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The Undead Warlock 6, … Soldier

CLASSE & NÍVEL ANTECEDENTE NOME DO JOGADOR


Eladrin LN
RAÇA ALINHAMENTO PONTOS DE EXP
NOME DO PERSONAGEM

INSPIRAÇÃO

FORÇA 15 4 30 ft. I have seen the horrors of war, and brought

-1
back more lives than I took. If I can be
4 BÔNUS DE PROFICIÊNCIA
everyone's friend, I'll always have support.

8 TRAÇOS DE PERSONALIDADE
Pontos de Vida Máx.: 66
-1 Força
DESTREZA 2 Destreza
PONTOS DE VIDA ATUAIS
Survival. Where there's life, there's hope. If

2
2 Constituição
I remain alive and flexible, I can succeed
0 Inteligência

15 4 Sabedoria
7 Carisma IDEAIS
PONTOS DE VIDA TEMPORÁRIOS
CONSTITUIÇÃO SALVAGUARDAS

2 4 Acrobacia (Des)
9 My family is the most important thing in my
life, even when they are far from me.

14 2 Adestrar Animais …
2 Arcanismo (Int) VÍNCULOS

INTELIGÊNCIA 1 Atletismo (For)

0
7 Enganação (Car) NOME ATQ DANO/TIPO

2 História (Int) To protect my son, I am willing to sacrifice


Healing Word… 2d4+3 Healing
everything and everyone
10 2 Intuição (Sab)
11 Intimidação (Car) Cure Wound… 2d8+3 Healing
2 Investigação (Int) DEFEITOS
SABEDORIA
4 Medicina (Sab) Mind Sliver DC17 2d6 Psychic

0 2
4
Natureza (Int)
Percepção (Sab) Toll the Dead DC17 2d8 Necrotic …
Darkvision
10 5 Atuação (Car) Fey Ancestry
Eldritch Blast +9 1d10+3 Force
11 Persuasão (Car)
Fey Step
CARISMA
2 Religião (Int)
Phantasmal … DC17 1d6 Psychic Keen Senses

3 4
6
Prestidigitação (D…
Furtividade (Des) Hunger of Ha… DC17 2d6 Cold + 2…
Trance

Soldier(medic)
17 2 Sobrevivência (Sab)
ATAQUES & CONJURAÇÃO
Healer
PERÍCIAS
Pact MAgic

2 529 Eldritch Invocation


14 SABEDORIA PASSIVA (PERCEPÇÃO)
CP SP EP GP PP Magical Cunning

Form of Dread
1 +2 Rod of the Pact Keeper
FERRAMENTA: Herbalism Kit, Horn Inspiring Leader
1 Backpack
Agonizing Blast
OUTRAS PROFICIÊNCIAS & IDIOMAS 1 Bedroll
Armor of Shadows
8 Candle
1 Common Clothes Eldritch Mind

1 Healer's Kit Pact of the Tome


1 Herbalism Kit Pact of the Chain
EQUIPAMENTO
Grave Touched

Bardic Inspiration

Expertise

Jack of All Trades

Silver Tongue

Unsettling Words
CARACTERÍSTICAS & TRAÇOS
NOME ATQ DANO/TIPO Total: 2 Total: 3
CP SP EP GP PP
2 3
1 Horn WARLOCK SLOT BARDIC INSPIRATION

1 Pouch
2 Rations (1 day) Total: 1 Total: 1
1 Soap
1 1
1 Tinderbox TOME SLOT(1 LV) ROD SLOT
ATAQUES & CONJURAÇÃO
1 Two-Person Tent
1 Waterskin
Total: Total:

Total: Total:

EQUIPAMENTO
CARISMA 17 9

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 2 6 0

Resistance Phantom Steed

Prestidigitation Hypnotic Pattern

Mind Sliver Hunger of Hadar


7 0

Toll the Dead

Eldritch Blast
4 0
Message 8 0
Blade Ward

Guidance
5 0
9 0

1 4

Silvery Barbs (B)

Healing Word (B)

Cure Wounds (B)

Mage Armor

Comprehend Languages

Find Familiar

Detect Poison and Disease

2 2

Calm Emotions (B)

