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Rogue 2, Gloom Stalker Ran… Urchin

CLASSE ET NIVEAU HISTORIQUE NOM DU JOUEUR


Igo Suc
Warforged Neutral 301
RACE ALIGNEMENT POINTS D’EXPÉRIENCE
NOM DU PERSONNAGE

INSPIRATION
FORCE
18 5.16 30
0 3 BONUS DE MAÎTRISE

10 TRAITS DE PERSONNALITÉ

Points de vie max 46


DEXTÉRITÉ 0 Force

3
6 Dextérité
POINTS DE VIE ACTUELS
3 Constitution
2 Intelligence
16
2 Sagesse
IDÉAUX
-1 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE

3 5

17 6 Acrobaties (Dex)
2 Dressage (Sag)
-1 LIENS
INTELLIGENCE Arcanes (Int)

-1
6 Athlétisme (For)
-1 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
-1 Histoire (Int)
8 5 Perspicacité (Sag) Dawnbringer +8 1d8+3 [Rad.]+ …
-1 Intimidation (Cha)
SAGESSE
-1 Investigation (Int) Dague araignée… +7 1d4 Perforant+ … DÉFAUTS

2
2 Médecine (Sag)
5 Nature (Int) Epée courte +1,… +7 1d6+3 Piercing…
8 Perception (Sag)
14 Constructed Resilience
-1 Représentation (Cha) Soins 1d8+2 Soins + …
-1 Persuasion (Cha) Sentry's Rest
CHARISME
-1 Religion (Int) ATTAQUES ET INCANTATIONS Integrated Protection

-1 6

6
Escamotage (Dex)

Discrétion (Dex)
9 5
Halo of Spores (c)

City Secrets
8 8 Survie (Sag) CP SP EP GP PP
Thieves' Cant
COMPÉTENCES Sneak Attack
1 Arc long
Cunning Action
1 Ceinture / 6 dagues jet
18 SAGESSE PASSIVE (PERCEPTION) 1 Cape verte en soie araignée Favored Enemy: Constructs

1 Cuirasse Natural Explorer: The Underdark


1 Epée courte +1, drow style Spellcasting
OUTIL: Disguise Kit, Poisoner's kit, Thieves' Tools⁺ 1 Dagues Araignée (+1)
Style de combat: Défense
LANGUE: Common, Goblin, Thieves' Cant,
ÉQUIPEMENT
Dons intéressants
Undercommon
ARMURE: Light Armor, Medium Armor, Shields Primeval Awareness

ARME: Martial Weapons, Simple weapons Dread Ambusher

Umbral Sight
AUTRES MAÎTRISES ET LANGUES

CAPACITÉS ET TRAITS
NOM ATT DÉGÂTS / TYPE
Total: Total:
CP SP EP GP PP

Total: Total:

ATTAQUES ET INCANTATIONS

Total: Total:

ÉQUIPEMENT
SAGESSE 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TOURS DE MAGIE 3 0 6 0

4 0 7 0

1 3

Soins
5 0 8 0
Marque du chasseur

Disguise Self

Ensnaring Strike

speak with animals 9 0

2 0
CAPACITÉS ET TRAITS
Constructed Resilience Sneak Attack Spellcasting
You were created to have remarkable fortitude, represented Beginning at 1st level, you know how to strike subtly and By the time you reach 2nd level, you have learned to use
by the following benefits: • You have advantage on saving exploit a foe’s distraction. Once per turn, you can deal an the magical essence of nature to cast spells, much as a
throws against being poisoned, and you have resistance to extra 1d6 damage to one creature you hit with an attack if druid does. See"Casting a Spell" for the general rules of
poison damage. • You don’t need to eat, drink, or breathe. • you have advantage on the attack roll. The attack must use spellcasting and "Ranger Spells by Level" for the ranger
You are immune to disease. • You don’t need to sleep, and a finesse or a ranged weapon. You don’t need advantage on spell list.
magic can’t put you to sleep. the attack roll if another enemy of the target is within 5 feet
of it, that enemy isn’t incapacitated, and you don’t have Style de combat: Défense
Sentry's Rest disadvantage on the attack roll. The amount of the extra Si vous portez une armure, vous obtenez un bonus de +1 à
When you take a long rest, you must spend at least six damage increases as you gain levels in this class, as shown la CA.
hours in an inactive, motionless state, rather than sleeping. in the Sneak Attack column of the Rogue table.
In this state, you appear inert, but it doesn’t render you Dons intéressants

unconscious, and you can see and hear as normal. Cunning Action Résistant : Constitution Maitrise des armure int.

