0% found this document useful (0 votes)
31 views25 pages

Character sheets-D&D Homebrew

The document outlines three character profiles for a role-playing game, detailing their backgrounds, abilities, skills, starting items, personal quests, and spells. The characters include a Human Bard, a Human Fighter, and a Githyanki Artificer, each with unique traits and combat capabilities. Additionally, it provides guidelines for leveling up and specific combat mechanics for each character.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views25 pages

Character sheets-D&D Homebrew

The document outlines three character profiles for a role-playing game, detailing their backgrounds, abilities, skills, starting items, personal quests, and spells. The characters include a Human Bard, a Human Fighter, and a Githyanki Artificer, each with unique traits and combat capabilities. Additionally, it provides guidelines for leveling up and specific combat mechanics for each character.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 25

Name:

Age:
Race: Human
Class: Bard
Level:
 Armor Class (AC): 14
 Hit Points (HP): 10
 Speed: 30 ft.
 Initiative: +2
 Hit Dice: 1d8

Character Background:
Raised as an urchin in the streets of Waterdeep, you’ve honed your
skills in outsmarting and surviving in a tough world. Your quick reflexes,
acrobatics, and sharp mind have made you both a clever trickster and a
resourceful fighter. Though you prefer to stay at range with a bow, you’ve
also trained to handle yourself up close, turning whatever’s at hand—be it a
dagger or a quick song—into a weapon. Driven by a sense of justice and the
desire to help those in need, you use your talents to fight for a cause greater
than yourself.
Abilities:
 Strength: 10 (+0)
 Dexterity: 15 (+2)
 Constitution: 12 (+1)
 Intelligence: 13 (+1)
 Wisdom: 10 (+0)
 Charisma: 16 (+3)

Skills:
 Acrobatics: +4
 Sleight of Hand: +4
 Performance: +6
 Persuasion: +4

Starting Items:
 Lute (Personal Item)
 Flute
 Long sword
 Shortbow (1d6 piercing, 80/320 ft range)
 Traveler bag
 Bedroll
 5 gold pieces
 2 days’ worth of food rations
Personal Side quest:
Your melodies hold the power to stir hearts and spark change, but their
true potential is yet to be uncovered. Seek out stories and songs that
resonate with you, for they may hold the clues to your purpose.
Spells and Cantrips (Level 1):
Cantrips:
 Vicious Mockery: You unleash a string of insults laced with subtle
enchantments. One target must succeed on a Wisdom saving throw or
take 1d4 psychic damage and have disadvantage on the next attack
roll.
 Mage Hand: You create a spectral, floating hand within range (30 ft).
You can manipulate objects, open doors, and carry up to 10 pounds.
Level 1 Spells:
 Healing Word: A creature you choose within 60 feet regains 1d4 +
your spellcasting ability modifier in hit points.
 Charm Person: You attempt to charm a humanoid. It must make a
Wisdom saving throw, or it is charmed for 1 hour (or until harmed).
 Thunderwave: Emit a wave of force that pushes creatures back and
deals 2d8 thunder damage.
 Bane: Up to three creatures must roll a d4 and subtract the result from
their attack rolls or saving throws.
Quick Reference Guide:
 Attack (Shortbow): +4 to hit, 1d6 piercing damage
 Attack (Longsword):
o +4 to hit, 1d8 piercing damage (one-handed)
o +4 to hit, 1d10 (two-handed)
 Spell Save DC: 13
 Spell Attack Modifier: +5
How to attack:
 Roll a d20 and compare the result to the target’s AC. If it is higher, you
hit your target.
 Next, roll the corresponding die for the weapon you use, and add +2
for proficiency. This will be how hard you hit; the result will be
subtracted from the target’s hit point.
Guide for leveling up:
Spells Known:
 Level 2: 5 spells total (still only Level 1 spells).
 Level 3: 6 spells total (up to 2nd-level spells).
Spell Slots:
 Level 1: 2 spell slots (Level 1).
 Level 2: 3 spell slots (Level 1).
 Level 3: 4 spell slots (Level 1), 2 spell slots (Level 2).
Automatic gains:
Level 2
 Song of Rest: Allows allies to regain additional hit points during a
short rest.
o How it works: After you or any ally that can hear you play, have
spent your hit dice at the end of the short rest, you can roll an
additional 1d6 and add that to the total HP healed for each
creature/ally.
 Jack of All Trades: Adds half of your proficiency bonus to any ability
check you’re not proficient in (+1).
Level 3
 Expertise: Double your proficiency bonus on two skills of your choice.
 Bardic Inspiration (2d6): Can now inspire allies with 2d6 instead of
1d6.

