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Drow Bruxo

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0% found this document useful (0 votes)
13 views6 pages

Drow Bruxo

Uploaded by

guilherme souza
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Warlock 3 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Drow Bruxo
Drow Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 14 3 30

-1 2 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 21
-1 Strength
DEXTERITY 3 Dexterity
CURRENT HIT POINTS

3
1 Constitution
0 Intelligence

16 3 Wisdom
5 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

1 3 Acrobatics (Dex)
3

13 1 Animal Handling (…
2 Arcana (Int) BONDS

INTELLIGENCE -1 Athletics (Str)

0
3 Deception (Cha) NAME ATK DAMAGE/TYPE

0 History (Int)
Eldritch Blast +5 1d10+3 Force
10 3 Insight (Wis)
5 Intimidation (Cha) Hellish Rebuke DC13 2d10 Fire
0 Investigation (Int) FLAWS
WISDOM
1 Medicine (Wis) Light Crossbow +5 1d8+3 Piercing

1 0
3
Nature (Int)
Perception (Wis) Sickle 1 1d4-1 Slashing
Mente Acordada
12 3 Performance (Cha) Fey Ancestry
Dagger +5 1d4+3 Piercing
3 Persuasion (Cha) Trance
CHARISMA
2 Religion (Int)
Ray of Frost +5 1d8 Cold Darkvision

3 3
3
Sleight of Hand (…
Stealth (Dex) ATTACKS & SPELLCASTING
Sensitividade a Luz Solar

Visão no Escuro Superior


16 1 Survival (Wis)
Magia Drow
SKILLS 15
Shelter of the Faithful
CP SP EP GP PP

Eldritch Invocations
13 PASSIVE WISDOM (PERCEPTION)
1 Prayer Book Eldritch Invocation: Repelling Blast
1 Arcane Focus Pact of the Tome
1 Holy Symbol
LANGUAGE: Common, Elvish, Primordial,
5 Stick of Incense FEATURES & TRAITS
Undercommon
1 Vestments
ARMOR: Light Armor
1 Belt Pouch
WEAPON: Hand Crossbow, Rapier, Shortsword,
1 Light Crossbow
Simple Weapons
EQUIPMENT
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP

1 Dungeoneer's Pack
1 Sickle
1 Leather Armor Total: Total:
2 Dagger
1 Common Clothes
ATTACKS & SPELLCASTING
1 Backpack
1 Crowbar
Total: Total:
1 Hammer
10 Piton
10 Torch
1 Tinderbox
10 Rations
1 Waterskin
1 Hempen Rope

EQUIPMENT
CHARISMA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Eldritch Blast

Mage Hand

Dancing Lights
4 0 7 0

Ray of Frost

Spare the Dying

Guidance 5 0 8 0

1 0 9 0

Hellish Rebuke

Protection from Evil and Good

Hideous Laughter

Faerie Fire

2 2

Misty Step
FEATURES & TRAITS
Mente Acordada Sensitividade a Luz Solar Eldritch Invocations
Seu conhecimento alienígena lhe dá o poder de Tem desvantagem em ataques e em testes de In your study of occult lore, you have unearthed
tocar a mente de outras criaturas. Você pode se Percepção que dependam da visão enquanto você, o eldritch invocations, fragments of forbidden
comunicar telepaticamente com outras criaturas a alvo do ataque, ou o que está tentando perceber está knowledge that imbue you with an abiding magical
até 9m de você. Vocês não precisam falar a mesma sob luz solar ability. At 2nd level, you gain two eldritch
língua, mas a criatura deve ser capaz de entender invocations of your choice. Your invocation options
pelo menos uma. Visão no Escuro Superior are detailed at the end of the class description.
Sua visão no escuro aumenta para 36m When you gain certain warlock levels, you gain
Fey Ancestry additional invocations of your choice, as shown in
You have advantage on saving throws against being Magia Drow
the Invocations Known column of the Warlock
charmed, and magic can’t put you to sleep. Você conhece o truque Globo de Luz. No terceiro
table. Additionally, when you gain a level in this
nível, você pode conjurar Fogo das Fadas uma vez
class, you can choose one of the invocations you
Trance com esse traço e recupera a habilidade de fazer isso
know and replace it with another invocation that
Elves don't need to sleep. Instead, they meditate ao terminar um descanso longo
you could learn at that level.
deeply, remaining semiconscious, for 4 hours a day.
(The Common word for such meditation is Shelter of the Faithful
Eldritch Invocation: Repelling Blast
“trance.”) While meditating, you can dream after a As an acolyte, you command the respect of those
When you hit a creature with eldritch blast, you can
fashion; such dreams are actually mental exercises who share your faith, and you can perform the
push the creature up to 10 feet away from you in a
that have become reflexive through years of religious ceremonies of your deity. You and your
straight line.
practice. After resting in this way, you gain the adventuring companions can expect to receive free

