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Emily Desenso Del Abismo

This document appears to be a character sheet for an elf ranger named Emily. It includes her attributes, abilities, equipment, spells, and other character details.

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Rodrigo Carazza
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0% found this document useful (0 votes)
24 views7 pages

Emily Desenso Del Abismo

This document appears to be a character sheet for an elf ranger named Emily. It includes her attributes, abilities, equipment, spells, and other character details.

Uploaded by

Rodrigo Carazza
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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10 Hermit

CLASE & NIVEL TRASFONDO PLAYER NAME


Emily
Elf (Wood)
RAZA ALINEAMIENTO PE
NOMBRE DE PERSONAJE

INSPIRACIÓN
FUERZA
16 5 35 ft.
1 2 BONIFICADOR POR COMPETENCIA

13 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 26
DESTREZA 3 Fuerza

5
7 Destreza
PUNTOS DE GOLPE ACTUALES
1 Constitución
0 Inteligencia
20 3 Sabiduría
0 Carisma IDEALES
CONSTITUCIÓN
PUNTOS DE GOLPE TEMPORALES
TIRADAS DE SALVACIÓN

1
13 5 Acrobacias (Des)
3 T. con Animales (Sab)

INTELIGENCIA 0 C. Arcano (Int)


VÍNCULOS
3 Atletismo (Fue)

0 0 Engaño (Car)
NOMBRE ATQ DAÑO/TIPO
0 Historia (Int)
10 3 Perspicacia (Sab) Zephyr Strike 1d8 Force
0 Intimidación (Car)
SABIDURÍA 2 Investigación (Int)
Hail of Thorns DC13 1d10 Piercing

3
5 Medicina (Sab) DEFECTOS

0 Naturaleza (Int)
Shortsword +7 1d6+5 piercing
5 Percepción (Sab)
16
0 Interpretación (Car)
Longbow +7 1d8+5 Piercing CLASE
0 Persuasión (Car)
CARISMA Favored Foe
0 Religión (Int)

0
Ensnaring Strike DC13 1d6 Piercing Fighting Style
5 Juego de Manos (Des)
7 Sigilo (Des) Deft Explorer
ATAQUES Y LANZAMIENTO DE CONJUROS
10 5 Supervivencia (Sab) Spellcasting

HABILIDADES Spellcasting Focus


60
CP SP EP GP PP Primal Awareness

Hunter
15 SABIDURÍA PASIVA (PERCEPCIÓN)
1 Healer's kit RAZA
1 Climber's kit
Age
1 Backpack
HERRAMIENTA: Healer´s Kit, Climber´s Kit
Size
1 A map of the Known Abyss
IDIOMA: Any, Common, Elvish, Draconido
1 Delver Helmet Darkvision

OTRAS COMPETENCIAS E IDIOMAS 1 Common Clothes Keen Senses


1 Shovel
Fey Ancestry
EQUIPAMIENTO
Trance

Languages

Elf Weapon Training

Fleet of Foot

Mask of the Wild

BACKGROUND

Analyse Creature

DOTE

Piercer

RASGOS Y ATRIBUTOS
NOMBRE ATQ DAÑO/TIPO CP SP EP GP PP
Total: 20 Total:
20 2
1 50 foot of rope FLECHAS FAVORED FOE

1 Shortsword
1 Longbow
1 Leather Armor
Total: Total:

ATAQUES Y LANZAMIENTO DE CONJUROS

Total: Total:

EQUIPAMIENTO
SABIDURÍA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCOS 3 0 6 0