Choose from:
Level 1 Spells:
 Disguise Self: Change your appearance for 1 hour (including clothes
and anything on you).
 Faerie Fire: Highlight creatures with glowing light, giving advantage
on attacks against them.
 Dissonant Whispers: Whisper a painful sound that forces a creature
to flee.
 Sleep: Magically put creatures to sleep in an area, starting with the
lowest hit points.

Level 2 Spells:
 Blindness/Deafness: Cause a creature to become blind or deaf for a
duration, with a Constitution save to resist.
 Enhance Ability: Grant a creature advantage on one of their ability
checks (like Strength or Dexterity).
 Invisibility: Turn a creature invisible for 1 hour or until they attack or
cast a spell.
 Hold Person: Paralyze a humanoid for up to 1 minute, with a Wisdom
saving throw to resist.
 Shatter: Create a loud noise that damages creatures within a 10-foot
radius for 3d8 thunder damage.
 Heat Metal: Heat a metal object, dealing 2d8 fire damage to a
creature in contact with it.
 Lesser Restoration: Cure a creature of one condition, such as
blindness or paralysis.
 Suggestion: Magically influence a creature to follow a reasonable
suggestion for up to 8 hours.
Name:
Age:
Race: Human
Class: Fighter
Level:
 Armor Class (AC): 16
 Hit Points (HP): 12
 Speed: 30 ft.
 Initiative: +1
 Hit dice: 1d10

Character Background:

Once dreaming of following in your father’s footsteps as a comedic


entertainer, your life took a sharp turn during the fall of your kingdom. After
losing your family in a devastating war against invading Orcs, you now seek
justice for their deaths. You have arrived in Phandalin to rebuild your life,
growing stronger while using humor to cope with the weight of your past.
Your skills as a knight-in-training make you a fierce and reliable combatant,
excelling in close combat with weapons and armor.

Abilities:

 Strength: 16 (+3)
 Dexterity: 12 (+1)
 Constitution: 15 (+2)
 Intelligence: 10 (+0)
 Wisdom: 11 (+0)
 Charisma: 13 (+1)

Skills:

 Athletics +5
 Perception +3
 Survival +2
 Insight +3

Starting Items:
 Worn-Out Journal (Personal Item, belonged to your father)
 Longsword (1d8 slashing, versatile 1d10)
 Shield (+2 AC)
 Leather and Chain Mail Armor
 Explorer’s Pack
 5 gold pieces
 2 days’ worth of food rations

Personal Side Quest:

In the journey ahead, find the strength to honor the fallen and build a
new legacy, carrying the memory of your past as a guiding light.

Fighting Style:

 Dueling: +2 bonus to damage rolls when wielding a melee weapon in


one hand.

Combat Abilities:

 Second Wind (1/rest): On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your Fighter level.

Quick Reference Guide:

 Attack (Longsword, one-handed): +5 to hit, 1d8 slashing damage


 Attack (Longsword, two-handed): +5 to hit, 1d10 slashing damage
 Second Wind: Regain 1d10 + 1 HP (once per short or long rest)

How to attack:
 Roll a d20 and compare the result to the target’s AC. If it is higher, you
hit your target.
 Next, roll the corresponding die for the weapon you use, and add +2
for proficiency. This will be how hard you hit; the result will be
subtracted from the target’s hit point.

