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The Deity, Grave 15 Worshiped One

CLASSE & NÍVEL ANTECEDENTE NOME DO JOGADOR


Corypheus, O Fim Inevitável
Shadar-Kai Neutro Bom
RAÇA ALINHAMENTO PONTOS DE EXP
NOME DO PERSONAGEM

INSPIRAÇÃO
FORÇA
22 1 40 ft.
-3 5 BÔNUS DE PROFICIÊNCIA

5 TRAÇOS DE PERSONALIDADE

Máximo de Pontos de Vida 170


DESTREZA -3 Força

1
1 Destreza
PONTOS DE VIDA ATUAIS
9 Constituição
3 Inteligência
13
15 Sabedoria
IDEAIS
8 Carisma
CONSTITUIÇÃO
PONTOS DE VIDA TEMPORÁRIOS
TESTES DE RESISTÊNCIA

4 15

18 6 Acrobacia (Des)
15 Adestrar Animais (Sab)
3 Arcana (Int) VÍNCULOS
INTELIGÊNCIA

-3 Atletismo (For)

3 3 Enganação (Car)
NOME ATQ DANO/TIPO
3 História (Int)
16 15 Intuição (Sab) Vestígio do Fim +15 2d8+10 Cortant…
3 Intimidação (Car)
SABEDORIA
3 Investigação (Int) Toll the Dead DC23 3d8 Necrotic + … DEFEITOS

10 20 Medicina (Sab)

3 Natureza (Int) Harm DC23 14d6 Necrotic


20 Percepção (Sab)
30
3 Atuação (Car) Inflict Wounds +15 3d10 Necrotic Creature Type
8 Persuasão (Car) Blessing of the Raven Queen
CARISMA
8 Religião (Int) Life Transference 4d8 Necrotic + … Darkvision

3 1

6
Prestidigitação (Des)

Furtividade (Des)
Spirit Shroud 1d8 Radiant, ne…
Fey Ancestry

Keen Senses
16 15 Sobrevivência (Sab)
Necrotic Resistance
APTIDÕES ATAQUES & CONJURAÇÃO
Trance

Languages
30 SABEDORIA (PERCEPÇÃO) PASSIVA
CP SP EP GP PP Divinity

Divine Implement
1 Plate Armor
Shape Fate
1 Shield
OUTRAS PROFICIÊNCIAS & IDIOMAS
Godly Nature
EQUIPAMENTO
Divine Ability Score Improvement

Mythic Reaction

Sever Destiny

Otherworldly Mind

Legendary Resistance

Improved Divine Implement

Purposed Movement

Divine Knowledge

Innate Spellcasting

Soul Herder
Delayed Death

Impassable

Hurry Along

TALENTOS & TRAÇOS


NOME ATQ DANO/TIPO CP SP EP GP PP
Total: 3 Total: 7
5 7
SHAPE FATE SOUL HERDER

Total: 4 Total:
4
ATAQUES & CONJURAÇÃO SPELLS

Total: Total:

EQUIPAMENTO

Total: Total:
SABEDORIA 23 15

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 0 6 0

Thaumaturgy Animate Dead Create Undead

Toll the Dead Beacon of Hope Forbiddance

Bestow Curse Harm

Dispel Magic

Feign Death
1 0 7 0
Glyph of Warding
Ceremony Life Transference Resurrection
Inflict Wounds Magic Circle Symbol
Protection from Evil and Good Protection from Energy
Sanctuary Remove Curse
8 0
Shield of Faith Revivify

Speak with Dead Antimagic Field


Spirit Shroud Holy Aura
2 0

Aid
4 0 9 0
Blindness/Deafness

Gentle Repose Aura of Life


Lesser Restoration Aura of Purity
Protection from Poison Banishment
Warding Bond Death Ward

Freedom of Movement

5 0

Contagion

Dispel Evil and Good

Greater Restoration

Planar Binding

Raise Dead
TALENTOS & TRAÇOS
Divinity Godly Nature
You are destined to shape the fate of the planes. The At 2nd level, your divine nature has permanently altered
Creature Type maximum for your ability scores is 30, and while not your body, granting you the following benefits: You are
You are a Humanoid. You are also considered an elf for wearing armor, your AC equals 15 + your proficiency immune to disease and the effects of aging. You don’t need
any prerequisite or effect that requires you to be an elf. bonus. You can use a shield and still gain this benefit. to eat, drink, or breathe. You don’t need to sleep, and
However, your power overshadows mortal magic. You magic can’t put you to sleep. You can finish a long rest in 4
Blessing of the Raven Queen
cannot benefit from magical bonuses to your ability scores, hours if you spend those hours in an inactive, motionless
As a bonus action, you can magically teleport up to 30 feet
AC, attack and damage rolls, proficiency bonus, saving state, during which you retain consciousness. Additionally,
to an unoccupied space you can see. You can use this trait a
throws, or save DC of any kind. Other magical effects, you learn the thaumaturgy cantrip, and can cast it as a
number of times equal to your proficiency bonus, and you
such as increased speed or advantage on saving throws bonus action without any components. You can activate
regain all expended uses when you finish a long rest.
against spells, apply as normal. and maintain any number of its effects at once, and you
Starting at 3rd level, you also gain resistance to all damage
may have them last indefinitely, instead of one minute, so
when you teleport using this trait. The resistance lasts until Divine Implement long as you maintain concentration.
the start of your next turn. During that time, you appear You manifest a weapon reflective of your divine status. On
ghostly and translucent. your turn you can summon your divine implement in your Divine Ability Score Improvement
empty hand (no action required). It is a martial weapon When you reach 4th level, and again at 8th, 12th, 16th,
Darkvision
with which you are proficient, and you choose when you 19th, and 21st through 29th level, you can increase your
You can see in dim light within 60 feet of you as if it were
gain this feature whether it has the Finesse, Heavy, Range ability scores by a total of 6, up to a maximum of 30 for
bright light and in darkness as if it were dim light. You
(150/600), Reach, or Thrown (20/60) property. each score. You can increase one score by up to 3, and
discern colors in that darkness only as shades of gray.
Alternatively, you can forgo choosing a property to instead other scores by up to 2 each time you gain this feature. You
use either Intelligence, Wisdom, or Charisma for its attack can also choose to increase your ability scores by a total of
Fey Ancestry
and damage rolls (choosing when you gain this feature). If 4 instead of 6 to gain a feat of your choice. You cannot
You have advantage on saving throws you make to avoid
you choose Range, it also has Two-Handed, otherwise it choose the Lucky, Resilient or Tough feat.
or end the charmed condition on yourself.
has the Versatile (1d12) property. Your divine implement
deals 1d10 damage on a hit, and the damage type depends Mythic Reaction
Keen Senses
on your alignment: radiant (good), force (neutral), or You strike with supernatural speed. At 5th level, you gain a
You have proficiency in the Perception skill.
necrotic (evil). Your divine implement counts as magical special reaction you can use in combat. You can use this