Enhance Ability (B)

Nathair's Mischief (B)

Misty Step

Phantasmal Force

Mirror Image

Suggestion
CARACTERÍSTICAS & TRAÇOS
Darkvision Soldier(medic) Pact MAgic
You can see in dim light within 60 feet of you as if Ability Scores:+2 Charisma, +1 Dexterity Skill Warlock Spell List As you playtest this version of
it were bright light and in darkness as if it were dim Proficiencies:Religion, Survival Tool Proficiency: the Warlock, please use the Warlock spell list in the
light. You discern colors in that darkness only as Herbalism Kit Languages:Common, Halfling, any 2014 Player’s Handbook, with the following spells
shades of gray. language Feat:Healer You and a group of like- added: • Bane (level 1 spell) • Detect Magic
minded believers— mostly humans and halflings— (level 1 spell) • Speak with Animals (level 1
Fey Ancestry once endeavored to walk a thousand miles of road spell) If you have Xanathar’s Guide to Everything
You have advantage on saving throws you make to to reach a faraway shrine. Priests counseled at the or Tasha’s Cauldron of Everything, you may use
avoid or end the charmed condition on yourself. outset that, long after your journey was complete, the Warlock spells there too. Spell Slots. The
you’d come to realize that you found the key to Warlock table shows how many spell slots you
Fey Step
your salvation not at your destination, but have to cast your Warlock spells of levels 1–5. The
As a bonus action, you can magically teleport up to
somewhere along the road that led there. table also shows the level of those slots, all of
30 feet to an unoccupied space you can see. You
which are the same level. To cast one of those
can use this trait a number of times equal to your Healer spells, you must expend a spell slot. You regain all
proficiency bonus, and you regain all expended Prerequisite:None You have the training and expended Pact Magic spell slots when you finish a
uses when you finish a long rest. When you reach intuition to administer first aid and other care Short Rest or Long Rest. If you have both the
3rd level, your Fey Step gain an additional effect effectively, granting you the following benefits: Spellcasting feature and the Pact Magic feature
based on your season; if the effect requires a saving Battle Medic.If you have a Healer’s Kit, you can from this class, you can use the spell slots you gain
throw, the DC equals 8 + your proficiency bonus + expend one use of it and tend to a creature within 5 from Pact Magic to cast spells you have prepared
your Intelligence, Wisdom, or Charisma modifier feet of you as an Action. That creature can expend from classes with the Spellcasting feature, and you
(choose when you select this race): - Autumn. one of its Hit Dice, and you then roll that die. The can use the spell slots you gain from the
Immediately after you use your Fey Step, up to two creature regains a number of Hit Points equal to the Spellcasting feature to cast Warlock spells you have
creatures of your choice that you can see within 10 roll plus your Proficiency Bonus. Healing prepared. PART 1 | CLASSES - WARLOCK
feet of you must succeed on a Wisdom saving Rerolls.Whenever you roll a die to determine the Prepared Spells of Level 1+. You prepare the list of
throw or be charmed by you for 1 minute, or until number of Hit Points you restore with a spell or spells of level 1 and higher that are available for
you or your companions deal any damage to the with this feat’s Battle Medic benefit, you can reroll you to cast with this feature. To start, choose two
creatures. - Winter. When you use your Fey Step, the die if it rolls a 1, and you must use the new roll. level 1 spells from the Warlock spell list. The
one creature of your choice that you can see within
number of spells on your list increases as you gain
5 feet of you before you teleport must succeed on a
Warlock levels, as shown in the Prepared Spells
Wisdom saving throw or be frightened of you until
column of the Warlock table. Whenever that
the end of your next turn. - Spring. When you use
number increases, choose additional spells from the
your Fey Step, you can touch one willing creature
Warlock spell list until the number of spells on your
within 5 feet of you. That creature then teleports
list matches the number on the table. The chosen
instead of you, appearing in an unoccupied space of
spells must be of a level no higher than what’s
your choice that you can see within 30 feet of you.
shown in the table’s Slot Level column for your
- Summer. Immediately after you use your Fey
level. If another Warlock feature gives spells that
Step, each creature of your choice that you can see
you always have prepared, those spells don’t count
within 5 feet of you takes fire damage equal to your
against the number of spells on the list you prepare
proficiency bonus.
with this feature, but those spells otherwise follow
Keen Senses the rules in this feature. Changing Your Prepared