Guide for leveling up:


Level 2 Automatic Gain:
 Action Surge: On your turn, you can take one additional action. You
must finish a short or long rest before you can use this ability again.
Level 3 Features:
Martial Archetype: choose an archetype that shapes your style of combat.
Common choices include:
 Champion: Focuses on improving critical hits and raw combat
efficiency.
 Battle Master: Provides maneuvers and combat superiority dice for
tactical flexibility.
 Eldritch Knight: Mixes spellcasting with martial combat.
Each Martial Archetype grants specific features and improvements, but you
will only choose one. For example:
 Champion:
o Improved Critical: Your weapon attacks score a critical hit on a
roll of 19 or 20.
 Battle Master:
o Combat Superiority: Gain superiority dice (4d8) to use for
maneuvers that add tactical options.
 Student of War: Gain proficiency with one type of artisan’s tools.

 Eldritch Knight:
o Spellcasting: You gain the ability to cast spells, choosing from
the Wizard spell list.
o Weapon Bond: You can bond with up to two weapons,
summoning them as a bonus action.

Name:
Age:
Race: Githyanki
Class: Artificer
Level:
 Armor Class (AC): 14 (Studded Leather)
 Hit Points (HP): 10
 Speed: 30 ft.
 Initiative: +1
 Hit dice: 1d8

Character Background:
From a young age, you’ve been captivated by the idea of bringing
objects to life. As an artificer, you’re just beginning to explore this
fascination, starting with basic carpentry skills to create simple wooden
components for your magical constructs. Your ultimate goal is to specialize in
puppetry, crafting intricate and enchanted puppets for both combat and
storytelling.
You also bear a mysterious tattoo, matching one worn by a human sorcerer
you’ve crossed paths with. Though you don’t remember receiving it, the
mark seems linked to your growing abilities and ambitions. Each adventure
helps you refine your skills and uncover more about this enigmatic symbol,
bringing you closer to your dream of mastering puppetry.

Abilities:
 Strength: 13 (+1)
 Dexterity: 14 (+2)
 Constitution: 13 (+1)
 Intelligence: 16 (+3)
 Wisdom: 10 (+0)
 Charisma: 11 (+0)

Skills:
 Arcana: +4
 Investigation: +4
 History: +2
 Sleight of Hand: +2
Starting Items:
 Tinker’s Tools
 Scale Mail
 Light Crossbow (1d8 piercing, 80/320 ft range)
 Bedroll
 10 gold pieces
 Traveler bag
 3 days worth of food rations
Personal Side Quest:
Through your craft, you aim to bring life to your creations, seeking the
spark that merges art and invention. Keep your eyes open—there may be
resources that can aid in perfecting your craft along the way.
Spells and Cantrips:
Cantrips:
 Mending: You repair a single break or tear in an object, as long as the
break is no larger than 1 foot.
 Thorn Whip: Create a whip of thorns to pull creatures toward you.
Spells:
 Sanctuary: You ward a creature within range against attack. Until the
spell ends, any creature who targets the warded creature with an
attack must make a Wisdom saving throw. Spell lasts for 1 min.
(context:1 min=10 rounds).
 Identify: Learn the properties of a magical object or spell.
Foundation of Craftsmanship (Special Abilities):
 Carpenter’s Precision: Proficient in woodworking. Can craft non-
magical wooden items.
 Crafting Support: Once per long rest, you can craft a wooden gadget
that grants a +1 bonus to a skill check for a party member.
Quick Reference Guide:
 Attack (Light Crossbow): +3 to hit, 1d8 piercing damage
 Attack (Dagger): +4 to hit, 1d4 piercing damage
 Spell Save DC: 12
 Spell Attack Modifier: +4
How to attack:
 Roll a d20 and compare the result to the target’s AC. If it is higher, you hit your
target.
 Next, roll the corresponding die for the weapon you use, and add +2 for proficiency.
This will be how hard you hit; the result will be subtracted from the target’s hit point.

Guide for Leveling up:


Spells Known:
 Level 2: Choose 3 spells total (still only Level 1 spells).
 Level 3: Choose 4 spells total (still only Level 1 spells).
Spell Slots:
 Level 1: 2 spell slots (Level 1).
 Level 2: 3 spell slots (Level 1).
 Level 3: 3 spell slots (2 Level 1 spells and 1 level 2).
Level 2: Beginning of Animation
 Animate Construct (Minor): Can animate a small wooden puppet to
perform basic non-combat tasks (1 min-10 rounds in game).
 Arcane Puppetry (Prototype): Remotely control one puppet to
perform basic, clumsy tasks (pulling levers, opening doors, etc.).
Level 3: True Puppeteer
 Arcane Puppeteer (Specialization): Fully control one animated
puppet with precision, usable in combat or complex tasks.
 Animate Puppet (Combat-Ready): The puppet can participate in
combat using your spell attack modifier.