Necrotic Resistance for the purpose of overcoming resistance and immunity to reaction as you would your normal reaction, or you can use

You have resistance to necrotic damage. nonmagical attacks and damage. Your divine implement it at the end of another creature's turn to make a single

disappears if it is more than 5 feet away from you for 1 weapon attack or move up to half your speed. Regardless
Trance minute or more. It also disappears if you use this feature of whether you use your normal reaction or mythic
You don't need to sleep, and magic can't put you to sleep. again, if you dismiss the weapon (no action required), or if reaction, you can only take one reaction per turn. Once you
You can finish a long rest in 4 hours if you spend those you die. use your mythic reaction, it is unavailable until the next
hours in a trancelike meditation, during which you retain time you roll initiative, or until you start your turn without
consciousness. Whenever you finish this trance, you can Shape Fate having used any mythic reactions since the end of your last
gain two proficiencies that you don't have, each one with a Your very presence shapes the course of history. At 2nd turn. You gain an additional mythic reaction at 11th and
weapon or a tool of your choice selected from the Player's level, when you make an attack roll, ability check, or 17th level.
Handbook. You mystically acquire these proficiencies by saving throw, you can use your reaction to roll at
drawing them from shared elven memory, and you retain advantage. You can also use your reaction to impose Sever Destiny

them until you finish your next long rest. advantage or disadvantage on an attack roll, ability check, The strings of fate are easily severed. At 7th level, when

or saving throw of a creature you can see within 120 feet of you hit a creature with an attack, or when you force one or
Languages you. If imposing disadvantage, the creature must make a more creatures to make a saving throw to prevent damage,
You can speak, read, and write Common and one other Charisma saving throw with a DC calculated as follows: you can expend a use of Shape Fate to maximize the
language that you and your DM agree is appropriate for On a success, disadvantage is not imposed on the roll. You damage of the attack, or cause one creature to fail the
your character. can use this feature after the initial roll, but before any of saving throw, choosing to do so before the roll occurs.

the rolls effects occur. You have a number of uses of this Legendary Resistance still allows a creature to succeed.

feature equal to your proficiency bonus, and you regain all Once you use this feature, you must finish a short or long

expended uses when you finish a short or long rest. rest before you can do so again.

Otherworldly Mind
Nothing can shake your divine resolve. Starting at 9th
level, you cannot be charmed or frightened.
Legendary Resistance Innate Spellcasting Delayed Death
A god is not easily bowed. At 10th level, if you fail a You can cast any abjuration or necromancy spell of 1st When you use Shape Fate to impose disadvantage on an
saving throw, you can choose to succeed instead. Once you level or higher from the cleric spell list, using Wisdom for attack roll, or advantage on a saving throw, the target of the
use this feature, you must finish a long rest before you can your spell attack modifier and saving throw DC. The spell's attack roll or effect that forced the saving throw gains
use it again. You gain additional uses of this feature level must be no higher than half your deity level, rounded resistance to any damage dealt by it.
between rests at 15th, 20th, 25th, and 30th level. up. The spell is cast at its lowest level, and you ignore any
material components not consumed by it. You can use this Impassable
Improved Divine Implement feature a number of times equal to half your deity level, You gain proficiency in Wisdom saving throws. If you
Your weapon sharpens as your power grows. At 11th level, rounded up, and you regain all expended uses when you already have this proficiency, you instead gain proficiency
the damage dealt by your divine implement increases to finish a long rest. When you cast a spell of 6th level or in Intelligence or Charisma saving throws (your choice).
1d12 (2d8 if using the versatile property). higher with this feature, you cannot use this feature to cast You also gain resistance to your choice of cold, necrotic, or