You have proficiency in the Perception skill. Spells. Whenever you gain a Warlock level, you
can replace one spell on your list with another
Trance Warlock spell of an eligible level. Spellcasting
You don't need to sleep, and magic can't put you to Ability. Charisma is the spellcasting ability for the
sleep. You can finish a long rest in 4 hours if you spells you cast with your Warlock features.
spend those hours in a trancelike meditation, during Spellcasting Focus. You can use an Arcane Focus
which you retain consciousness. Whenever you as a Spellcasting Focus for the spells you cast with
finish this trance, you can change your season, and your Warlock features
you can gain two proficiencies that you don't have,
each one with a weapon or a tool of your choice
selected from the Player's Handbook. You
mystically acquire these proficiencies by drawing
them from shared elven memory, and you retain
them until you finish your next long rest.
Eldritch Invocation Agonizing Blast Grave Touched
You gain one invocation of your choice, such as Choose one of your known Warlock cantrips that 6th-level Undead feature Your patron's powers have
Pact of the Blade or Pact of the Tome. Invocations deals damage. You can add your spellcasting ability a profound effect on your body and magic. You
are described in the “Eldritch Invocation Options” modifier to that spell’s damage rolls. Whenever you don't need to eat, drink, or breathe. In addition,
section later in this class’s description. If an gain a Warlock level, you can change which of your once during each of your turns, when you hit a
invocation has a prerequisite, you must meet it to damaging Warlock cantrips benefits from this creature with an attack roll and roll damage against
learn that invocation, and you can learn the invocation. the creature, you can replace the damage type with
invocation at the same time that you meet its necrotic damage. While you are using your Form of
prerequisite. When you gain certain Warlock levels, Armor of Shadows Dread, you can roll one additional damage die
you gain more invocations of your choice, as You can cast Mage Armor on yourself without when determining the necrotic damage the target
shown in the Invocations column of the Warlock expending a spell slot takes.
table. You can’t pick the same invocation more than
Eldritch Mind Bardic Inspiration
once unless an invocation’s description says
You have Advantage on Constitution saving throws Using Bardic Inspiration. As a Bonus Action, you
otherwise.
that you make to maintain Concentration on a spell. can inspire another creature within 60 feet of
Magical Cunning yourself who can see or hear you. That creature
Pact of the Tome
If all your Pact Magic spell slots are expended, you gains one of your Bardic Inspiration dice. A
Prerequisite: None Stitching together strands of
can perform an esoteric rite for 1 minute, at the end creature can have only one Bardic Inspiration die at
shadow, you conjure forth a book in your hand at
of which you regain half of those spell slots (round a time. Once within the next hour when the creature
the end of a Short Rest or Long Rest. This Book of
up). Once you use this feature, you can’t do so fails a d20 Test, the creature can roll that die and
Shadows (you determine its appearance) contains
again until you finish a Long Rest. add the number rolled to the d20, potentially
eldritch magic that only you can access, granting
turning the failure into a success. A Bardic
Form of Dread you the following benefits: Cantrips and
Inspiration die is expended when it’s rolled.
You manifest an aspect of your patron's dreadful Rituals.When the book appears, choose three
Number of Uses. You can confer a Bardic
power. As a bonus action, you transform for 1 cantrips, and choose two level 1 spells that have the
Inspiration die a number of times equal to your
minute. You gain the following benefits while Ritual tag. The spells can be from any class’s spell
Charisma modifier (minimum of once), and you
transformed: - You gain temporary hit points equal list, and they must be spells you don’t already have
regain all expended uses when you finish a Long
to 1d10 + your warlock level. - Once during each prepared. While the book is on your person, you
Rest.
of your turns, when you hit a creature with an have the chosen spells prepared, and they function

attack roll, you can force it to make a Wisdom as Warlock spells for you. Spell Slot.You gain a Expertise
saving throw, and if the saving throw fails, the level 1 spell slot. Once you expend it, you can’t Each time you gain this feature, you gain Expertise
target is frightened of you until the end of your next gain another slot from this feature until you finish a in two of your skill proficiencies of your choice.
turn. - You are immune to the frightened condition. Long Rest. Spellcasting Focus.You can use the