4 0 7 0
1 3

Zephyr Strike

Hail of Thorns 5 0 8 0
Ensnaring Strike

2 0 9 0
RASGOS Y ATRIBUTOS
CLASE Fighting Style Deft Explorer
At 2nd level, you adopt a particular style of fighting as This 1st-level feature replaces the Natural Explorer feature.
Favored Foe your specialty. Choose one of the following options. You You gain no benefit from the replaced feature and don't
This 1st-level feature replaces the Favored Enemy feature can't take a Fighting Style option more than once, even if qualify for anything in the game that requires it. You are an
and works with the Foe Slayer feature. You gain no benefit you later get to choose again. Archery PHB p72[–] You unsurpassed explorer and survivor, both in the wilderness
from the replaced feature and don't qualify for anything in gain a +2 bonus to attack rolls you make with ranged and in dealing with others on your travels. You gain the
the game that requires it. When you hit a creature with an weapons. Blind Fighting UACFV p12[–] Being unable to Canny benefit below, and you gain an additional benefit
attack roll, you can call on your mystical bond with nature see a creature doesn't impose disadvantage on your attack when you reach 6th level and 10th level in this class.
to mark the target as your favored enemy for 1 minute or rolls against it, provided the creature isn't hidden from you. Canny (1st Level) Choose one of your skill proficiencies.
until you lose your concentration (as if you were Blind Fighting TCE p41[–] You have blindsight with a Your proficiency bonus is doubled for any ability check
concentrating on a spell). The first time on each of your range of 10 feet. Within that range, you can effectively see you make using the chosen skill. You can also speak, read,
turns that you hit the favored enemy and deal damage to it, anything that isn't behind total cover, even if you're blinded and write 2 additional languages of your choice. Roving
including when you mark it, you increase that damage by or in darkness. Moreover, you can see an invisible creature (6th Level) Your walking speed increases by 5, and you
1d4. You can use this feature to mark a favored enemy a within that range, unless the creature successfully hides gain a climbing speed and a swimming speed equal to your
number of times equal to your proficiency bonus, and you from you. Close Quarters Shooter UALDU p1[–] When walking speed. Tireless (10th Level) As an action, you can
regain all expended uses when you finish a long rest. This making a ranged attack while you are within 5 feet of a give yourself a number of temporary hit points equal to 1d8
feature's extra damage increases when you reach certain hostile creature, you do not have disadvantage on the attack + your Wisdom modifier (minimum of 1 temporary hit
levels in this class: to 1d6 at 6th level and to 1d8 at 14th roll. Your ranged attacks ignore half cover and three- point). You can use this action a number of times equal to
level quarters cover against targets within 30 feet of you. You your proficiency bonus, and you regain all expended uses
have a +1 bonus to attack rolls on ranged attacks. Defense when you finish a long rest. In addition, whenever you
PHB p72[–] While you are wearing armor, you gain a +1 finish a short rest, your exhaustion level, if any, is
bonus to AC. Druidic Warrior UACFV p7[–] You learn two decreased by 1
cantrips of your choice from the druid spell list. They count
as druid spells for you, and Wisdom is your spellcasting Spellcasting

ability for them. Whenever you gain a level in this class, By the time you reach 2nd level, you have learned to use

you can replace one of these cantrips with another cantrip the magical essence of nature to cast spells, much as a

from the druid spell list. Druidic Warrior TCE p57[–] You druid does. See chapter 10 for the general rules of

learn two cantrips of your choice from the druid spell list. spellcasting and chapter 11 for the ranger spell list. Spell

They count as ranger spells for you, and Wisdom is your Slots[–] The Ranger table shows how many spell slots you

spellcasting ability for them. Whenever you gain a level in have to cast your ranger spells of 1st level and higher. To

this class, you can replace one of these cantrips with cast one of these spells, you must expend a slot of the

another cantrip from the druid spell list. Dueling PHB spell's level or higher. You regain all expended spell slots

p72[–] When you are wielding a melee weapon in one hand when you finish a long rest. For example, if you know the

and no other weapons, you gain a +2 bonus to damage rolls 1st-level spell animal friendship and have a 1st-level and a

with that weapon. Interception UACFV p12[–] When a 2nd-level spell slot available, you can cast animal

creature you can see hits a target that is within 5 feet of you friendship using either slot. Spells Known of 1st Level and

with an attack, you can use your reaction to reduce the Higher[–] You know two 1st-level spells of your choice

damage the target takes by 1d10 + your proficiency bonus from the ranger spell list. The Spells Known column of the

(to a minimum of 0 damage). You must be wielding a Ranger table shows when you learn more ranger spells of

shield or a simple or martial weapon to use this reaction. your choice. Each of these spells must be of a level for