a spell of that level again until you finish a long rest. psychic damage. You gain resistance to another of these
Purposed Movement damage types at 14th and 18th level. Additionally, you can
Your stride brims with divine purpose. At 13th level, your Soul Herder use a mythic reaction at the end of another creature's turn
walking speed increases by 10 feet, you gain a flying speed When a creature within 120 feet of you dies, you can use to curse a creature you can see within 120 feet of you. The
equal to your walking speed, and you can hover. Your your reaction to draw its soul to you. It appears as a dull target must succeed on a Charisma saving throw against
walking speed increases by an additional 10 feet at 26th mote of light that hovers and circles around you. If the your Shape Fate DC, or until the end of that creature's next
level. creature's soul would be destroyed or trapped from its turn, it cannot regain hit points and it subtracts 1d4 from
manner of death, you can expend a use of Shape Fate as each attack roll and saving throw it makes.
Divine Knowledge
part of the same reaction to prevent that effect, safely
You gain proficiency in the Medicine skill, or another skill Hurry Along
bringing the creatures soul to you instead. While you have
if already proficient, and your proficiency bonus is doubled When you use Sever Destiny, the target of the attack roll or
at least one soul, you can use your action to do one of the
for any ability check you make using Medicine. You also saving throw has vulnerability to any damage dealt by it.
following: Send the soul safely to the afterlife. Expend a
learn the toll the dead cantrip, and are able to sense the Additionally, you can use two mythic reactions at the end
use of Shape Fate to return the soul to its body if it is
presence of living creatures at 0 hit points within 120 feet of another creature's turn to use your Soul Herder feature.
within 120 feet of you and the DM decides the body is
of you that are not constructs or undead. You can use your
capable of returning to life. The creature then stabilizes at 0
bonus action to stabilize such a creature, and you do not
hit points. Consume the soul, destroying it and causing you
have to see the creature to use this ability. Additionally,
or a creature within 120 feet of you that you can see or that
you can detect any undead creatures within 120 feet of you
is at 0 hit points to regain hit points equal to the number of
as if you had blindsight.
Hit Dice that soul had. Send the soul flying to a point you
can see within 120 feet of you, where it then detonates,
destroying the soul and forcing each creature in a 10-foot-
radius sphere centered on that point to succeed on a
Charisma saving throw against your Shape Fate DC or take
force damage equal to the number of Hit Dice that soul
had. Once you have a number of souls equal to your
Wisdom modifier, you can't draw anymore souls to you
until you release one.
MAGIAS
Thaumaturgy Ceremony Protection from Evil and Good
Transmutação cantrip Abjuração 1 Abjuração 1
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 hour Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: Touch Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V Componentes: V S M Componentes: V S M
Duração: Up to 1 minute Duração: Instantaneous Duração: Concentraçãoup to 10 minutes
Descrição: Descrição: Descrição:
You manifest a minor wonder, a sign of supernatural You perform a special religious ceremony that is infused Until the spell ends, one willing creature you touch is
power, within range. You create one of the following with magic. When you cast the spell, choose one of the protected against certain types of creatures: aberrations,
magical effects within range: - Your voice booms up to following rites, the target of which must be within 10 feet celestials, elementals, fey, fiends, and undead. The
three times as loud as normal for 1 minute. - You cause of you throughout the casting. Atonement. You touch one protection grants several benefits. Creatures of those types
flames to flicker, brighten, dim, or change color for 1 willing creature whose alignment has changed, and you have disadvantage on attack rolls against the target. The
minute. - You cause harmless tremors in the ground for 1 make a DC 20 Wisdom (Insight) check. On a successful target also can't be charmed, frightened, or possessed by
minute. - You create an instantaneous sound that originates check, you restore the target to its original alignment. Bless them. If the target is already charmed, frightened, or
from a point of your choice within range, such as a rumble Water. You touch one vial of water and cause it to become possessed by such a creature, the target has advantage on
of thunder, the cry of a raven, or ominous whispers. - You holy water. Coming of Age. You touch one humanoid who any new saving throw against the relevant effect.
instantaneously cause an unlocked door or window to fly is a young adult. For the next 24 hours, whenever the target
open or slam shut. - You alter the appearance of your eyes makes an ability check, it can roll a d4 and add the number Sanctuary

for 1 minute. If you cast this spell multiple times, you can rolled to the ability check. A creature can benefit from this Abjuração 1

have up to three of its 1-minute effects active at a time, and rite only once. Dedication. You touch one humanoid who Tempo de Conjuração: 1 bonus action

you can dismiss such an effect as an action. wishes to be dedicated to your god's service. For the next Alcance: 30 feet

24 hours, whenever the target makes a saving throw, it can Alvo:


Toll the Dead roll a d4 and add the number rolled to the save. A creature Componentes: V S M
Necromancia cantrip can benefit from this rite only once. Funeral Rite. You Duração: 1 minute
Tempo de Conjuração: 1 action touch one corpse, and for the next 7 days, the target can't Descrição:
Alcance: 60 feet become undead by any means short of a wish spell. You ward a creature within range against attack. Until the
Alvo: One creature you can see within range Wedding. You touch adult humanoids willing to be bonded spell ends, any creature who targets the warded creature
Componentes: V S together in marriage. For the next 7 days, each target gains with an attack or a harmful spell must first make a Wisdom
Duração: Instantaneous a +2 bonus to AC while they are within 30 feet of each saving throw. On a failed save, the creature must choose a
Descrição: other. A creature can benefit from this rite again only if new target or lose the attack or spell. This spell doesn't
You point at one creature you can see within range, and the widowed. protect the warded creature from area effects, such as the
sound of a dolorous bell fills the air around it for a explosion of a fireball. If the warded creature makes an
moment. The target must succeed on a Wisdom saving Inflict Wounds attack, casts a spell that affects an enemy, or deals damage
throw or take 1d8 necrotic damage. If the target is missing Necromancia 1 to another creature, this spell ends.
any of its hit points, it instead takes 1d12 necrotic damage. Tempo de Conjuração: 1 action
The spell's damage increases by one die when you reach Alcance: Touch Shield of Faith

5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th Alvo: Abjuração 1

level (4d8 or 4d12). Componentes: V S Tempo de Conjuração: 1 bonus action

Duração: Instantaneous Alcance: 60 feet

Descrição: Alvo:

Make a melee spell attack against a creature you can reach. Componentes: V S M

On a hit, the target takes 3d10 necrotic damage. Duração: Concentraçãoup to 10 minutes

Em Níveis Superiores: When you cast this spell using a Descrição:

spell slot of 2nd level or higher, the damage increases by A shimmering field appears and surrounds a creature of