You can transform a number of times equal to your book as a Spellcasting Focus. The book disappears Jack of All Trades

proficiency bonus, and you regain all expended if you conjure another book with this feature or if You can add half your Proficiency Bonus (round

uses when you finish a long rest. you die. down) to any ability check you make that uses a
skill proficiency you lack and that doesn’t
Inspiring Leader Pact of the Chain otherwise use your Proficiency Bonus.
You can spend 10 minutes inspiring your You learn the Find Familiar spell and can cast it as

companions, shoring up their resolve to fight. an action without expending a spell slot. When you Silver Tongue

When you do so, choose up to six friendly creatures cast the spell, you choose one of the normal forms You are a master at saying the right thing at the

(which can include yourself) within 30 feet of you for your familiar or one of the following special right time. When you make a Charisma

who can see or hear you and who can understand forms: imp, pseudodragon, quasit, skeleton, slaad (Persuasion) or Charisma (Deception) check, you

you. Each creature can gain temporary hit points tadpole, or sprite. Additionally, when you take the can treat a d20 roll of 9 or lower as a 10.

equal to your level + your Charisma modifier. A Attack action, you can forgo one of your own
attacks to allow your familiar to make one attack of Unsettling Words
creature can't gain temporary hit points from this
its own with its Reaction. You can spin words laced with magic that unsettle a
feat again until it has finished a short or long rest.
creature and cause it to doubt itself. As a bonus
action, you can expend one use of your Bardic
Inspiration and choose one creature you can see
within 60 feet of you. Roll the Bardic Inspiration
die. The creature must subtract the number rolled
from the next saving throw it makes before the start
of your next turn.
MAGIAS
Resistance Blade Ward
Toll the Dead
Abjuração cantrip Abjuração cantrip
Necromancia cantrip
Tempo de Conjuração: Reaction, which you take Tempo de Conjuração: Reaction, which you take
Tempo de Conjuração: 1 action
in response to you or an ally within 10 feet of you in response to a visible creature targeting you with
Alcance: 60 feet
failing a Saving Throw a melee attack
Alvo: One creature you can see within range
Alcance: 10 ft Alcance: Self
Componentes: V S
Alvo: Alvo:
Duração: Instantaneous
Componentes: V S Componentes: V S
Descrição:
Duração: Instantaneous Duração: 1 round
You point at one creature you can see within range,
Descrição: Descrição:
and the sound of a dolorous bell fills the air around
You channel magical protection to the creature who You trace a sigil of warding, imposing
it for a moment. The target must succeed on a
failed the Saving Throw. That creature can roll a d4 Disadvantage on the creature’s attack roll against
Wisdom saving throw or take 1d8 necrotic damage.
and add the number rolled to the save, potentially you.
If the target is missing any of its hit points, it
turning it into a success.
instead takes 1d12 necrotic damage. The spell's Guidance
Prestidigitation damage increases by one die when you reach 5th Adivinhação cantrip
Transmutação cantrip level (2d8 or 2d12), 11th level (3d8 or 3d12), and Tempo de Conjuração: Reaction, which you take
Tempo de Conjuração: 1 action 17th level (4d8 or 4d12). in response to you or an ally within 10 feet of you
Alcance: 10 feet failing an Ability Check
Eldritch Blast
Alvo: Alcance: Touch
Evocação cantrip
Componentes: V S Alvo:
Tempo de Conjuração: 1 action
Duração: Up to 1 hour Componentes: V S
Alcance: 120 feet
Descrição: Duração: Concentraçãoup to 1 minute
Alvo:
This spell is a minor magical trick that novice Descrição:
Componentes: V S
spellcasters use for practice. You create one of the You channel magical insight to the creature who
Duração: Instantaneous
following magical effects within range: - You failed the Ability Check. That creature can roll a d4
Descrição:
create an instantaneous, harmless sensory effect, and add the number rolled to the check, potentially
A beam of crackling energy streaks toward a
such as a shower of sparks, a puff of wind, faint turning it into a success.
creature within range. Make a ranged spell attack
musical notes, or an odd odor. - You
against the target. On a hit, the target takes 1d10 Silvery Barbs (B)
instantaneously light or snuff out a candle, a torch,
force damage. The spell creates more than one Encantamento 1
or a small campfire. - You instantaneously clean or
beam when you reach higher levels: two beams at Tempo de Conjuração: 1 reaction, which you take
soil an object no larger than 1 cubic foot. - You
5th level, three beams at 11th level, and four beams when a creature you can see within 60 feet of
chill, warm, or flavor up to 1 cubic foot of
at 17th level. You can direct the beams at the same yourself succeeds on an attack roll, an ability
nonliving material for 1 hour. - You make a color, a
target or at different ones. Make a separate attack check, or a saving throw
small mark, or a symbol appear on an object or a
