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Ashtar Sage

CLASS & LEVEL BACKGROUND PLAYER NAME


Ashtar
KALASHTAR
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
10 0 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 20


-1
Strength
DEXTERITY

0 ●


0

+4
Dexterity
Constitution
20
CURRENT HIT POINTS IDEALS
+1
Intelligence
10 +2
Wisdom
● +5
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2

0
Acrobatics (Dex) Total SUCCESSES
14
+2
Animal Handling (Wis) FAILURES

+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

+1 ●




+3

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
DUAL MIND
You have advantage on all Wisdom sav
12 +2
Insight (Wis)
ing throws.

+3
Intimidation (Cha)
WISDOM +1
Investigation (Int) MENTAL DISCIPLINE
You have resistance to psychic damage.
+2
Medicine (Wis)
+2
+1
Nature (Int) Foco Arcano: Uma estrutura MIND LINK
+2
Perception (Wis) com um cristal no meio e You can speak telepathically to any
15 creature you can see, provided the
+3
Performance (Cha) anéis concêntricos que flutua. creature is within a
CHARISMA +5
Persuasion (Cha) number offeet of you equal to 10 times
+1
Religion (Int)
your level
+3 0
Sleight of Hand (Dex) TELEPATHIC SPEECH

+2
Stealth (Dex) Starting at 1st level, you can form a
17 telepathic connection between your
+2
Survival (Wis)
mind and the mind of another. As a
SKILLS ATTACKS & SPELLCASTING bonus action, choose one creature you
can see within 30 feet of you. You and
the chosen creature can speak
PASSIVE WISDOM (PERCEPTION)
CP
telepathically with each other while the
two of you are within a number of miles
of each other equal to your Charisma
Common SP modifier (minimum of 1 mile). To
understand each other, you each must
Elvish speak mentally in a language the other
EP
Deep Speech knows.
The telepathic connection lasts for a
GP 22 number of minutes equal to your
sorcerer level. It ends early if you are
incapacitated or die or if you use this
PP
ability to form a connection with a
different creature.

Sorcery Points - 3 [ ] [ ] [ ]
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

METAMÁGICA (pg 76)


NAME
MAGIA ACELERADA
Quando você conjurar uma magia que
tenha um tempo de
conjuração de 1 ação, você pode gastar 2
pontos de
feitiçaria para mudar o tempo de
conjuração para 1 ação
bônus para essa magia.

MAGIA DISTANTE
Quando você conjurar uma magia que
tenha distância de
1,5 metro ou maior, você pode gastar 1
ponto de feitiçaria
para dobrar o alcance da magia. SYMBOL
Quando você conjura uma magia com
alcance de toque, você pode gastar 1
ponto de feitiçaria para mudar o
alcance da magia para 9 metros.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Font of Magic
Sempre de óculos escuros At 2nd level, you tap into a deep wellspring of magic within
yourself. This wellspring is represented by sorcery points, which
You discuss things out loud allow you to create a variety of magical effects.
with your quori spirit.
Sorcery Points. You have 2 sorcery points, and you gain more as
You are strongly influenced you reach higher levels, as shown in the Sorcery Points column
by the emotions of those of the Sorcerer table. You can never have more sorcery points
around you. than shown on the table for your level. You regain all spent
sorcery points when you finish a long rest.
You apply dream logic to
mundane situations.

You are obsessed with


Dreaming Dark conspiracies.
ADDITIONAL FEATURES & TRAITS

Feature: Researcher

You know more oftenly like where and from whom you can able to obtain the
information, that whenever you attempt to learn or recall the piece of lore, if you don't
have any idea about that specific information.

From the other learned creature or person, from any library, from the scriptorium, from
the university, this information usually comes.

Here your Dungeon Master might rule the knowledge which you seek is secreted away
in an almost inaccessible place or simply it can not be found.

Unearthing the deepest secrets of the multiverse able to require an adventure or even
the whole campaign.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CHA 13
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Firebolt
Mage Hand
Mind Sliver (AM)
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Disguise Self

Dissonant Whispers (AM)


4
Magic Missile

● Shield
SPELLS KNOWN

Tasha's Hideous Laughter

Arms of Hadar (AM)

wrathful smite (Kl) 3d6

2 2
Detect Thoughts (AM)

● Suggestion

Tasha's Mind Whip


5
calm emotions (AM)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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