1d10 for each slot level above 1st. your choice within range, granting it a +2 bonus to AC for
the duration.
Aid Lesser Restoration Animate Dead
Abjuração 2 Abjuração 2 Necromancia 3
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 minute
Alcance: 30 feet Alcance: Touch Alcance: 10 feet
Alvo: Alvo: Alvo:
Componentes: V S M Componentes: V S Componentes: V S M
Duração: 8 hours Duração: Instantaneous Duração: Instantaneous
Descrição: Descrição: Descrição:
Your spell bolsters your allies with toughness and resolve. You touch a creature and can end either one disease or one This spell creates an undead servant. Choose a pile of
Choose up to three creatures within range. Each target's hit condition afflicting it. The condition can be blinded, bones or a corpse of a Medium or Small humanoid within
point maximum and current hit points increase by 5 for the deafened, paralyzed, or poisoned. range. Your spell imbues the target with a foul mimicry of
duration. life, raising it as an undead creature. The target becomes a
Em Níveis Superiores: When you cast this spell using a Protection from Poison skeleton if you chose bones or a zombie if you chose a
spell slot of 3rd level or higher, a target's hit points increase Abjuração 2 corpse (the DM has the creature's game statistics). On each
by an additional 5 for each slot level above 2nd. Tempo de Conjuração: 1 action of your turns, you can use a bonus action to mentally
Alcance: Touch command any creature you made with this spell if the
Blindness/Deafness Alvo: creature is within 60 feet of you (if you control multiple
Necromancia 2 Componentes: V S creatures, you can command any or all of them at the same
Tempo de Conjuração: 1 action Duração: 1 hour time, issuing the same command to each one). You decide
Alcance: 30 feet Descrição: what action the creature will take and where it will move
Alvo: You touch a creature. If it is poisoned, you neutralize the during its next turn, or you can issue a general command,
Componentes: V poison. If more than one poison afflicts the target, you such as to guard a particular chamber or corridor. If you
Duração: 1 minute neutralize one poison that you know is present, or you issue no commands, the creature only defends itself against
Descrição: neutralize one at random. For the duration, the target has hostile creatures. Once given an order, the creature
You can blind or deafen a foe. Choose one creature that advantage on saving throws against being poisoned, and it continues to follow it until its task is complete. The
you can see within range to make a Constitution saving has resistance to poison damage. creature is under your control for 24 hours, after which it
throw. If it fails, the target is either blinded or deafened stops obeying any command you've given it. To maintain
(your choice) for the duration. At the end of each of its Warding Bond
control of the creature for another 24 hours, you must cast
turns, the target can make a Constitution saving throw. On Abjuração 2
this spell on the creature again before the current 24-hour
a success, the spell ends. Tempo de Conjuração: 1 action
period ends. This use of the spell reasserts your control
Em Níveis Superiores: When you cast this spell using a Alcance: Touch
over up to four creatures you have animated with this spell,
spell slot of 3rd level or higher, you can target one Alvo:
rather than animating a new one.
additional creature for each slot level above 2nd. Componentes: V S M
Em Níveis Superiores: When you cast this spell using a
Duração: 1 hour
spell slot of 4th level or higher, you animate or reassert
Gentle Repose Descrição:
control over two additional undead creatures for each slot
Necromancia 2 This spell wards a willing creature you touch and creates a
level above 3rd. Each of the creatures must come from a
Tempo de Conjuração: 1 action mystic connection between you and the target until the
different corpse or pile of bones.
Alcance: Touch spell ends. While the target is within 60 feet of you, it gains
Alvo: a +1 bonus to AC and saving throws, and it has resistance Beacon of Hope
Componentes: V S M to all damage. Also, each time it takes damage, you take Abjuração 3
Duração: 10 days the same amount of damage. The spell ends if you drop to Tempo de Conjuração: 1 action
Descrição: 0 hit points or if you and the target become separated by Alcance: 30 feet
You touch a corpse or other remains. For the duration, the more than 60 feet. It also ends if the spell is cast again on Alvo:
target is protected from decay and can't become undead. either of the connected creatures. You can also dismiss the Componentes: V S
The spell also effectively extends the time limit on raising spell as an action. Duração: Concentraçãoup to 1 minute
the target from the dead, since days spent under the Descrição:
influence of this spell don't count against the time limit of This spell bestows hope and vitality. Choose any number
spells such as raise dead. of creatures within range. For the duration, each target has
advantage on Wisdom saving throws and death saving
throws, and regains the maximum number of hit points
possible from any healing.
Bestow Curse Feign Death Glyph of Warding
Necromancia 3 Necromancia 3 Abjuração 3
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 hour
Alcance: Touch Alcance: Touch Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V S Componentes: V S M Componentes: V S M
Duração: Concentraçãoup to 1 minute Duração: 1 hour Duração: Until dispelled or triggered
Descrição: Descrição: Descrição:
