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Speed: 30 feet
Inspiration:
Proficiency bonus: +4
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 + 4 [proficiency]
Attack (missile / finesse): + 7 = + 3 [dexterity] + 4 [proficiency]
Strength save: +0
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 8 = + 4 [intelligence] + 4 [proficiency]
Wisdom save: + 5 = + 1 [wisdom] + 4 [proficiency]
Charisma save: +0
Insight (passive): 11 (16 with advantage)
Investigation (passive): 14 (19 with advantage)
Perception (passive): 11 (16 with advantage)
If carrying more than 110 lb, heavily encumbered -- -20 on speed, disadvantage on ability
checks, attack rolls, and saves involving strength, constitution, and/or dexterity
2 Daggers [+7 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
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Lord Gunter the Mysterious Página 2 de 10
Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10
(+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60,
passive perception 13, understands common and draconic but does not speak; advantage
on perception checks involving sight, hearing or smell; advantage on saves vs spells and
other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to
hit, save vs constitution DC 11 sleep poison
Feats:
Wizard spells:
Acid Splash
Blade Ward
Chill Touch
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Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
Use the first box to mark the wizard spells in Lord Gunter's spellbook.
Lord Gunter has at least 28 wizard spells in his spellbook.
Use the second box to mark the wizard spells that he has prepared.
Lord Gunter can prepare 16 wizard spells daily.
Alarm
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life [necromancy]
Feather Fall
Find Familiar
Fog Cloud
Grease
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness [necromancy]
Shield
Silent Image
Sleep
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave
Unseen Servant
Witch Bolt
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Alter Self
Arcane Lock
Blindness / Deafness [necromancy]
Blur
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enlarge / Reduce
Flaming Sphere
Gentle Repose [necromancy]
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Melf Acid Arrow
Mirror Image
Misty Step
Nystul's Magic Aura
Phantasmal Force
Ray of Enfeeblement [necromancy]
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
Animate Dead
Bestow Curse [necromancy]
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Feign Death [necromancy]
Fireball
Fly
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Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Leomund's Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tongues
Vampiric Touch [necromancy]
Water Breathing
Arcane Eye
Banishment
Blight [necromancy]
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Evard's Black Tentacles
Fabricate
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Leomund's Secret Chest
Locate Creature
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire
Animate Objects
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Bigby's Hand
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Rary's Telepathic Bond
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
Arcane Gate
Chain Lighting
Circle of Death [necromancy]
Contingency
Create Undead [necromancy]
Disintegrate
Drawmij's Instant Summons
Eyebite [necromancy]
Flesh to Stone
Globe of Invulnerability
Gurads and Wards
Magic Jar [necromancy]
Mass Suggsetion
Move Earth
Otiluke's Freezing Sphere
Ottos Irresisbible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
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Bagpipes Horn
Drum Pan flute
Dulcimer Shawm
Flute Viol
Lute
Lyre
Human
Humans get +1 on each of the six ability scores (already included). If honor and/or
sanity are ability scores, these are also increased by one.
Humans learn one extra language.
Background
Wizard
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Level 2: Necromancy savant -- the time and cost to put a necromancy spell into your
spellbook is halved
Level 2: Grim Harvest -- kill something with a spell of 1st level or higher, gain hp equal
to twice the spell level, or three times if it is necromancy school.
Level 6: Learn Animate Dead spell and can have extra undead servants
Level 10: Inured to Undeath -- resistance to necrotic damage, cannot have maximum
hp reduced
Level 14: Command Undead
Class HP rolled
Level 1: Wizard 6
Level 2: Wizard 4
Level 3: Wizard 4
Level 4: Wizard 4
Level 5: Wizard 4
Level 6: Wizard 4
Level 7: Wizard 4
Level 8: Wizard 4
Level 9: Wizard 4
Level 10: Wizard 4
Level 11: Wizard 4
Level 12: Wizard 4
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Successes
Failures
1 lb Acid vials x 1
1 lb Alchemist fire x 1
5 lb Backpack
7 lb Bedroll
Ink pen
Ink vial
Knife, small
Little bag of sand
1 lb Mess kit
Parchment sheets x 10
2 lb Potions of healing x 3
20 lb Rations (1 day) x 10
10 lb Rope (50', hempen) x 1
1 lb Tinderbox
10 lb Torches x 10
3 lb Vestments
5 lb Waterskins x 1
3 lb Reference book x 1
2 lb Spell component pouch
3 lb Spellbook x 1
_____
80 lb Total
Lord Gunter's strength increases to 18 (+4) from 11 (+0). Add +4 to all strength-based
rolls to hit / damage, and all other strength-based checks.
Lord Gunter's dexterity increases to 18 (+4) from 17 (+3). Add +1 to all dexterity-
based rolls to hit / damage, and all other dexterity-based modifiers, including initiative
and armor class as applicable.
Lord Gunter's constitution increases to 18 (+4) from 13 (+1). Total hit points increase
by +36 and all other constitution-based rolls are also affected.
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Unarmed Strike (vampire form) [+8 to hit; 1d8+4 bludgeoning, or grapple instead of
damaging]
Bite (vampire or bat form) [+8 to hit; 1d6+4 piercing + 3d6 necrotic deducted also from
maximum hit points, with the vampire regaining a number of hit points equal to the
necrotic damage]
Charm attack
Shapechanger
Legendary resistance
Misty escape
Regeneration
Spider climb
Vampire weaknesses
Legendary actions
http://www.pathguy.com/ddnext.htm 01/04/2017