu
benefit that a human does from 8 hours of sleep. the spell’s level. The chosen creatures automatically modificador de Inteligência. Sempre que você sofrer dano,
succeed on their Saving Throws against the spell, and they a proteção sofrerá o dano no lugar. Se o dano reduzir a
Darkvision
take no damage if they would normally take half damage proteção a 0 pontos de vida, você sofre qualquer dano
Accustomed to twilit forests and the night sky, you have
on a successful save. remanescente. Quando a proteção estiver com 0 pontos de
superior vision in dark and dim conditions. You can see in
vida, ela não poderá mais absorver dano, mas a mágica
dim light within 60 feet of you as if it were bright light, TRADIÇÃO ARCANA permanece. Toda vez que você conjurar uma magia de
and in darkness as if it were dim light. You can’t discern Quando alcança o 2º nível, você pode escolher uma abjuração de 1° nível ou superior, a proteção recupera um
color in darkness, only shades of gray. Tradição Arcana, moldando sua prática de magia em uma número de pontos de vida igual ao dobro do nível da
das oito escolas: Abjuração, Adivinhação, Conjuração, magia. Uma vez que você tenha criado a proteção, você
Encantamento, Evocação, Ilusão, Necromancia e não pode criá-la novamente até terminar um descanso
Transmutação, todas detalhadas no fim da descrição da longo.
classe. Sua escolha confere características no 2º nível e de
novo no 6º, 10º e 14º nível.
MAGIAS
Chill Touch Prestidigitation Detect Magic
Necromancia cantrip Transmutação cantrip Adivinhação 1
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 120 feet Alcance: 10 feet Alcance: Self
Alvo: The space of a creature within range Alvo: See text Alvo: Self
Componentes: V S Componentes: V S Componentes: V S
Duração: 1 round Duração: Up to 1 hour Duração: ConcentraçãoUp to 10 minutes
Descrição: Descrição: Descrição:
You create a ghostly, skeletal hand in the space of a This spell is a minor magical trick that novice spellcasters For the duration, you sense the presence of magic within
creature within range. Make a ranged spell attack against use for practice. You create one of the following magical 30 feet of you. If you sense magic in this way, you can use
the creature to assail it with the chill of the grave. On a hit, effects within range: You create an instantaneous, harmless your action to see a faint aura around any visible creature
the target takes 1d8 necrotic damage, and it can’t regain hit sensory effect, such as a shower of sparks, a puff of wind, or object in the area that bears magic, and you learn its
points until the start of your next turn. Until then, the hand faint musical notes, or an odd odor. You instantaneously school of magic, if any. The spell can penetrate most
clings to the target. If you hit an undead target, it also has light or snuff out a candle, a torch, or a small campfire. barriers, but it is blocked by 1 foot of stone, 1 inch of
disadvantage on attack rolls against you until the end of You instantaneously clean or soil an object no larger than 1 common metal, a thin sheet of lead, or 3 feet of wood or
your next turn. This spell’s damage increases by 1d8 when cubic foot. You chill, warm, or flavor up to 1 cubic foot of dirt.
you reach 5th level (2d8), 11th level (3d8), and 17th level nonliving material for 1 hour. You make a color, a small
(4d8). mark, or a symbol appear on an object or a surface for 1 Mage Armor

hour. You create a nonmagical trinket or an illusory image Abjuração 1


Mage Hand that can fit in your hand and that lasts until the end of your Tempo de Conjuração: 1 action
Conjuração cantrip next turn. If you cast this spell multiple times, you can Alcance: Touch
Tempo de Conjuração: 1 action have up to three of its non-instantaneous effects active at a Alvo: A willing creature who isn't wearing armor
Alcance: 30 feet time, and you can dismiss such an effect as an action. Componentes: V S M
Alvo: A point you choose within range Duração: 8 hours
Componentes: V S Ray of Frost Descrição:
Duração: 1 minute Evocação cantrip You touch a willing creature who isn’t wearing armor, and
Descrição: Tempo de Conjuração: 1 action a protective magical force surrounds it until the spell ends.
A spectral, floating hand appears at a point you choose Alcance: 60 feet The target’s base AC becomes 13 + its Dexterity modifier.
within range. The hand lasts for the duration or until you Alvo: A creature within range The spell ends if the target dons armor or if you dismiss the
dismiss it as an action. The hand vanishes if it is ever more Componentes: V S spell as an action.
than 30 feet away from you or if you cast this spell again. Duração: Instantaneous
You can use your action to control the hand. You can use Descrição: Magic Missile

the hand to manipulate an object, open an unlocked door or A frigid beam of blue-white light streaks toward a creature Evocação 1

container, stow or retrieve an item from an open container, within range. Make a ranged spell attack against the target. Tempo de Conjuração: 1 action

or pour the contents out of a vial. You can move the hand On a hit, it takes 1d8 cold damage, and its speed is reduced Alcance: 120 feet

up to 30 feet each time you use it. The hand can’t attack, by 10 feet until the start of your next turn. Alvo: A creature of your choice that you can see within