You touch a creature, and that creature must succeed on a You touch a willing creature and put it into a cataleptic When you cast this spell, you inscribe a glyph that later
Wisdom saving throw or become cursed for the duration of state that is indistinguishable from death. For the spell's unleashes a magical effect. You inscribe it either on a
the spell. When you cast this spell, choose the nature of the duration, or until you use an action to touch the target and surface (such as a table or a section of floor or wall) or
curse from the following options: - Choose one ability dismiss the spell, the target appears dead to all outward within an object that can be closed (such as a book, a
score. While cursed, the target has disadvantage on ability inspection and to spells used to determine the target's scroll, or a treasure chest) to conceal the glyph. The glyph
checks and saving throws made with that ability score. - status. The target is blinded and incapacitated, and its can cover an area no larger than 10 feet in diameter. If the
While cursed, the target has disadvantage on attack rolls speed drops to 0. The target has resistance to all damage surface or object is moved more than 10 feet from where
against you. - While cursed, the target must make a except psychic damage. If the target is diseased or you cast this spell, the glyph is broken, and the spell ends
Wisdom saving throw at the start of each of its turns. If it poisoned when you cast the spell, or becomes diseased or without being triggered. The glyph is nearly invisible and
fails, it wastes its action that turn doing nothing. - While poisoned while under the spell's effect, the disease and requires a successful Intelligence (Investigation) check
the target is cursed, your attacks and spells deal an extra poison have no effect until the spell ends. against your spell save DC to be found. You decide what
1d8 necrotic damage to the target. A remove curse spell triggers the glyph when you cast the spell. For glyphs
ends this effect. At the DM's option, you may choose an inscribed on a surface, the most typical triggers include
alternative curse effect, but it should be no more powerful touching or standing on the glyph, removing another object
than those described above. The DM has final say on such covering the glyph, approaching within a certain distance
a curse's effect. of the glyph, or manipulating the object on which the glyph
Em Níveis Superiores: If you cast this spell using a spell is inscribed. For glyphs inscribed within an object, the
slot of 4th level or higher, the duration is concentration, up most common triggers include opening that object,
to 10 minutes. If you use a spell slot of 5th level or higher, approaching within a certain distance of the object, or
the duration is 8 hours. If you use a spell slot of 7th level or seeing or reading the glyph. Once a glyph is triggered, this
higher, the duration is 24 hours. If you use a 9th level spell spell ends. You can further refine the trigger so the spell
slot, the spell lasts until it is dispelled. Using a spell slot of activates only under certain circumstances or according to
5th level or higher grants a duration that doesn't require physical characteristics (such as height or weight), creature
concentration. kind (for example, the ward could be set to affect
aberrations or drow), or alignment. You can also set
Dispel Magic conditions for creatures that don't trigger the glyph, such as
Abjuração 3 those who say a certain password. When you inscribe the
Tempo de Conjuração: 1 action glyph, choose explosive runes or a spell glyph. Explosive
Alcance: 120 feet Runes. When triggered, the glyph erupts with magical
Alvo: energy in a 20-foot-radius sphere centered on the glyph.
Componentes: V S The sphere spreads around corners. Each creature in the
Duração: Instantaneous area must make a Dexterity saving throw. A creature takes
Descrição: 5d8 acid, cold, fire, lightning, or thunder damage on a
Choose one creature, object, or magical effect within failed saving throw (your choice when you create the
range. Any spell of 3rd level or lower on the target ends. glyph), or half as much damage on a successful one. Spell
For each spell of 4th level or higher on the target, make an Glyph. You can store a prepared spell of 3rd level or lower
ability check using your spellcasting ability. The DC equals in the glyph by casting it as part of creating the glyph. The
10 + the spell's level. On a successful check, the spell ends. spell must target a single creature or an area. The spell
Em Níveis Superiores: When you cast this spell using a being stored has no immediate effect when cast in this way.
spell slot of 4th level or higher, you automatically end the When the glyph is triggered, the stored spell is cast. If the
effects of a spell on the target if the spell's level is equal to spell has a target, it targets the creature that triggered the
or less than the level of the spell slot you used. glyph. If the spell affects an area, the area is centered on
that creature. If the spell summons hostile creatures or
creates harmful objects or traps, they appear as close as
possible to the intruder and attack it. If the spell requires
concentration, it lasts until the end of its full duration.
Em Níveis Superiores: When you cast this spell using a
spell slot of 4th level or higher, the damage of an explosive
runes glyph increases by 1d8 for each slot level above 3rd.
If you create a spell glyph, you can store any spell of up to
the same level as the slot you use for the glyph of warding.