Mariner UAWA p3[–] As long as you are not wearing which you have spell slots. For instance, when you reach

heavy armor or using a shield, you have a swimming speed 5th level in this class, you can learn one new spell of 1st or

and a climbing speed equal to your normal speed, and you 2nd level. Additionally, when you gain a level in this class,

gain a +1 bonus to AC. Thrown Weapon Fighting UACFV you can choose one of the ranger spells you know and

p13[–] You can draw a weapon that has the thrown replace it with another spell from the ranger spell list,

property as part of the attack you make with the weapon. In which also must be of a level for which you have spell

addition, when you hit with a ranged attack using a thrown slots. Spellcasting Ability[–] Wisdom is your spellcasting

weapon, you gain a +1 bonus to the damage roll. Thrown ability for your ranger spells, since your magic draws on

Weapon Fighting TCE p42[–] You can draw a weapon that your attunement to nature. You use your Wisdom whenever

has the thrown property as part of the attack you make with a spell refers to your spellcasting ability. In addition, you

the weapon. In addition, when you hit with a ranged attack use your Wisdom modifier when setting the saving throw

using a thrown weapon, you gain a +2 bonus to the damage DC for a ranger spell you cast and when making an attack

roll. Tunnel Fighter UALDU p1[–] As a bonus action, you roll with one. Spell save DC = 8 + your proficiency bonus

can enter a defensive stance that lasts until the start of your + your Wisdom modifier Spell attack modifier = your

next turn. While in your defensive stance, you can make proficiency bonus + your Wisdom modifier

opportunity attacks without using your reaction, and you


can use your reaction to make a melee attack against a
creature that moves more than 5 feet while within your
reach. Two-Weapon Fighting PHB p72[–] When you
engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack. Unarmed
Fighting UACFV p13[–] Your unarmed strikes can deal
bludgeoning damage equal to 1d6 + your Strength
modifier. If you strike with two free hands, the d6 becomes
a d8. When you successfully start a grapple, you can deal
1d4 bludgeoning damage to the grappled creature. Until the
grapple ends, you can also deal this damage to the creature
whenever you hit it with a melee attack.

Spellcasting Focus RAZA Languages


2nd-level ranger optional feature You can use a druidic You can speak, read, and write Common and Elvish. Elvish
focus as a spellcasting focus for your ranger spells. A Age is fluid, with subtle intonations and intricate grammar.
druidic focus might be a sprig of mistletoe or holly, a wand Although elves reach physical maturity at about the same Elven literature is rich and varied, and their songs and
or rod made of yew or another special wood, a staff drawn age as humans, the elven understanding of adulthood goes poems are famous among other races. Many bards learn
whole from a living tree, or an object incorporating beyond physical growth to encompass worldly experience. their language so they can add Elvish ballads to their
feathers, fur, bones, and teeth from sacred animals. An elf typically claims adulthood and an adult name repertoires.
around the age of 100 and can live to be 750 years old.
Primal Awareness Elf Weapon Training
3rd-level ranger optional feature, which replaces the Size You have proficiency with the longsword, shortsword,
Primeval Awareness feature You can focus your awareness Elves range from under 5 to over 6 feet tall and have shortbow, and longbow.
through the interconnections of nature: you learn additional slender builds. Your size is Medium.

