Você está na página 1de 4

Race Features

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Ability Score Increase: Your Dexterity score increases by 2. Your Intelligence score increases by 1.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Trance: Elves dont need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is trance.) While
meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you
gain the same benefit that a human does from 8 hours of sleep.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic cant put you to sleep.
Elf Weapon Training: You have proficiency with the longsword, rapier, shortsword, shortbow, and longbow.
Fey Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
Languages: You can speak, read, and write Undercommon, Elvish, and Deep Speech.

Background Features
Personality Trait: I am utterly serene, even in the face of disaster.
Ideal: The path to power and self-improvement is through knowledge.
Bond: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Flaw: I like keeping secrets and wont share them with anyone.
Skills: [A ESCOLHER]
Languages: [A ESCOLHER]
Feature Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on
the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no
one else has ever seen. You might have uncovered a fact that has long been forgotten or unearthed some relic of the past that could rewrite history. It might be information
that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your
discovery and its impact on the campaign.

Hit Dice: 1D6


Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History

Class Features

Spellcasting: As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips: At 1ST level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the
Cantrips column of the Wizard table.
Spellbook: At 1ST level, you have a spellbook containing six 1ST-level wizard spells of your choice.
Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your spells of 1ST level and higher. To cast one of these spells, you must
expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to
cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a
level for which you have spell slots. Casting the spell doesnt remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long
rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at
least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your
intelligence modifier
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1ST Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be
of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook
Your Spellbook: The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you
have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for
example, or in a dusty tome in an ancient library.
Copying a Spell into the Book: When you find a wizard spell of 1ST level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if
you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You
must practice the spell until you understand the sounds or gestures required, and then transcribe it into your spellbook using your own notation. For each level of the spell,
the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you
need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book: You can copy a spell from your own spellbook into another bookfor example, if you want to make a backup copy of your spellbook. This is just like
copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour
and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook.
Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Books Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather
volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together
after you lost your previous spellbook in a mishap.
Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose
expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6 TH
level or higher.
Training in War and Song: When you adopt this tradition at 2ND level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee
weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.
Bladesong: Starting at 2ND level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It
graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if
you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action
required). While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Spellbook

Cantrips
Booming Blade
Evocation
Casting Time: 1 action
Range: Special
Components: V, M
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit,
the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it
immediately takes 1D8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5 TH level, the melee attack deals extra 1D8
thunder damage to the target, and the damage the target takes for moving increases to 2D8. Both damage rolls increase by 1D8 at 11 TH level and 17TH level.
Fire Bolt
Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit
by this spell ignites if it isn't being worn or carried. This spells damage increases by 1D10 when you reach 5TH level (2D10), 11TH level (3D10), and 17TH level (4D10).
Green-flame Blade Evocation
Casting Time: 1 action
Range: Special
Components: V, M
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit,
the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second
creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5 TH level, the melee attack deals extra
1D8 fire damage to the target and fire damage to the second creature increases to 1D8 + spellcasting ability. Both damage rolls increase by 1D8 at 11 TH level and 17TH level.
Lightning Lure
Evocation
Casting Time: 1 action
Range: 15 feet
Components: V
Duration:
Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be
pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spells damage increases by 1D8 when you reach 5 TH
level (2D8), 11TH level (3D8), and 17TH level (4D8).
Minor Illusion
Illusion
Casting Time: 1 action
Range: 30 feet
Components: S, M
Duration: 1
minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create
a sound, its volume can range from a whisper to a scream. It can be your voice, someone elses voice, a lions roar, a beating of drums, or any other sound you choose. The
sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an objectsuch as a
chair, muddy footprints, or a small chestit must be no larger than a 5-foot cube. The image cant create sound, light, smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it
is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the
creature.

1ST Level
Absorb Elements
Duration:
Detect Magic
Duration:
Feather Fall
minute
Find Familiar
Instantaneous
Longstrider
Duration:
Mage Armor
M
Duration:
Protection from Evil
Duration:
Shield
Duration:

Abjuration
Casting
1 round
[ ]
Divination (R)
Concentration, up to 10 minutes
Transmutation
Casting
[ ]
Conjuration (R)
Casting
[N]
Transmutation
Casting
1 hour
[ ]
Abjuration
8 hours
[ ]
Abjuration
Casting
Concentration up to 10 minutes
Abjuration
Casting
1 round
[ ]

Time: 1 reaction

Range: Self

Cloud of Daggers
Duration:
Misty Step
Duration:
Mirror Image
Duration:
Rope Trick

Conjuration
Casting Time: 1 action
Range: 60 feet
Concentration, up to 1 minute
[ ]
Conjuration
Casting Time: 1 bonus action Range: Self
Instantaneous
[ ]
Illusion
Casting Time: 1 action
Range: Self
1 minute
[ ]
Transmutation
Casting Time: 1 action
Range: Touch
[ ]

Casting Time: 1 action


[N]
Time: 1 reaction
Time: 1 hour

Casting Time: 1 action


Time: 1 action
[ ]
Time: 1 reaction

Range: 60 feet

Range: 10 feet

Time: 1 action

Components: S

Range: Self

Components: V, S

Components: V, M

Components: V, S, M

Range: Touch

Duration: 1
Duration:

Components: V, S, M

Range: Touch

Components: V, S,

Range: Touch

Components: V, S, M

Range: Self

Components: V, S

2ND Level
Components: V, S, M
Components: V
Components: V, S
Components: V, S

Duration: 1 hour

Você também pode gostar