Life Transference Protection from Energy Speak with Dead


Necromancia 3 Abjuração 3 Necromancia 3
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: Touch Alcance: 10 feet
Alvo: One creature of your choice that you can see within Alvo: Alvo:
range Componentes: V S Componentes: V S M
Componentes: V S Duração: Concentraçãoup to 1 hour Duração: 10 minutes
Duração: Instantaneous Descrição: Descrição:
Descrição: For the duration, the willing creature you touch has You grant the semblance of life and intelligence to a corpse
You sacrifice some of your health to mend another resistance to one damage type of your choice: acid, cold, of your choice within range, allowing it to answer the
creature's injuries. You take 4d8 necrotic damage, which fire, lightning, or thunder. questions you pose. The corpse must still have a mouth and
can't be reduced in any way, and one creature of your can't be undead. The spell fails if the corpse was the target
choice that you can see within range regains a number of Remove Curse of this spell within the last 10 days. Until the spell ends,
hit points equal to twice the necrotic damage you take. Abjuração 3 you can ask the corpse up to five questions. The corpse
Em Níveis Superiores: When you cast this spell using a Tempo de Conjuração: 1 action knows only what it knew in life, including the languages it
spell slot of 4th level or higher, the damage increases by Alcance: Touch knew. Answers are usually brief, cryptic, or repetitive, and
1d8 for each slot level above 3rd. Alvo: the corpse is under no compulsion to offer a truthful
Componentes: V S answer if you are hostile to it or it recognizes you as an
Magic Circle Duração: Instantaneous enemy. This spell doesn't return the creature's soul to its
Abjuração 3 Descrição: body, only its animating spirit. Thus, the corpse can't learn
Tempo de Conjuração: 1 minute At your touch, all curses affecting one creature or object new information, doesn't comprehend anything that has
Alcance: 10 feet end. If the object is a cursed magic item, its curse remains, happened since it died, and can't speculate about future
Alvo: but the spell breaks its owner's attunement to the object so events.
Componentes: V S M it can be removed or discarded.
Duração: 1 hour Spirit Shroud
Descrição: Revivify Necromancia 3
You create a 10-foot-radius, 20-foot-tall cylinder of Necromancia 3 Tempo de Conjuração: 1 bonus action
magical energy centered on a point on the ground that you Tempo de Conjuração: 1 action Alcance: Self
can see within range. Glowing runes appear wherever the Alcance: Touch Alvo: One creature you hit within 10 feet of you
cylinder intersects with the floor or other surface. Choose Alvo: Componentes: V S
one or more of the following types of creatures: celestials, Componentes: V S M Duração: Concentraçãoup to 1 minute
elementals, fey, fiends, or undead. The circle affects a Duração: Instantaneous Descrição:
creature of the chosen type in the following ways: - The Descrição: You call forth spirits of the dead, which flit around you for
creature can't willingly enter the cylinder by nonmagical You touch a creature that has died within the last minute. the spell's duration. The spirits are intangible and
means. If the creature tries to use teleportation or That creature returns to life with 1 hit point. This spell can't invulnerable. Until the spell ends, any attack you make
interplanar travel to do so, it must first succeed on a return to life a creature that has died of old age, nor can it deals 1d8 extra damage when you hit a creature within 10
Charisma saving throw. - The creature has disadvantage on restore any missing body parts. feet of you. This damage is radiant, necrotic, or cold (your
attack rolls against targets within the cylinder. - Targets choice when you cast the spell). Any creature that takes
within the cylinder can't be charmed, frightened, or this damage can't regain hit points until the start of your
possessed by the creature. When you cast this spell, you next turn. In addition, any creature of your choice that you
can elect to cause its magic to operate in the reverse can see that starts its turn within 10 feet of you has its
direction, preventing a creature of the specified type from speed reduced by 10 feet until the start of your next turn.
leaving the cylinder and protecting targets outside it. Em Níveis Superiores: When you cast this spell using a
Em Níveis Superiores: When you cast this spell using a spell slot of 4th level or higher, the damage increases by
spell slot of 4th level or higher, the duration increases by 1 1d8 for every two slot levels above 3rd.
hour for each slot level above 3rd.
Aura of Life Death Ward Contagion
Abjuração 4 Abjuração 4 Necromancia 5
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: Self (30-foot radius) Alcance: Touch Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V Componentes: V S Componentes: V S
Duração: Concentraçãoup to 10 minutes Duração: 8 hours Duração: 7 days
Descrição: Descrição: Descrição:
Life-preserving energy radiates from you in an aura with a You touch a creature and grant it a measure of protection Your touch inflicts disease. Make a melee spell attack
30-foot radius. Until the spell ends, the aura moves with from death. The first time the target would drop to 0 hit against a creature within your reach. On a hit, the target is
you, centered on you. Each nonhostile creature in the aura points as a result of taking damage, the target instead drops poisoned. At the end of each of the poisoned target's turns,
(including you) has resistance to necrotic damage, and its to 1 hit point, and the spell ends. If the spell is still in effect the target must make a Constitution saving throw. If the
hit point maximum can't be reduced. In addition, a when the target is subjected to an effect that would kill it target succeeds on three of these saves, it is no longer
nonhostile, living creature regains 1 hit point when it starts instantaneously without dealing damage, that effect is poisoned, and the spell ends. If the target fails three of
its turn in the aura with 0 hit points. instead negated against the target, and the spell ends. these saves, the target is no longer poisoned, but choose
one of the diseases below. The target is subjected to the
Aura of Purity Freedom of Movement chosen disease for the spell's duration. Since this spell
Abjuração 4 Abjuração 4 induces a natural disease in its target, any effect that
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action removes a disease or otherwise ameliorates a disease's
Alcance: Self (30-foot radius) Alcance: Touch effects apply to it. Blinding Sickness. Pain grips the
Alvo: Alvo: creature's mind, and its eyes turn milky white. The creature
Componentes: V Componentes: V S M has disadvantage on Wisdom checks and Wisdom saving
Duração: Concentraçãoup to 10 minutes Duração: 1 hour throws and is blinded. Filth Fever. A raging fever sweeps
Descrição: Descrição: through the creature's body. The creature has disadvantage
Purifying energy radiates from you in an aura with a 30- You touch a willing creature. For the duration, the target's on Strength checks, Strength saving throws, and attack
foot radius. Until the spell ends, the aura moves with you, movement is unaffected by difficult terrain, and spells and rolls that use Strength. Flesh Rot. The creature's flesh
centered on you. Each nonhostile creature in the aura other magical effects can neither reduce the target's speed decays. The creature has disadvantage on Charisma checks
(including you) can't become diseased, has resistance to nor cause the target to be paralyzed or restrained. The and vulnerability to all damage. Mindfire. The creature's
poison damage, and has advantage on saving throws target can also spend 5 feet of movement to automatically mind becomes feverish. The creature has disadvantage on
against effects that cause any of the following conditions: escape from nonmagical restraints, such as manacles or a Intelligence checks and Intelligence saving throws, and the
blinded, charmed, deafened, frightened, paralyzed, creature that has it grappled. Finally, being underwater creature behaves as if under the effects of the confusion
poisoned, and stunned. imposes no penalties on the target's movement or attacks. spell during combat. Seizure. The creature is overcome
with shaking. The creature has disadvantage on Dexterity
Banishment
checks, Dexterity saving throws, and attack rolls that use
Abjuração 4
Dexterity. Slimy Doom. The creature begins to bleed
Tempo de Conjuração: 1 action
uncontrollably. The creature has disadvantage on
Alcance: 60 feet
Constitution checks and Constitution saving throws. In
Alvo:
addition, whenever the creature takes damage, it is stunned
Componentes: V S M
until the end of its next turn.
Duração: Concentraçãoup to 1 minute
Descrição:
You attempt to send one creature that you can see within
range to another plane of existence. The target must
succeed on a Charisma saving throw or be banished. If the