roll for each beam. Alcance: 60 feet
surface for 1 hour. - You create a nonmagical
trinket or an illusory image that can fit in your hand Alvo:
Message
and that lasts until the end of your next turn. If you Componentes: V
Transmutação cantrip
cast this spell multiple times, you can have up to Duração: Instantaneous
Tempo de Conjuração: 1 action
three of its non-instantaneous effects active at a Descrição:
Alcance: 120 feet
time, and you can dismiss such an effect as an You magically distract the triggering creature and
Alvo:
action. turn its momentary uncertainty into encouragement
Componentes: V S M
for another creature. The triggering creature must
Duração: 1 round
Mind Sliver reroll the d20 and use the lower roll. You can then
Descrição:
Encantamento cantrip choose a different creature you can see within
You point your finger toward a creature within
Tempo de Conjuração: 1 action range (you can choose yourself). The chosen
range and whisper a message. The target (and only
Alcance: 60 feet creature has advantage on the next attack roll,
the target) hears the message and can reply in a
Alvo: One creature you can see within range ability check, or saving throw it makes within 1
whisper that only you can hear. You can cast this
Componentes: V minute. A creature can be empowered by only one
spell through solid objects if you are familiar with
Duração: 1 round use of this spell at a time.
the target and know it is beyond the barrier.
Descrição:
Magical silence, 1 foot of stone, 1 inch of common
You drive a disorienting spike of psychic energy
metal, a thin sheet of lead, or 3 feet of wood blocks
into the mind of one creature you can see within
the spell. The spell doesn't have to follow a straight
range. The target must succeed on an Intelligence
line and can travel freely around corners or through
saving throw or take 1d6 psychic damage and
openings.
subtract 1d4 from the next saving throw it makes
before the end of your next turn. This spell's
damage increases by 1d6 when you reach certain
levels: 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Healing Word (B) Find Familiar Detect Poison and Disease
Evocação 1 Conjuração 1 Adivinhação 1
Tempo de Conjuração: 1 bonus action Tempo de Conjuração: 1 hour Tempo de Conjuração: 1 action
Alcance: 60 feet Alcance: 10 feet Alcance: Self
Alvo: Alvo: Alvo:
Componentes: V Componentes: V S M Componentes: V S M
Duração: Instantaneous Duração: Instantaneous Duração: Concentraçãoup to 10 minutes
Descrição: Descrição: Descrição:
A creature of your choice that you can see within You gain the service of a familiar, a spirit that takes For the duration, you can sense the presence and
range regains hit points equal to 2d4 + your an animal form you choose: bat, cat, crab, frog location of poisons, poisonous creatures, and
spellcasting ability modifier. This spell has no (toad), hawk, lizard, octopus, owl, poisonous snake, diseases within 30 feet of you. You also identify the
effect on undead or constructs. fish (quipper), rat, raven, sea horse, spider, or kind of poison, poisonous creature, or disease in
Em Níveis Superiores: When you cast this spell weasel. Appearing in an unoccupied space within each case. The spell can penetrate most barriers,
using a spell slot of 2nd level or higher, the healing range, the familiar has the statistics of the chosen but it is blocked by 1 foot of stone, 1 inch of
increases by 2d4 for each slot level above 1st. form, though it is a celestial, fey, or fiend (your common metal, a thin sheet of lead, or 3 feet of
choice) instead of a beast. Additional animal form wood or dirt.
Cure Wounds (B) choices may be available at the DM's discretion.
Evocação 1 Your familiar acts independently of you, but it Calm Emotions (B)
Tempo de Conjuração: 1 action always obeys your commands. In combat, it rolls Encantamento 2
Alcance: Touch its own initiative and acts on its own turn. A Tempo de Conjuração: 1 action
Alvo: familiar can't attack, but it can take other actions as Alcance: 60 feet
Componentes: V S normal. When the familiar drops to 0 hit points, it Alvo: Each humanoid in a 20-foot-radius sphere
Duração: Instantaneous disappears, leaving behind no physical form. It centered on a point within range
Descrição: reappears after you cast this spell again. As an Componentes: V S
A creature you touch regains a number of hit points action, you can temporarily dismiss the familiar to Duração: Concentraçãoup to 1 minute
equal to 2d8 + your spellcasting ability modifier. a pocket dimension. Alternatively, you can dismiss Descrição:
This spell has no effect on undead or constructs. it forever. As an action while it is temporarily You attempt to suppress strong emotions in a group
Em Níveis Superiores: When you cast this spell dismissed, you can cause it to reappear in any of people. Each humanoid in a 20-foot-radius
using a spell slot of 2nd level or higher, the healing unoccupied space within 30 feet of you. Whenever sphere centered on a point you choose within range
increases by 2d8 for each slot level above 1st. the familiar drops to 0 hit points or disappears into must make a Charisma saving throw; a creature can