same benefit that a human does from 8 hours of healing and care at a temple, shrine, or other Pact of the Tome
sleep. established presence of your faith, though you must Your patron gives you a grimoire called a Book of
provide any material components needed for spells. Shadows. When you gain this feature, choose three
Darkvision Those who share your religion will support you cantrips from any class’s spell list. While the book
Accustomed to twilit forests and the night sky, you (but only you) at a modest lifestyle. You might also is on your person, you can cast those cantrips at
have superior vision in dark and dim conditions. have ties to a specific temple dedicated to your will. They don’t count against your number of
You can see in dim light within 60 feet of you as if chosen deity or pantheon, and you have a residence cantrips known. If you lose your Book of Shadows,
it were bright light, and in darkness as if it were there. This could be the temple where you used to you can perform a 1-hour ceremony to receive a
dim light. You can’t discern color in darkness, only serve, or a temple where you have found a new replacement from your patron. This ceremony can
shades of gray. home. While near your temple, you can call upon be performed during a short or long rest, and it
the priests for assistance, provided the assistance destroys the previous book. The book turns to ash
you ask for is not hazardous and you remain in when you die.
good standing with your temple.
SPELLS
Eldritch Blast Ray of Frost Protection from Evil and Good
Evocation cantrip Evocation cantrip Abjuration 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet Range: Touch
Target: A creature within range Target: A creature within range Target: One willing creature you touch
Components: V S Components: V S Components: V S M
Duration: Instantaneous Duration: Instantaneous Duration: ConcentrationUp to 10 minutes
Description: Description: Description:
A beam of crackling energy streaks toward a A frigid beam of blue-white light streaks toward a Until the spell ends, one willing creature you touch
creature within range. Make a ranged spell attack creature within range. Make a ranged spell attack is protected against certain types of creatures:
against the target. On a hit, the target takes 1d10 against the target. On a hit, it takes 1d8 cold aberrations, celestials, elementals, fey, fiends, and
force damage. The spell creates more than one damage, and its speed is reduced by 10 feet until undead. The protection grants several benefits.
beam when you reach higher levels: two beams at the start of your next turn. Creatures of those types have disadvantage on
5th level, three beams at 11th level, and four beams attack rolls against the target. The target also can’t
at 17th level. You can direct the beams at the same Spare the Dying be charmed, frightened, or possessed by them. If
target or at different ones. Make a separate attack Necromancy cantrip the target is already charmed, frightened, or
roll for each beam. Casting Time: 1 action possessed by such a creature, the target has
Range: Touch advantage on any new saving throw against the
Mage Hand Target: A living creature that has 0 hit points relevant effect.
Conjuration cantrip Components: V S
Casting Time: 1 action Duration: Instantaneous Hideous Laughter
Range: 30 feet Description: Enchantment 1
Target: A point you choose within range You touch a living creature that has 0 hit points. Casting Time: 1 action
Components: V S The creature becomes stable. This spell has no Range: 30 feet
Duration: 1 minute effect on undead or constructs. Target: A creature of your choice that you can see
Description: within range
A spectral, floating hand appears at a point you Guidance Components: V S M
choose within range. The hand lasts for the duration Divination cantrip Duration: ConcentrationUp to 1 minute
or until you dismiss it as an action. The hand Casting Time: 1 action Description:
vanishes if it is ever more than 30 feet away from Range: Touch A creature of your choice that you can see within
you or if you cast this spell again. You can use your Target: One willing creature range perceives everything as hilariously funny and
action to control the hand. You can use the hand to Components: V S falls into fits of laughter if this spell affects it. The
manipulate an object, open an unlocked door or Duration: ConcentrationUp to 1 minute target must succeed on a Wisdom saving throw or
container, stow or retrieve an item from an open Description: fall prone, becoming incapacitated and unable to
container, or pour the contents out of a vial. You You touch one willing creature. Once before the stand up for the duration. A creature with an
can move the hand up to 30 feet each time you use spell ends, the target can roll a d4 and add the Intelligence score of 4 or less isn’t affected. At the
it. The hand can’t attack, activate magic items, or number rolled to one ability check of its choice. It end of each of its turns, and each time it takes
carry more than 10 pounds. can roll the die before or after making the ability damage, the target can make another Wisdom
check. The spell then ends. saving throw. The target has advantage on the
Dancing Lights saving throw if it’s triggered by damage. On a
Evocation cantrip Hellish Rebuke
success, the spell ends.
Casting Time: 1 action Evocation 1

Range: 120 feet Casting Time: 1 reaction, which you take in Faerie Fire
Target: Four points within range response to being damaged by a creature within 60 Evocation 1
Components: V S M feet of you that you can see Casting Time: 1 action
Duration: ConcentrationUp to 1 minute Range: 60 feet Range: 60 feet
Description: Target: The creature that damaged you Target: Each object in a 20-foot cube within range
You create up to four torch-sized lights within Components: V S Components: V
range, making them appear as torches, lanterns, or Duration: Instantaneous Duration: ConcentrationUp to 1 minute
glowing orbs that hover in the air for the duration. Description: Description:
You can also combine the four lights into one You point your finger, and the creature that Each object in a 20-foot cube within range is
glowing vaguely humanoid form of Medium size. damaged you is momentarily surrounded by hellish outlined in blue, green, or violet light (your
Whichever form you choose, each light sheds dim flames. The creature must make a Dexterity saving choice). Any creature in the area when the spell is
light in a 10-foot radius. As a bonus action on your throw. It takes 2d10 fire damage on a failed save, or cast is also outlined in light if it fails a Dexterity
turn, you can move the lights up to 60 feet to a new half as much damage on a successful one. saving throw. For the duration, objects and affected
spot within range. A light must be within 20 feet of At Higher Levels: When you cast this spell using a creatures shed dim light in a 10-foot radius. Any
another light created by this spell, and a light winks spell slot of 2nd level or higher, the damage attack roll against an affected creature or object has
out if it exceeds the spell’s range. increases by 1d10 for each slot level above 1st. advantage if the attacker can see it, and the affected
creature or object can’t benefit from being
invisible.
Misty Step
Conjuration 2
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Description:
Briefly surrounded by silvery mist, you teleport up
to 30 feet to an unoccupied space that you can see.

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