Starting at 2nd level, your quick thinking and agility allow Empoisonneur.
Integrated Protection you to move and act quickly. You can take a bonus action
Your body has built-in defensive layers, which can be Primeval Awareness
on each of your turns in combat. This action can be used
enhanced with armor: • You gain a +1 bonus to Armor Beginning at 3rd level, you can use your action and expend
only to take the Dash, Disengage, or Hide action.
Class. • You can don only armor with which you have one ranger spell slot to focus your awareness on the region

proficiency. To don armor, you must incorporate it into Favored Enemy: Constructs around you. For 1 minute per level of the spell slot you

your body over the course of 1 hour, during which you Beginning at 1st level, you have significant experience expend, you can sense whether the following types of

remain in contact with the armor. To doff armor, you must studying, tracking, hunting, and even talking to a certain creatures are present within 1 mile of you (or within up to

spend 1 hour removing it. You can rest while donning or type of enemy. Choose a type of favored enemy: 6 miles if you are in your favored terrain): aberrations,

doffing armor in this way. • While you live, your armor aberrations, beasts, celestials, constructs, dragons, celestials, dragons, elementals, fey, fiends, and undead.

can’t be removed from your body against your will. elementals, fey, fiends, giants, monstrosities, oozes, plants, This feature doesn’t reveal the creatures’ location or

or undead. Alternatively, you can select two races of number.


Halo of Spores (c) humanoid (such as gnolls and orcs) as favored enemies.
You are surrounded by invisible. necrotic spores that are Dread Ambusher
You have advantage on Wisdom (Survival) checks to track
harmless until you unleash them on a creature nearby. At 3rd level, you master the art of the ambush. You can
your favored enemies, as well as on Intelligence checks to
When a creature you can see moves into a space within 10 give yourself a bonus to your initiative rolls equal to your
recall information about them. You choose one additional
feet of you or starts its turn there, you can use your reaction Wisdom modifier. At the start of your first turn of each
favored enemy, as well as an associated language, at 6th
to deal ld4 necrotic damage to that creature unless it combat, your walking speed increases by 10 feet, which
and 14th level. As you gain levels, your choices should
succeeds on a Constitution saving throw against your spell lasts until the end of that turn. If you take the Attack action
reflect the types of monsters you have encountered on your
save DC. The necrotic damage increases to ld6 at 6th level, on that turn, you can make one additional weapon attack as
adventures.
ld8 at 10th level, and ldlO at 14th level. part of that action. If that attack hits, the target takes an