activate magic items, or carry more than 10 pounds. range


Burning Hands Componentes: V S
Evocação 1 Duração: Instantaneous
Tempo de Conjuração: 1 action Descrição:
Alcance: Self (15-foot cone) You create three glowing darts of magical force. Each dart
Alvo: Self (15-foot cone) hits a creature of your choice that you can see within range.
Componentes: V S A dart deals 1d4 + 1 force damage to its target. The darts
Duração: Instantaneous all strike simultaneously, and you can direct them to hit one
Descrição: creature or several.
As you hold your hands with thumbs touching and fingers Em Níveis Superiores: When you cast this spell using a
spread, a thin sheet of flames shoots forth from your spell slot of 2nd level or higher, the spell creates one more
outstretched fingertips. Each creature in a 15-foot cone dart for each slot above 1st.
must make a Dexterity saving throw. A creature takes 3d6
fire damage on a failed save, or half as much damage on a
successful one. The fire ignites any flammable objects in
the area that aren’t being worn or carried.
Em Níveis Superiores: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
Shield Thunderwave Find Familiar
Abjuração 1 Evocação 1 Conjuração 1
Tempo de Conjuração: 1 reaction, which you take when Tempo de Conjuração: 1 action Tempo de Conjuração: 1 hour
you are hit by an attack or targeted by the magic missile Alcance: Self (15-foot cube) Alcance: 10 feet
spell Alvo: Self (15-foot cube) Alvo: An unoccupied space within range
Alcance: Self Componentes: V S Componentes: V S M
Alvo: Self Duração: Instantaneous Duração: Instantaneous
Componentes: V S Descrição: Descrição:
Duração: 1 round A wave of thunderous force sweeps out from you. Each You gain the service of a familiar, a spirit that takes an
Descrição: creature in a 15-foot cube originating from you must make animal form you choose: bat, cat, crab, frog (toad), hawk,
An invisible barrier of magical force appears and protects a Constitution saving throw. On a failed save, a creature lizard, octopus, owl, poisonous snake, fish (quipper), rat,
you. Until the start of your next turn, you have a +5 bonus takes 2d8 thunder damage and is pushed 10 feet away from raven, sea horse, spider, or weasel. Appearing in an
to AC, including against the triggering attack, and you take you. On a successful save, the creature takes half as much unoccupied space within range, the familiar has the
no damage from magic missile. damage and isn’t pushed. In addition, unsecured objects statistics of the chosen form, though it is a celestial, fey, or
that are completely within the area of effect are fiend (your choice) instead of a beast. Your familiar acts
Sleep automatically pushed 10 feet away from you by the spell’s independently of you, but it always obeys your commands.
Encantamento 1 effect, and the spell emits a thunderous boom audible out In combat, it rolls its own initiative and acts on its own
Tempo de Conjuração: 1 action to 300 feet. turn. A familiar can’t attack, but it can take other actions as
Alcance: 90 feet Em Níveis Superiores: When you cast this spell using a normal. When the familiar drops to 0 hit points, it
Alvo: Creatures within 20 feet of a point you choose spell slot of 2nd level or higher, the damage increases by disappears, leaving behind no physical form. It reappears
within range (in ascending order of their current hit points, 1d8 for each slot level above 1st. after you cast this spell again While your familiar is within
ignoring unconscious creatures) 100 feet of you, you can communicate with it
Componentes: V S M telepathically. Additionally, as an action, you can see
Duração: 1 minute through your familiar’s eyes and hear what it hears until
Descrição: the start of your next turn, gaining the benefits of any
This spell sends creatures into a magical slumber. Roll 5d8; special senses that the familiar has. During this time, you
the total is how many hit points of creatures this spell can are deaf and blind with regard to your own senses. As an
affect. Creatures within 20 feet of a point you choose action, you can temporarily dismiss your familiar. It
within range are affected in ascending order of their current disappears into a pocket dimension where it awaits your
hit points (ignoring unconscious creatures). Starting with summons. Alternatively, you can dismiss it forever. As an
the creature that has the lowest current hit points, each action while it is temporarily dismissed, you can cause it to
creature affected by this spell falls unconscious until the reappear in any unoccupied space within 30 feet of you.
spell ends, the sleeper takes damage, or someone uses an You can’t have more than one familiar at a time. If you cast
action to shake or slap the sleeper awake. Subtract each this spell while you already have a familiar, you instead
creature’s hit points from the total before moving on to the cause it to adopt a new form. Choose one of the forms from
creature with the next lowest hit points. A creature’s hit the above list. Your familiar transforms into the chosen
points must be equal to or less than the remaining total for creature. Finally, when you cast a spell with a range of
that creature to be affected. Undead and creatures immune touch, your familiar can deliver the spell as if it had cast
to being charmed aren’t affected by this spell. the spell. Your familiar must be within 100 feet of you, and
Em Níveis Superiores: When you cast this spell using a it must use its reaction to deliver the spell when you cast it.
spell slot of 2nd level or higher, roll an additional 2d8 for If the spell requires an attack roll, you use your attack
each slot level above 1st. modifier for the roll.
Acid Arrow Darkness
Evocação 2 Evocação 2
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 90 feet Alcance: 60 feet
Alvo: A target within range Alvo: A point you choose within range
Componentes: V S M Componentes: V M
Duração: Instantaneous Duração: ConcentraçãoUp to 10 minutes
Descrição: Descrição:
A shimmering green arrow streaks toward a target within Magical darkness spreads from a point you choose within
range and bursts in a spray of acid. Make a ranged spell range to fill a 15-foot-radius sphere for the duration. The
attack against the target. On a hit, the target takes 4d4 acid darkness spreads around corners. A creature with
damage immediately and 2d4 acid damage at the end of its darkvision can’t see through this darkness, and nonmagical
next turn. On a miss, the arrow splashes the target with light can’t illuminate it. If the point you choose is on an
acid for half as much of the initial damage and no damage object you are holding or one that isn’t being worn or
at the end of its next turn. carried, the darkness emanates from the object and moves
Em Níveis Superiores: When you cast this spell using a with it. Completely covering the source of the darkness
spell slot of 3rd level or higher, the damage (both initial with an opaque object, such as a bowl or a helm, blocks the
and later) increases by 1d4 for each slot level above 2nd. darkness. If any of this spell’s area overlaps with an area of
light created by a spell of 2nd level or lower, the spell that
created the light is dispelled.

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