target is native to the plane of existence you're on, you
banish the target to a harmless demiplane. While there, the
target is incapacitated. The target remains there until the
spell ends, at which point the target reappears in the space
it left or in the nearest unoccupied space if that space is
occupied. If the target is native to a different plane of
existence than the one you're on, the target is banished with
a faint popping noise, returning to its home plane. If the
spell ends before 1 minute has passed, the target reappears
in the space it left or in the nearest unoccupied space if that
space is occupied. Otherwise, the target doesn't return.
Em Níveis Superiores: When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
Dispel Evil and Good Planar Binding Raise Dead
Abjuração 5 Abjuração 5 Necromancia 5
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 hour Tempo de Conjuração: 1 hour
Alcance: Self Alcance: 60 feet Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V S M Componentes: V S M Componentes: V S M
Duração: Concentraçãoup to 1 minute Duração: 24 hours Duração: Instantaneous
Descrição: Descrição: Descrição:
Shimmering energy surrounds and protects you from fey, With this spell, you attempt to bind a celestial, an You return a dead creature you touch to life, provided that
undead, and creatures originating from beyond the Material elemental, a fey, or a fiend to your service. The creature it has been dead no longer than 10 days. If the creature's
Plane. For the duration, celestials, elementals, fey, fiends, must be within range for the entire casting of the spell. soul is both willing and at liberty to rejoin the body, the
and undead have disadvantage on attack rolls against you. (Typically, the creature is first summoned into the center of creature returns to life with 1 hit point. This spell also
You can end the spell early by using either of the following an inverted magic circle in order to keep it trapped while neutralizes any poisons and cures nonmagical diseases that
special functions. Break Enchantment. As your action, you this spell is cast.) At the completion of the casting, the affected the creature at the time it died. This spell doesn't,
touch a creature you can reach that is charmed, frightened, target must make a Charisma saving throw. On a failed however, remove magical diseases, curses, or similar
or possessed by a celestial, an elemental, a fey, a fiend, or save, it is bound to serve you for the duration. If the effects; if these aren't first removed prior to casting the
an undead. The creature you touch is no longer charmed, creature was summoned or created by another spell, that spell, they take effect when the creature returns to life. The
frightened, or possessed by such creatures. Dismissal. As spell's duration is extended to match the duration of this spell can't return an undead creature to life. This spell
your action, make a melee spell attack against a celestial, spell. A bound creature must follow your instructions to closes all mortal wounds, but it doesn't restore missing
an elemental, a fey, a fiend, or an undead you can reach. the best of its ability. You might command the creature to body parts. If the creature is lacking body parts or organs
On a hit, you attempt to drive the creature back to its home accompany you on an adventure, to guard a location, or to integral for its survival—its head, for instance—the spell
plane. The creature must succeed on a Charisma saving deliver a message. The creature obeys the letter of your automatically fails. Coming back from the dead is an
throw or be sent back to its home plane (if it isn't there instructions, but if the creature is hostile to you, it strives to ordeal. The target takes a −4 penalty to all attack rolls,
already). If they aren't on their home plane, undead are sent twist your words to achieve its own objectives. If the saving throws, and ability checks. Every time the target
to the Shadowfell, and fey are sent to the Feywild. creature carries out your instructions completely before the finishes a long rest, the penalty is reduced by 1 until it
spell ends, it travels to you to report this fact if you are on disappears.
Greater Restoration the same plane of existence. If you are on a different plane
Abjuração 5 of existence, it returns to the place where you bound it and
Tempo de Conjuração: 1 action remains there until the spell ends.
Alcance: Touch Em Níveis Superiores: When you cast this spell using a
Alvo: spell slot of a higher level, the duration increases to 10
Componentes: V S M days with a 6th-level slot, to 30 days with a 7th-level slot,
Duração: Instantaneous to 180 days with an 8th-level slot, and to a year and a day
Descrição: with a 9th-level spell slot.
You imbue a creature you touch with positive energy to
undo a debilitating effect. You can reduce the target's
exhaustion level by one, or end one of the following effects
on the target: - One effect that charmed or petrified the
target - One curse, including the target's attunement to a
cursed magic item - Any reduction to one of the target's
ability scores - One effect reducing the target's hit point
maximum
Create Undead Forbiddance Resurrection
Necromancia 6 Abjuração 6 Necromancia 7
Tempo de Conjuração: 1 minute Tempo de Conjuração: 10 minutes Tempo de Conjuração: 1 hour
Alcance: 10 feet Alcance: Touch Alcance: Touch
Alvo: Alvo: Alvo:
Componentes: V S M Componentes: V S M Componentes: V S M
Duração: Instantaneous Duração: 1 day Duração: Instantaneous
Descrição: Descrição: Descrição:
You can cast this spell only at night. Choose up to three You create a ward against magical travel that protects up to You touch a dead creature that has been dead for no more
corpses of Medium or Small humanoids within range. Each 40,000 square feet of floor space to a height of 30 feet than a century, that didn't die of old age, and that isn't
corpse becomes a ghoul under your control. (The DM has above the floor. For the duration, creatures can't teleport undead. If its soul is free and willing, the target returns to
game statistics for these creatures.) As a bonus action on into the area or use portals, such as those created by the life with all its hit points. This spell neutralizes any poisons
each of your turns, you can mentally command any gate spell, to enter the area. The spell proofs the area and cures normal diseases afflicting the creature when it
creature you animated with this spell if the creature is against planar travel, and therefore prevents creatures from died. It doesn't, however, remove magical diseases, curses,
within 120 feet of you (if you control multiple creatures, accessing the area by way of the Astral Plane, Ethereal and the like; if such effects aren't removed prior to casting
you can command any or all of them at the same time, Plane, Feywild, Shadowfell, or the plane shift spell. In the spell, they afflict the target on its return to life. This
issuing the same command to each one). You decide what addition, the spell damages types of creatures that you spell closes all mortal wounds and restores any missing
action the creature will take and where it will move during choose when you cast it. Choose one or more of the body parts. Coming back from the dead is an ordeal. The
its next turn, or you can issue a general command, such as following: celestials, elementals, fey, fiends, and undead. target takes a −4 penalty to all attack rolls, saving throws,
to guard a particular chamber or corridor. If you issue no When a chosen creature enters the spell's area for the first and ability checks. Every time the target finishes a long
commands, the creature only defends itself against hostile time on a turn or starts its turn there, the creature takes rest, the penalty is reduced by 1 until it disappears. Casting
creatures. Once given an order, the creature continues to 5d10 radiant or necrotic damage (your choice when you this spell to restore life to a creature that has been dead for
follow it until its task is complete. The creature is under cast this spell). When you cast this spell, you can designate one year or longer taxes you greatly. Until you finish a long
your control for 24 hours, after which it stops obeying any a password. A creature that speaks the password as it enters rest, you can't cast spells again, and you have disadvantage
command you have given it. To maintain control of the the area takes no damage from the spell. The spell's area on all attack rolls, ability checks, and saving throws.
creature for another 24 hours, you must cast this spell on can't overlap with the area of another forbiddance spell. If
the creature before the current 24-hour period ends. This you cast forbiddance every day for 30 days in the same
use of the spell reasserts your control over up to three location, the spell lasts until it is dispelled, and the material
creatures you have animated with this spell, rather than components are consumed on the last casting.
animating new ones.
Em Níveis Superiores: When you cast this spell using a Harm