Natural Explorer: The Underdark extra 1d8 damage of the weapon’s damage type.
City Secrets You are particularly familiar with one type of natural
You know the secret patterns and flow to cities and can find Umbral Sight
environment and are adept at traveling and surviving in
passages through the urban sprawl that others would miss. At 3rd level, you gain darkvision out to a range of 60 feet.
such regions. Choose one type of favored terrain: arctic,
When you are not in combat, you (and companions you If you already have darkvision from your race, its range
coast, desert, forest, grassland, mountain, swamp, or the
lead) can travel between any two locations in the city twice increases by 30 feet. You are also adept at evading
Underdark. When you make an Intelligence or Wisdom
as fast as your speed would normally allow. creatures that rely on darkvision. While in darkness, you
check related to your favored terrain, your proficiency
are invisible to any creature that relies on darkvision to see
bonus is doubled if you are using a skill that you’re
Thieves' Cant you in that darkness.
proficient in. While traveling for an hour or more in your
During your rogue training you learned thieves’ cant, a
favored terrain, you gain the following benefits: Difficult
secret mix of dialect, jargon, and code that allows you to
terrain doesn’t slow your group’s travel. Your group can’t
hide messages in seemingly normal conversation. Only
become lost except by magical means. Even when you are
another creature that knows thieves’ cant understands such
engaged in another activity while traveling (such as
messages. It takes four times longer to convey such a
foraging, navigating, or tracking), you remain alert to
message than it does to speak the same idea plainly. In
danger. If you are traveling alone, you can move stealthily
addition, you understand a set of secret signs and symbols
at a normal pace. When you forage, you find twice as much
used to convey short, simple messages, such as whether an
food as you normally would. While tracking other
area is dangerous or the territory of a thieves’ guild,
creatures, you also learn their exact number, their sizes,
whether loot is nearby, or whether the people in an area are
and how long ago they passed through the area. You
easy marks or will provide a safe house for thieves on the
choose additional favored terrain types at 6th and 10th
run.
level.
SORTS
Abjuration cantrip Disguise Self Ensnaring Strike
Durée d'incantation : Illusion 1 Invocation 1
Portée : Durée d'incantation : 1 action Durée d'incantation : 1 bonus action
Cible : Portée : Self Portée : Self
Composantes : V S M Cible : Self Cible : See text
Durée : Composantes : V S Composantes : V
Description : Durée : 1 hour Durée : ConcentrationUp to 1 minute
Description : Description :
Soins You make yourself—including your clothing, armor, The next time you hit a creature with a weapon attack
Évocation 1 weapons, and other belongings on your person—look before this spell ends, a writhing mass of thorny vines
Durée d'incantation : 1 action different until the spell ends or until you use your action to appears at the point of impact, and the target must succeed
Portée : Touch dismiss it. You can seem 1 foot shorter or taller and can on a Strength saving throw or be restrained by the magical
Cible : A creature you touch appear thin, fat, or in between. You can’t change your body vines until the spell ends. A Large or larger creature has
Composantes : V S type, so you must adopt a form that has the same basic advantage on this saving throw. If the target succeeds on
Durée : Instantaneous arrangement of limbs. Otherwise, the extent of the illusion the save, the vines shrivel away. While restrained by this
Description : is up to you. The changes wrought by this spell fail to hold spell, the target takes 1d6 piercing damage at the start of
A creature you touch regains a number of hit points equal up to physical inspection. For example, if you use this spell each of its turns. A creature restrained by the vines or one
to 1d8 + your spellcasting ability modifier. This spell has to add a hat to your outfit, objects pass through the hat, and that can touch the creature can use its action to make a
no effect on undead or constructs. anyone who touches it would feel nothing or would feel Strength check against your spell save DC. On a success,
À plus haut niveau: When you cast this spell using a spell your head and hair. If you use this spell to appear thinner the target is freed.
slot of 2nd level or higher, the Healing increases by 1d8 for than you are, the hand of someone who reaches out to À plus haut niveau: If you cast this spell using a spell slot
each slot level above 1st. touch you would bump into you while it was seemingly of 2nd level or higher, the damage increases by 1d6 for
still in midair. To discern that you are disguised, a creature each slot level above 1st.
Marque du chasseur
can use its action to inspect your appearance and must
Divination 1 speak with animals
succeed on an Intelligence (Investigation) check against
Durée d'incantation : 1 bonus action Divination 1
your spell save DC.
Portée : 90 feet Durée d'incantation : 1 action
Cible : A creature that you can see within range Portée : Self
Composantes : V Cible : Self
Durée : ConcentrationUp to 1 hour Composantes : V S
Description : Durée : 10 minutes
You choose a creature you can see within range and Description :
mystically mark it as your quarry. Until the spell ends, you You gain the ability to comprehend and verbally
deal an extra 1d6 damage to the target whenever you hit it communicate with beasts for the duration. The knowledge
with a weapon attack, and you have advantage on any and awareness of many beasts is limited by their
Wisdom (Perception) or Wisdom (Survival) check you intelligence, but at minimum, beasts can give you
make to find it. If the target drops to 0 hit points before this information about nearby locations and monsters, including
spell ends, you can use a bonus action on a subsequent turn whatever they can perceive or have perceived within the
of yours to mark a new creature. past day. You might be able to persuade a beast to perform
À plus haut niveau: When you cast this spell using a spell a small favor for you, at the DM’s discretion.
slot of 3rd or 4th level, you can maintain your
Concentration on the spell for up to 8 hours. When you use
a spell slot of 5th level or higher, you can maintain your
concentration on the spell for up to 24 hours.

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