Choose from:
Level 1 Spells:
 Cure Wounds: Heal a creature you touch for 1d8 + spellcasting
modifier.
 Detect Magic: Sense magical auras within 30 feet.
 Shield of Faith: Give a creature +2 AC for 10 minutes (context:1
min=10 rounds).
 Catapult: You choose one object weighing up to 5 pounds within
range, that isn’t being worn or carried. The object flies in a straight line
up to 90 feet in a direction you choose, stopping early if it impacts a
solid surface. If the object would strike a creature, that creature must
make a Dexterity saving throw. On a failed save, the creature takes
3d8 bludgeoning damage.
o At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, the maximum weight of objects that you can
target increases by 5 pounds, and the damage increases by 1d8
for each slot level above 1st.

Level 2 Spells:
 Heat Metal: Cause a metal object to glow red-hot, dealing fire
damage.
 Invisibility: Turn a creature invisible for up to 1 hour.
 Lesser Restoration: Cure one condition afflicting a creature.
 Mirror Image: Create three duplicates of yourself that make it harder
for enemies to hit you.
 Blur: Make your form blurry, giving attackers disadvantage on attacks
against you.
 Levitate: Cause a creature or object to rise and float in the air.
 Enhance Ability: Grant advantage on certain ability checks (like
Strength or Dexterity).

Name:
Age:

Race: Drow

Class: Sorcerer

Level:
 Armor Class (AC): 13
 Hit Points (HP): 9
 Speed: 30 ft.
 Initiative: +3
 Hit dice: 1d6
Character Background:
You fled the Underdark to escape your mother’s devotion to Lolth,
seeking freedom from the dark traditions that ruled your life. Taking with you
only a small locket which conceals a pressed ghost orchid held by a small
strip of fabric. On the surface, you found peace under the guidance of
Selûne, the Moon Goddess, embracing her path of light and hope.
In this new life, you’ve discovered latent draconic magic within you, hinting
at a powerful lineage. As you adjust to the surface world, your goal is to
master this magic and forge a destiny of your own—one far removed from
your dark past and in service to Selûne’s ideals.
Abilities:
 Strength: 8 (−1)
 Dexterity: 14 (+2)
 Constitution: 13 (+1)
 Intelligence: 12 (+1)
 Wisdom: 10 (+0)
 Charisma: 16 (+3)
Skills:
 Arcana: +5
 Deception: +4
 Insight: +3
 Persuasion: +4
 Stealth: +4

Starting Items:
 Quarterstaff
 Component Pouch
 Bedroll
 Small Mithral locket containing a dried flower wrapped in a torn fabric
(personal)
 7 gold pieces
 3 days worth of food rations

Personal Side Quest:

The shadows of the past cling to you, remnants of a darkness you’ve tried to
escape. But only by confronting them can you truly break free and shape a
destiny illuminated by your own light.

Spells and Cantrips:

Cantrips:

 Fire Bolt: You hurl a mote of fire at a target within range (120 ft). On a
hit, the target takes 1d10 fire damage.
 Mage Hand: You create a spectral hand that can manipulate objects,
open doors, and carry items within range (30 ft).

Spells:

 Magic Missile: You create three glowing darts of magical force. Each
dart hits a creature of your choice within range (120 ft) and deals 1d4
+ 1 force damage.
 Shield: An invisible barrier of magical force appears and protects you.
You gain +5 AC until the start of your next turn.
 Detect Magic: For up to 10 minutes, you sense the presence of magic
within 30 feet, able to see a faint aura around visible creatures or
objects that bear magic.
 Thunderwave: A wave of thunderous force sweeps out from you,
forcing creatures within a 15-foot cube to make a Constitution saving
throw or take 2d8 thunder damage and be pushed 10 feet back (half
damage on a successful save).