7th-level spell slot, you can animate or reassert control Necromancia 6

over four ghouls. When you cast this spell using an 8th- Tempo de Conjuração: 1 action

level spell slot, you can animate or reassert control over Alcance: 60 feet

five ghouls or two ghasts or wights. When you cast this Alvo:

spell using a 9th-level spell slot, you can animate or Componentes: V S

reassert control over six ghouls, three ghasts or wights, or Duração: Instantaneous

two mummies. Descrição:


You unleash a virulent disease on a creature that you can
see within range. The target must make a Constitution
saving throw. On a failed save, it takes 14d6 necrotic
damage, or half as much damage on a successful save. The
damage can't reduce the target's hit points below 1. If the
target fails the saving throw, its hit point maximum is
reduced for 1 hour by an amount equal to the necrotic
damage it took. Any effect that removes a disease allows a
creature's hit point maximum to return to normal before
that time passes.
Symbol Antimagic Field Holy Aura
Abjuração 7 Abjuração 8 Abjuração 8
Tempo de Conjuração: 1 minute Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: Touch Alcance: Self (10-foot radius) Alcance: Self
Alvo: Alvo: Alvo: Creatures of your choice in a 30-foot radius centered
Componentes: V S M Componentes: V S M on you when you cast this spell
Duração: Until dispelled or triggered Duração: Concentraçãoup to 1 hour Componentes: V S M
Descrição: Descrição: Duração: Concentraçãoup to 1 minute
When you cast this spell, you inscribe a harmful glyph A 10-foot-radius invisible sphere of antimagic surrounds Descrição:
either on a surface (such as a section of floor, a wall, or a you. This area is divorced from the magical energy that Divine light washes out from you and coalesces in a soft
table) or within an object that can be closed to conceal the suffuses the multiverse. Within the sphere, spells can't be radiance in a 30-foot radius around you. Creatures of your
glyph (such as a book, a scroll, or a treasure chest). If you cast, summoned creatures disappear, and even magic items choice in that radius when you cast this spell shed dim light
choose a surface, the glyph can cover an area of the surface become mundane. Until the spell ends, the sphere moves in a 5-foot radius and have advantage on all saving throws,
no larger than 10 feet in diameter. If you choose an object, with you, centered on you. Spells and other magical and other creatures have disadvantage on attack rolls
that object must remain in its place; if the object is moved effects, except those created by an artifact or a deity, are against them until the spell ends. In addition, when a fiend
more than 10 feet from where you cast this spell, the glyph suppressed in the sphere and can't protrude into it. A slot or an undead hits an affected creature with a melee attack,
is broken, and the spell ends without being triggered. The expended to cast a suppressed spell is consumed. While an the aura flashes with brilliant light. The attacker must
glyph is nearly invisible, requiring an Intelligence effect is suppressed, it doesn't function, but the time it succeed on a Constitution saving throw or be blinded until
(Investigation) check against your spell save DC to find it. spends suppressed counts against its duration. Targeted the spell ends.
You decide what triggers the glyph when you cast the spell. Effects. Spells and other magical effects, such as magic
For glyphs inscribed on a surface, the most typical triggers missile and charm person, that target a creature or an object
include touching or stepping on the glyph, removing in the sphere have no effect on that target. Areas of Magic.
another object covering it, approaching within a certain The area of another spell or magical effect, such as fireball,
distance of it, or manipulating the object that holds it. For can't extend into the sphere. If the sphere overlaps an area
glyphs inscribed within an object, the most common of magic, the part of the area that is covered by the sphere
triggers are opening the object, approaching within a is suppressed. For example, the flames created by a wall of
certain distance of it, or seeing or reading the glyph. You fire are suppressed within the sphere, creating a gap in the
can further refine the trigger so the spell is activated only wall if the overlap is large enough. Spells. Any active spell
under certain circumstances or according to a creature's or other magical effect on a creature or an object in the
physical characteristics (such as height or weight), or sphere is suppressed while the creature or object is in it.
physical kind (for example, the ward could be set to affect Magic Items. The properties and powers of magic items are
hags or shapechangers). You can also specify creatures that suppressed in the sphere. For example, a +1 longsword in
don't trigger the glyph, such as those who say a certain the sphere functions as a nonmagical longsword. A magic
password. When you inscribe the glyph, choose one of the weapon's properties and powers are suppressed if it is used
options below for its effect. Once triggered, the glyph against a target in the sphere or wielded by an attacker in
glows, filling a 60-foot-radius sphere with dim light for 10 the sphere. If a magic weapon or a piece of magic
minutes, after which time the spell ends. Each creature in ammunition fully leaves the sphere (for example, if you
the sphere when the glyph activates is targeted by its effect, fire a magic arrow or throw a magic spear at a target
as is a creature that enters the sphere for the first time on a outside the sphere), the magic of the item ceases to be
turn or ends its turn there. Death. Each target must make a suppressed as soon as it exits. Magical Travel.
Constitution saving throw, taking 10d10 necrotic damage Teleportation and planar travel fail to work in the sphere,
on a failed save, or half as much damage on a successful whether the sphere is the destination or the departure point
save. Discord. Each target must make a Constitution saving for such magical travel. A portal to another location, world,
throw. On a failed save, a target bickers and argues with or plane of existence, as well as an opening to an
other creatures for 1 minute. During this time, it is extradimensional space such as that created by the rope
incapable of meaningful communication and has trick spell, temporarily closes while in the sphere.
disadvantage on attack rolls and ability checks. Fear. Each Creatures and Objects. A creature or object summoned or
target must make a Wisdom saving throw and becomes created by magic temporarily winks out of existence in the
frightened for 1 minute on a failed save. While frightened, sphere. Such a creature instantly reappears once the space
the target drops whatever it is holding and must move at the creature occupied is no longer within the sphere. Dispel
least 30 feet away from the glyph on each of its turns, if Magic. Spells and magical effects such as dispel magic
able. Hopelessness. Each target must make a Charisma have no effect on the sphere. Likewise, the spheres created
saving throw. On a failed save, the target is overwhelmed by different antimagic field spells don't nullify each other.
with despair for 1 minute. During this time, it can't attack
or target any creature with harmful abilities, spells, or other
magical effects. Insanity. Each target must make an
Intelligence saving throw. On a failed save, the target is
driven insane for 1 minute. An insane creature can't take
actions, can't understand what other creatures say, can't
read, and speaks only in gibberish. The DM controls its
movement, which is erratic. Pain. Each target must make a
Constitution saving throw and becomes incapacitated with
excruciating pain for 1 minute on a failed save. Sleep. Each
target must make a Wisdom saving throw and falls
unconscious for 10 minutes on a failed save. A creature
awakens if it takes damage or if someone uses an action to
shake or slap it awake. Stunning. Each target must make a
Wisdom saving throw and becomes stunned for 1 minute
on a failed save.

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