the pocket dimension, it leaves behind in its space choose to fail this saving throw if it wishes. If a
Mage Armor creature fails its saving throw, choose one of the
anything it was wearing or carrying. While your
Abjuração 1 following two effects. You can suppress any effect
familiar is within 100 feet of you, you can
Tempo de Conjuração: 1 action causing a target to be charmed or frightened. When
communicate with it telepathically. Additionally, as
Alcance: Touch this spell ends, any suppressed effect resumes,
an action, you can see through your familiar's eyes
Alvo: provided that its duration has not expired in the
and hear what it hears until the start of your next
Componentes: V S M meantime. Alternatively, you can make a target
turn, gaining the benefits of any special senses that
Duração: 8 hours indifferent about creatures of your choice that it is
the familiar has. During this time, you are deaf and
Descrição: hostile toward. This indifference ends if the target
blind with regard to your own senses. You can't
You touch a willing creature who isn't wearing is attacked or harmed by a spell or if it witnesses
have more than one familiar at a time. If you cast
armor, and a protective magical force surrounds it any of its friends being harmed. When the spell
this spell while you already have a familiar, you
until the spell ends. The target's base AC becomes ends, the creature becomes hostile again, unless the
instead cause it to adopt a new form. Choose one of
13 + its Dexterity modifier. The spell ends if the DM rules otherwise.
the forms from the above list. Your familiar
target dons armor or if you dismiss the spell as an
transforms into the chosen creature. Finally, when
action.
you cast a spell with a range of touch, your familiar
Comprehend Languages can deliver the spell as if it had cast the spell. Your
Adivinhação 1 familiar must be within 100 feet of you, and it must
Tempo de Conjuração: 1 action use its reaction to deliver the spell when you cast it.
Alcance: Self If the spell requires an attack roll, you use your
Alvo: attack modifier for the roll.
Componentes: V S M
Duração: 1 hour
Descrição:
For the duration, you understand the literal
meaning of any spoken language that you hear. You
also understand any written language that you see,
but you must be touching the surface on which the
words are written. It takes about 1 minute to read
one page of text. This spell doesn't decode secret
messages in a text or a glyph, such as an arcane
sigil, that isn't part of a written language.
Enhance Ability (B) Misty Step Mirror Image
Transmutação 2 Conjuração 2 Ilusão 2
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 bonus action Tempo de Conjuração: 1 action
Alcance: Touch Alcance: Self Alcance: Self
Alvo: Alvo: Alvo:
Componentes: V S M Componentes: V Componentes: V S
Duração: Concentraçãoup to 1 hour Duração: Instantaneous Duração: 1 minute
Descrição: Descrição: Descrição:
You touch a creature and bestow upon it a magical Briefly surrounded by silvery mist, you teleport up Three illusory duplicates of yourself appear in your
enhancement. Choose one of the following effects; to 30 feet to an unoccupied space that you can see. space. Until the spell ends, the duplicates move
the target gains that effect until the spell ends. with you and mimic your actions, shifting position
Bear's Endurance. The target has advantage on Phantasmal Force so it's impossible to track which image is real. You
Constitution checks. It also gains 2d6 temporary hit Ilusão 2 can use your action to dismiss the illusory
points, which are lost when the spell ends. Bull's Tempo de Conjuração: 1 action duplicates. Each time a creature targets you with an
Strength. The target has advantage on Strength Alcance: 60 feet attack during the spell's duration, roll a d20 to
checks, and his or her carrying capacity doubles. Alvo: determine whether the attack instead targets one of