Quick Reference Guide:

 Attack (Quarterstaff): +4 to hit, 1d6 bludgeoning (versatile 1d8)


 Attack (Fire Bolt): +5 to hit, 1d10 fire damage
 Spell Save DC: 13
 Spell Attack Modifier: +5
Name:
Age:
Race: Drow
Class: Druid
Level:
 Armor Class (AC): 12
 Hit Points (HP): 9
 Speed: 30 ft.
 Initiative: +2
 Hit dice: 1d8
Character Background:
Raised in Waterdeep, you are a third-generation follower of the
Seldarine, committed to nature and opposed to Lolth’s dark influence.
Although you’ve never been to the Underdark, you’ve seen the effects of
Lolth-sworn drow on the world.
Your connection to the natural world runs deep, inspired by the vast night
skies above Waterdeep and your grandmother, a revered astronomer Druid.
Her teachings about the stars and their ancient wisdom shaped your path.
Now, you feel drawn to the Circle of the Stars, believing that the celestial
bodies hold the key to restoring balance disrupted by darkness and conflict.
You aspire to harness their power to guide and protect, ensuring the natural
world flourishes under their light.
Abilities:
 Strength: 9 (−1)
 Dexterity: 14 (+2)
 Constitution: 12 (+1)
 Intelligence: 11 (+0)
 Wisdom: 16 (+3)
 Charisma: 10 (+0)
Skills:
 Nature: +4
 Animal Handling: +4
 Perception: +4
 Survival: +4
Starting Items:
 Quarterstaff
 Starwoven Robe (non-magical/inherited)
 Herbalism Kit
 Bedroll
 5 gold pieces
 Traveler bag
 2 days worth of food rations
Personal Side Quest:
The stars guide you to a balance of light and darkness. By helping
restore harmony, you move closer to your calling, finding the peace that
binds the realms together.
Spells and Cantrips:
Cantrips:
 Druidcraft: You create a tiny, harmless sensory effect to predict
weather, encourage plant growth, or create natural sensory effects.
 Produce Flame: You create a small flame in your hand, which sheds
light in a 10-foot radius. You can also hurl the flame at a target within
30 feet for 1d8 fire damage.
Druid Features:
 Druidic: You can communicate in the secret language of druids, which
only other druids understand.
Spells:
 Entangle: Grasping vines sprout from the ground in a 20-foot square,
restraining creatures caught in the area unless they succeed on a
Strength saving throw.
 Cure Wounds: A creature you touch regains 1d8 + your spellcasting
ability modifier in hit points.
 Detect Magic: For up to 10 minutes, you sense the presence of magic
within 30 feet, seeing a faint aura around visible creatures or objects
that bear magic.
 Faerie Fire: Each object within a 20-foot cube is outlined in blue,
green, or violet light. Creatures in the area must make a Dexterity
saving throw or be outlined, granting advantage to attackers.
Quick Reference Guide:
 Attack (Quarterstaff): +4 to hit, 1d6 bludgeoning damage (two-hands
1d8)
 Attack (Produce Flame): +4 to hit, 1d8 fire damage
 Spell Save DC: 12
 Spell Attack Modifier: +4
Guide for Leveling up:
Spells Prepared: The druid prepares spells rather than knowing a set list.
They can prepare a number of spells equal to their Wisdom modifier + their
druid level each day.
Preparation advancement:
 Level 2: Prepare 4 spells total (from Level 1 and Level 2).
 Level 3: Prepare 5 spells total (from Level 1 and Level 2).
Automatic Gains:
Level 2
 Wild Shape: choose from:

o Wolf
 AC: 13
 HP: 11 (2d8 + 2)
 Speed: 40 ft.
 Skills: Perception +3, Stealth +4
 Keen Hearing and Smell: Advantage on Wisdom
(Perception) checks.
 Pack Tactics: Advantage on attack rolls if at least one of the
wolf’s allies is within 5 feet of the target.

o Panther
 AC: 12
 HP: 13 (3d8)
 Speed: 50 ft., climb 40 ft.
 Skills: Perception +4, Stealth +6
 Pounce: If the panther moves at least 20 ft. straight toward
a creature and then hits it with a claw attack, the target
must succeed on a DC 12 Strength saving throw or be
knocked prone.