spells when you reach certain levels in this class if you Fleet of Foot
Darkvision Your base walking speed increases to 35 feet.
don't already know them, as shown in the Primal
Accustomed to twilit forests and the night sky, you have
Awareness Spells table. These spells don't count against the
superior vision in dark and dim conditions. You can see in Mask of the Wild
number of ranger spells you know. Primal Awareness
dim light within 60 feet of you as if it were bright light, and You can attempt to hide even when you are only lightly
SpellsRanger Level | Spell | 3rd | speak with animals | 5th |
in darkness as if it were dim light. You can't discern color obscured by foliage, heavy rain, falling snow, mist, and
beast sense | 9th | speak with plants | 13th | locate creature |
in darkness, only shades of gray. other natural phenomena.
17th | commune with nature | You can cast each of these
spells once without expending a spell slot. Once you cast a
Keen Senses BACKGROUND
spell in this way, you can't do so again until you finish a
You have proficiency in the Perception skill.
long rest. Analyse Creature
Fey Ancestry When observing a Native Creature within the Abyss, you
Hunter
You have advantage on saving throws against being can learn basic information about the creature by making a
Emulating the Hunter archetype means accepting your
charmed, and magic can't put you to sleep. Wisdom (Survival) check with a DC equal to the layers
place as a bulwark between civilization and the terrors of
Curse DC (DGA pg#). The information you learn is, what
the wilderness. As you walk the Hunter's path, you learn Trance kind of damage it does, armor class, resistances,
specialized techniques for fighting the threats you face, Elves don't need to sleep. Instead, they meditate deeply, immunities and vulnerabilities as well as unique abilities
from rampaging ogres and hordes of orcs to towering remaining semiconscious, for 4 hours a day. (The Common (such as the Nakikabanes Mimicry)
giants and terrifying dragons. Hunter's Prey PHB p93[–] At word for such meditation is "trance.") While meditating,
3rd level, you gain one of the following features of your you can dream after a fashion; such dreams are actually DOTE
choice. Colossus Slayer. Your tenacity can wear down the mental exercises that have become reflexive through years
most potent foes. When you hit a creature with a weapon of practice. After resting in this way, you gain the same Piercer
attack, the creature takes an extra 1d8 damage if it's below benefit that a human does from 8 hours of sleep. If you You have achieved a penetrating precision in combat,
its hit point maximum. You can deal this extra damage only meditate during a long rest, you finish the rest after only 4 granting you the following benefits: - Once per turn, when
once per turn. Giant Killer. When a Large or larger creature hours. You otherwise obey all the rules for a long rest; only you hit a creature with an attack that deals piercing
within 5 feet of you hits or misses you with an attack, you the duration is changed. damage, you can reroll one of the attack's damage dice, and
can use your reaction to attack that creature immediately you must use the new roll. - When you score a critical hit
after its attack, provided that you can see the creature. that deals piercing damage to a creature, you can roll one
Horde Breaker. Once on each of your turns when you make additional damage die when determining the extra piercing
a weapon attack, you can make another attack with the damage the target takes.
same weapon against a different creature that is within 5
feet of the original target and within range of your weapon.
CONJUROS
Zephyr Strike Hail of Thorns Ensnaring Strike
Transmutación 1 Conjuración 1 Conjuración 1
Tiempo de Lanzamiento: 1 bonus action Tiempo de Lanzamiento: 1 bonus action Tiempo de Lanzamiento: 1 bonus action
Alcance: Self Alcance: Self Alcance: Self
Objetivo: Objetivo: The target of an attack and each creature within Objetivo:
Componentes: V 5 feet of it Componentes: V
Duración: Concentraciónup to 1 minute Componentes: V Duración: Concentraciónup to 1 minute
Descripción: Duración: Concentraciónup to 1 minute Descripción:
You move like the wind. Until the spell ends, your Descripción: The next time you hit a creature with a weapon attack
movement doesn't provoke opportunity attacks. Once The next time you hit a creature with a ranged weapon before this spell ends, a writhing mass of thorny vines
before the spell ends, you can give yourself advantage on attack before the spell ends, this spell creates a rain of appears at the point of impact, and the target must succeed
one weapon attack roll on your turn. That attack deals an thorns that sprouts from your ranged weapon or on a Strength saving throw or be restrained by the magical
extra 1d8 force damage on a hit. Whether you hit or miss, ammunition. In addition to the normal effect of the attack, vines until the spell ends. A Large or larger creature has
your walking speed increases by 30 feet until the end of the target of the attack and each creature within 5 feet of it advantage on this saving throw. If the target succeeds on
that turn. must make a Dexterity saving throw. A creature takes 1d10 the save, the vines shrivel away. While restrained by this
piercing damage on a failed save, or half as much damage spell, the target takes 1d6 piercing damage at the start of
on a successful one. each of its turns. A creature restrained by the vines or one
A Niveles Superiores: If you cast this spell using a spell that can touch the creature can use its action to make a
slot of 2nd level or higher, the damage increases by 1d10 Strength check against your spell save DC. On a success,
for each slot level above 1st (to a maximum of 6d10). the target is freed.
A Niveles Superiores: If you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.

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