Cat's Grace. The target has advantage on Dexterity Componentes: V S M your duplicates. If you have three duplicates, you
checks. It also doesn't take damage from falling 20 Duração: Concentraçãoup to 1 minute must roll a 6 or higher to change the attack's target
feet or less if it isn't incapacitated. Eagle's Descrição: to a duplicate. With two duplicates, you must roll
Splendor. The target has advantage on Charisma You craft an illusion that takes root in the mind of a an 8 or higher. With one duplicate, you must roll an
checks. Fox's Cunning. The target has advantage on creature that you can see within range. The target 11 or higher. A duplicate's AC equals 10 + your
Intelligence checks. Owl's Wisdom. The target has must make an Intelligence saving throw. On a Dexterity modifier. If an attack hits a duplicate, the
advantage on Wisdom checks. failed save, you create a phantasmal object, duplicate is destroyed. A duplicate can be destroyed
Em Níveis Superiores: When you cast this spell creature, or other visible phenomenon of your only by an attack that hits it. It ignores all other
using a spell slot of 3rd level or higher, you can choice that is no larger than a 10-foot cube and that damage and effects. The spell ends when all three
target one additional creature for each slot level is perceivable only to the target for the duration. duplicates are destroyed. A creature is unaffected
above 2nd. This spell has no effect on undead or constructs. by this spell if it can't see, if it relies on senses
The phantasm includes sound, temperature, and other than sight, such as blindsight, or if it can
Nathair's Mischief (B) other stimuli, also evident only to the creature. The perceive illusions as false, as with truesight.
Ilusão 2 target can use its action to examine the phantasm
Tempo de Conjuração: 1 action with an Intelligence (Investigation) check against Suggestion
Alcance: 60 feet your spell save DC. If the check succeeds, the Encantamento 2
Alvo: target realizes that the phantasm is an illusion, and Tempo de Conjuração: 1 action
Componentes: S M the spell ends. While a target is affected by the Alcance: 30 feet
Duração: Concentraçãoup to 1 minute spell, the target treats the phantasm as if it were Alvo:
Descrição: real. The target rationalizes any illogical outcomes Componentes: V M
You fill a 20-foot cube you can see within range from interacting with the phantasm. For example, a Duração: Concentraçãoup to 8 hours
with fey and draconic magic. Roll on the target attempting to walk across a phantasmal Descrição:
Mischievous Surge table to determine the magical bridge that spans a chasm falls once it steps onto You suggest a course of activity (limited to a
effect produced, and roll again at the start of each the bridge. If the target survives the fall, it still sentence or two) and magically influence a creature
of your turns until the spell ends. You can move the believes that the bridge exists and comes up with you can see within range that can hear and
cube up to 10 feet before you roll. Mischievous some other explanation for its fall—it was pushed, understand you. Creatures that can't be charmed are
Surged4 | Effect | 1 | The smell of apple pie fills the it slipped, or a strong wind might have knocked it immune to this effect. The suggestion must be
air, and each creature in the cube must succeed on a off. An affected target is so convinced of the worded in such a manner as to make the course of
Wisdom saving throw or become charmed by you phantasm's reality that it can even take damage action sound reasonable. Asking the creature to stab
until the start of your next turn. | 2 | Bouquets of from the illusion. A phantasm created to appear as a itself, throw itself onto a spear, immolate itself, or
flowers appear all around, and each creature in the creature can attack the target. Similarly, a phantasm do some other obviously harmful act ends the spell.
cube must succeed on a Dexterity saving throw or created to appear as fire, a pool of acid, or lava can The target must make a Wisdom saving throw. On a