o Giant Badger
 AC: 10
 HP: 13 (2d8 + 4)
 Speed: 30 ft., burrow 10 ft.
 Multiattack: The badger makes two attacks: one with its
bite and one with its claws.
Level 3
 Circle of Stars: Gain Starry Form abilities.
o When you activate your Starry Form, you choose one of the
following constellations:
 Archer
 A constellation of an archer appears on your body.
 When you activate this form and as a bonus action
on your subsequent turns, you can make a ranged
spell attack, hurling a luminous arrow at a target
within 60 feet. This attack deals radiant damage
equal to 1d8 + your Wisdom modifier.
 Chalice
• A constellation of a chalice appears on your body.
• Whenever you cast a spell that restores hit points, you or
another creature within 30 feet of you can regain hit points
equal to 1d8 + your Wisdom modifier.
Name:
Age:
Race: Human
Class: Sorcerer
Level:
 Armor Class (AC): 13
 Hit Points (HP): 9
 Speed: 30 ft.
 Initiative: +2
 Hit Dice: 1d6
Character Background:
Your life has been a whirlwind of unpredictable magic and impulsive
adventure, driven by a thirst for freedom. A distinctive tattoo on your
forearm holds great meaning—it was given to you by a mysterious sorcerer
you met during your travels. The mark, part of an arcane ritual, was meant
to unlock and enhance your magic, but its effects have been as
unpredictable as your own powers.
Recently, your journey has crossed paths with a Githyanki Artificer, a fellow
seeker of knowledge. As your paths intertwine, you find potential for
collaboration and shared discovery.
Abilities:
 Strength: 10 (+0)
 Dexterity: 14 (+2)
 Constitution: 13 (+1)
 Intelligence: 12 (+1)
 Wisdom: 11 (+0)
 Charisma: 16 (+3)
Skills:
 Arcana: +5
 Persuasion: +4
 Deception: +4
 Insight: +3
Starting Items:
 Old Ornate Compass (Personal Item)
 Dagger
 Component Pouch
 Bedroll
 5 gold pieces
 Personal Side Quest:
Personal quest:
The mark upon your arm holds secrets you’ve yet to uncover. With
every pulse of magic, you move closer to understanding its true power.
Spells and Cantrips:
 Mysterious Tattoo (Unpredictable Effect)
o You have a strange tattoo on your forearm, gifted to you by a
mysterious sorcerer. It was created as part of an arcane ritual
meant to unlock and enhance your magic, but its true purpose is
still unclear. Occasionally, the tattoo triggers strange, powerful
effects that happen at random moments, often when your
emotions are heightened.

 What You Know:


o The tattoo can surge with magic when you’re stressed,
emotional, or casting spells.
o You don’t control when these effects happen—they seem tied to
your chaotic magic.
Note:
These effects are not spells you can control. The DM will choose when they
happen, reflecting the unpredictable nature of your magic.

Sorcerer Features:
 Sorcery Points: 1 (use to fuel magical effects).
 Wild Magic Surge: Your spells can cause random magical effects at
DM’s discretion.
Cantrips:
 Fire Bolt: Hurl a mote of fire at a creature. Make a ranged spell attack.
On hit, the target takes 1d10 fire damage.
 Prestidigitation: Create minor magical effects such as cleaning,
warming objects, or creating sensory effects for up to 1 hour.
 Mage Hand: Create a spectral hand that can manipulate objects and
open doors within 30 feet.
 Shocking Grasp: A touch attack that deals 1d8 lightning damage and
prevents the target from taking reactions.
Spells:
 Shield: An invisible barrier of magical force appears and protects you,
giving you a +5 bonus to AC for one round.
 Witch Bolt: A continuous arc of lightning that deals 1d12 lightning
damage each turn, maintaining concentration.
Quick Reference Guide:
 Attack (Fire Bolt): +5 to hit, 1d10 fire damage
 Attack (Dagger): +4 to hit, 1d4 piercing damage
 Spell Save DC: 13
 Spell Attack Modifier: +5

Guide for leveling up:


Spells Known:

 Level 1: Choose 2 spells total (Level 1).