be blinded until the start of your next turn as the burn the target. Each round on your turn, the failed save, it pursues the course of action you
flowers spray water in their faces. | 3 | Each phantasm can deal 1d6 psychic damage to the described to the best of its ability. The suggested
creature in the cube must succeed on a Wisdom target if it is in the phantasm's area or within 5 feet course of action can continue for the entire
saving throw or begin giggling until the start of of the phantasm, provided that the illusion is of a duration. If the suggested activity can be completed
your next turn. A giggling creature is incapacitated creature or hazard that could logically deal damage, in a shorter time, the spell ends when the subject
and uses all its movement to move in a random such as by attacking. The target perceives the finishes what it was asked to do. You can also
direction. | 4 | Drops of molasses hover in the cube, damage as a type appropriate to the illusion. specify conditions that will trigger a special activity
making it difficult terrain until the start of your next during the duration. For example, you might
turn. | suggest that a knight give her warhorse to the first
beggar she meets. If the condition isn't met before
the spell expires, the activity isn't performed. If you
or any of your companions damage the target, the
spell ends.
Phantom Steed Hypnotic Pattern Hunger of Hadar
Ilusão 3 Ilusão 3 Conjuração 3
Tempo de Conjuração: 1 minute Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: 120 feet Alcance: 150 feet
Alvo: Alvo: Each creature in the area who sees the Alvo: A 20-foot-radius sphere centered on a point
Componentes: V S pattern within range
Duração: 1 hour Componentes: S M Componentes: V S M
Descrição: Duração: Concentraçãoup to 1 minute Duração: Concentraçãoup to 1 minute
A Large quasi-real, horselike creature appears on Descrição: Descrição:
the ground in an unoccupied space of your choice You create a twisting pattern of colors that weaves You open a gateway to the dark between the stars, a
within range. You decide the creature's appearance, through the air inside a 30-foot cube within range. region infested with unknown horrors. A 20-foot-
but it is equipped with a saddle, bit, and bridle. Any The pattern appears for a moment and vanishes. radius sphere of blackness and bitter cold appears,
of the equipment created by the spell vanishes in a Each creature in the area who sees the pattern must centered on a point within range and lasting for the
puff of smoke if it is carried more than 10 feet make a Wisdom saving throw. On a failed save, the duration. This void is filled with a cacophony of
away from the steed. For the duration, you or a creature becomes charmed for the duration. While soft whispers and slurping noises that can be heard
creature you choose can ride the steed. The creature charmed by this spell, the creature is incapacitated up to 30 feet away. No light, magical or otherwise,
uses the statistics for a riding horse, except it has a and has a speed of 0. The spell ends for an affected can illuminate the area, and creatures fully within
speed of 100 feet and can travel 10 miles in an creature if it takes any damage or if someone else the area are blinded. The void creates a warp in the
hour, or 13 miles at a fast pace. When the spell uses an action to shake the creature out of its fabric of space, and the area is difficult terrain. Any
ends, the steed gradually fades, giving the rider 1 stupor. creature that starts its turn in the area takes 2d6
minute to dismount. The spell ends if you use an cold damage. Any creature that ends its turn in the
action to dismiss it or if the steed takes any area must succeed on a Dexterity saving throw or
damage. take 2d6 acid damage as milky, otherworldly
tentacles rub against it.

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