 Level 2: Choose 3 spells total (Level 1).
 Level 3: Choose 4 spells total (up to Level 2 spells).

Spell Slots:

 Level 1: 2 spell slots (Level 1).


 Level 2: 3 spell slots (Level 1).
 Level 3: 4 spell slots (Level 1 and 2).

Level 1 Spells:

 Mage Armor: Boost a creature’s AC to 13 + Dexterity modifier for 8


hours.
 Magic Missile: Create darts of force that automatically hit and deal
1d4 + 1 force damage each.
 Shield: As a reaction, boost your AC by +5 until the start of your next
turn.
 Burning Hands: Release a cone of fire that deals 3d6 fire damage.
 Thunderwave: Emit a wave of force that pushes creatures away and
deals 2d8 thunder damage.
 Chromatic Orb: Hurl a 4-inch diameter sphere of energy dealing 3d8
damage of a chosen type (acid, cold, fire, lightning, poison, thunder).

Level 2 Spells:

 Scorching Ray: Fire three rays of fire, each dealing 2d6 fire damage.
 Mirror Image: Create three illusory duplicates of yourself, making it
harder for enemies to hit you.
 Hold Person: Paralyze a humanoid target for up to 1 minute (requires
a Wisdom saving throw to resist).
 Shatter: Create a burst of sound that deals 3d8 thunder damage in a
10-foot radius, damaging creatures and objects.
 Misty Step: As a bonus action, teleport up to 30 feet to an unoccupied
space.
 Invisibility: Turn a creature invisible for up to 1 hour (ends if they
attack or cast a spell).
 Darkness: Create a 15-foot-radius sphere of magical darkness that
even Darkvision can’t penetrate.

Nombre:
Raza: Elfa Solar
Clase: Clériga (Nivel 2)
Deidad: Labelas Enoreth

Como elfa solar devota de Labelas Enoreth, sigues a la diosa de la


sabiduría, el tiempo y la longevidad. Labelas encarna el profundo
conocimiento acumulado a lo largo de las eras y el papel de protección y
guía de la vida. Sus enseñanzas enfatizan la importancia de la sabiduría y la
paciencia en el fomento del crecimiento y la comprensión.

Tu camino como clériga está dedicado a difundir la sabiduría y nutrir a


quienes te rodean, utilizando tus dones divinos para ofrecer orientación y
apoyo. Te esfuerzas por encarnar los ideales de Labelas, con el objetivo de
tener un impacto significativo y ayudar a otros a crecer y prosperar.

Números Importantes:

 Clase de Armadura (CA): 16


o Qué tan difícil es que los enemigos te golpeen (con armadura y
escudo).
 Puntos de Golpe (PG): 15 – Cuánto daño puedes recibir antes de
quedar inconsciente.
o Velocidad: 9 metros – Cuánto puedes moverte en un turno.

Tus Mejores Habilidades:

 Sabiduría: 16 (+3) – Ideal para tus encantamientos de clérigo y


curación.
 Destreza: 14 (+2) – Ágil y rápida.
 Constitución: 12 (+1) – Capaz de manejar un poco de daño.

Habilidades Especiales de la Elfa Solar:

 Visión en la Oscuridad: Ver en la oscuridad hasta 18 metros.


 Sentidos Agudos: Bono a las pruebas de Percepción.
 Ancestralidad Fey: Ventaja en las tiradas de salvación contra ser
encantada.

Magia:

Encantamientos Menores (Encantamientos Gratis):

 Luz: Crear una luz brillante para iluminar áreas oscuras.


 Llama Sagrada: Invocar fuego radiante para dañar a los enemigos.
Encantamientos (2 ranuras por día, luego descansa para
recuperarlos):

 Curar Heridas: Curar a ti misma o a un aliado.


 Bendición: Añadir un bono a las tiradas de ataque y salvación para ti
y tus aliados
 Protección contra el Mal y el Bien: Protegerte a ti misma o a un
aliado de ciertos tipos de criaturas.
 Ordenar: Dar una orden de una sola palabra a un enemigo.

Características del Clérigo:

 Habilidad para Lanzar Encantamientos: Sabiduría se usa para tus


encantamientos.
 DC de Salvación de Encantamientos: 13 – Dificultad para que los
enemigos resistan tus encantamientos.
 Bono de Ataque con Encantamientos: +5 – Bono para golpear con
tus encantamientos.

Equipo:

 Armadura: Cota de Malla y escamas en oro.


 Escudo
 Maza en oro
Corona con Símbolo Sagrado
 Mochila del ExploradorSun Elf Cleric (Level 2 - Devotee of Labelas
Enoreth)

Misión Personal:

El camino de la sabiduría te llama. Para guiar y proteger a los demás,


debes abrirte a las enseñanzas más profundas de Labelas Enoreth,
aprendiendo paciencia en el río siempre fluido del tiempo.

Guía de Referencia Rápida:

 Ataque (Maza): +4 para golpear, 1d6 daño contundente


 Salvación de Conjuros (DC): 13
 Modificador de Ataque de Encatamientos: +5
 Canalizar Divinidad: 1/Descanso
Guía para subir de nivel:

Encatamientos conocidos:

Nivel 3: Elige 4 en total (incluye hechizos de hasta Nivel 2).


Nivel 4: Elige 5 en total (incluye hechizos de hasta Nivel 2).

Ranuras de Encatamientos:

Nivel 3: 4 ranuras de encantamientos (de Nivel 1 y 2).


Nivel 4: 5 ranuras de encantamientos (de Nivel 1 y 2).

Encantamientos de Nivel 1:

• Armadura de mago: Aumenta la CA de una criatura a 13 + su


modificador de Destreza durante 8 horas.
• Misil mágico: Crea dardos de fuerza que golpean automáticamente y
hacen 1d4 + 1 de daño de fuerza cada uno.
• Escudo: Como reacción, aumenta tu CA en +5 hasta el inicio de tu
próximo turno.

Nivel 2:

• Rayo abrasador: Lanza tres rayos de fuego, cada uno infligiendo 2d6 de
daño de fuego.
• Imagen múltiple: Crea tres duplicados ilusorios de ti, lo que dificulta que
los enemigos te golpeen.
• Retener persona: Paraliza a un objetivo humanoide hasta por 1 minuto
(requiere una tirada de salvación de Sabiduría para resistir).
• Estallido ensordecedor: Crea una explosión de sonido que inflige 3d8 de
daño de trueno en un radio de 10 pies, dañando criaturas y objetos.
• Paso brumoso: Como acción adicional, teletransporta hasta 30 pies a un
espacio desocupado.
• Invisibilidad: Vuelve invisible a una criatura hasta por 1 hora (termina si
atacan o lanzan un hechizo).
• Oscuridad: Crea una esfera de 15 pies de radio de oscuridad mágica que
ni la visión en la oscuridad puede penetrar.
Guide for Leveling Up
Spells Known:

Level 3: Choose 4 spells in total (can include up to Level 2 spells).


Level 4: Choose 5 spells in total (can include up to Level 2 spells).

Spell Slots:
Level 3: 4 spell slots (Level 1 and 2 spells).
Level 4: 5 spell slots (Level 1 and 2 spells).

Level 1 Spells:
Mage Armor: Boost a creature’s AC to 13 + Dexterity modifier for 8 hours.
Magic Missile: Create darts of force that automatically hit and deal 1d4 + 1
force damage each.
Shield: As a reaction, boost your AC by +5 until the start of your next turn.

Level 2 Spells:
Scorching Ray: Fire three rays of fire, each dealing 2d6 fire damage.
Mirror Image: Create three illusory duplicates of yourself, making it harder
for enemies to hit you.
Hold Person: Paralyze a humanoid target for up to 1 minute (requires a
Wisdom saving throw to resist).
Shatter: Create a burst of sound that deals 3d8 thunder damage in a 10-
foot radius, damaging creatures and objects.
Misty Step: As a bonus action, teleport up to 30 feet to an unoccupied
space.
Invisibility: Turn a creature invisible for up to 1 hour (ends if they attack or
cast a spell).
Darkness: Create a 15-foot-radius sphere of magical darkness that even
Darkvision can’t penetrate.

You might also like