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The Deity, Grave 7 Worshiped One

CLASSE E NÍVEL ANTECEDENTE NOME DO JOGADOR


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

INSPIRAÇÃO
FORÇA
20 1 30 ft.
-3 3 BÔNUS DE PROFICIÊNCIA

5 TRAÇOS DE PERSONALIDADE

PVs Máximo 75
DESTREZA -3 Força

1
1 Destreza
PONTOS DE VIDA ATUAIS
6 Constituição
2 Inteligência
13
10 Sabedoria
IDEAIS
5 Carisma
CONSTITUIÇÃO
PONTOS DE VIDA TEMPORÁRIOS
TESTES DE RESISTÊNCIA

3 7

16 4 Acrobacia (Des)
10 Adestrar Animais (Sab)
2 Arcanismo (Int) VÍNCULOS
INTELIGÊNCIA

-3 Atletismo (For)

2 2 Enganação (Car)
NOME ATQ DANO/TIPO
2 História (Int)
14 10 Intuição (Sab) Vestígio do Fim +10 1d12+7 Cortant…
2 Intimidação (Car)
SABEDORIA
2 Investigação (Int) Toll the Dead DC18 2d8 Necrotic + … DEFEITOS

7 13 Medicina (Sab)

2 Natureza (Int) ATAQUES & CONJURAÇÃO

13 Percepção (Sab)
24
2 Atuação (Car) Creature Type
5 Persuasão (Car) CP SP EP GP PP Blessing of the Raven Queen
CARISMA
5 Religião (Int)
Darkvision

2 1

4
Prestidigitação (Des)

Furtividade (Des)
1 Plate Armor
1 Shield
Fey Ancestry

Keen Senses
14 10 Sobrevivência (Sab) 1 Wings of Flying

EQUIPAMENTO Necrotic Resistance


APTIDÕES
Trance

Languages
23 SABEDORIA (PERCEPÇÃO) PASSIVA
Divinity

Divine Implement

Shape Fate
OUTRAS PROFICIÊNCIAS & IDIOMAS
Godly Nature

Divine Ability Score Improvement

Mythic Reaction

Sever Destiny

Divine Knowledge

Innate Spellcasting

Soul Herder

Delayed Death

Impassable

TALENTOS & TRAÇOS


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

Total: 4 Total:
4
ATAQUES & CONJURAÇÃO SPELLS

Total: Total:

EQUIPAMENTO

Total: Total:
SABEDORIA 18 10

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 0 6 0

Thaumaturgy

Toll the Dead


4 0 7 0

1 0

5 0 8 0

2 0

9 0
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.
Divine Knowledge Soul Herder Delayed Death
You gain proficiency in the Medicine skill, or another skill When a creature within 120 feet of you dies, you can use When you use Shape Fate to impose disadvantage on an
if already proficient, and your proficiency bonus is doubled your reaction to draw its soul to you. It appears as a dull attack roll, or advantage on a saving throw, the target of the
for any ability check you make using Medicine. You also mote of light that hovers and circles around you. If the attack roll or effect that forced the saving throw gains
learn the toll the dead cantrip, and are able to sense the creature's soul would be destroyed or trapped from its resistance to any damage dealt by it.
presence of living creatures at 0 hit points within 120 feet manner of death, you can expend a use of Shape Fate as
of you that are not constructs or undead. You can use your part of the same reaction to prevent that effect, safely Impassable

bonus action to stabilize such a creature, and you do not bringing the creatures soul to you instead. While you have You gain proficiency in Wisdom saving throws. If you

have to see the creature to use this ability. Additionally, at least one soul, you can use your action to do one of the already have this proficiency, you instead gain proficiency

you can detect any undead creatures within 120 feet of you following: Send the soul safely to the afterlife. Expend a in Intelligence or Charisma saving throws (your choice).

as if you had blindsight. use of Shape Fate to return the soul to its body if it is You also gain resistance to your choice of cold, necrotic, or

within 120 feet of you and the DM decides the body is psychic damage. You gain resistance to another of these
Innate Spellcasting capable of returning to life. The creature then stabilizes at 0 damage types at 14th and 18th level. Additionally, you can
You can cast any abjuration or necromancy spell of 1st hit points. Consume the soul, destroying it and causing you use a mythic reaction at the end of another creature's turn
level or higher from the cleric spell list, using Wisdom for or a creature within 120 feet of you that you can see or that to curse a creature you can see within 120 feet of you. The
your spell attack modifier and saving throw DC. The spell's is at 0 hit points to regain hit points equal to the number of target must succeed on a Charisma saving throw against
level must be no higher than half your deity level, rounded Hit Dice that soul had. Send the soul flying to a point you your Shape Fate DC, or until the end of that creature's next
up. The spell is cast at its lowest level, and you ignore any can see within 120 feet of you, where it then detonates, turn, it cannot regain hit points and it subtracts 1d4 from
material components not consumed by it. You can use this destroying the soul and forcing each creature in a 10-foot- each attack roll and saving throw it makes.
feature a number of times equal to half your deity level, radius sphere centered on that point to succeed on a
rounded up, and you regain all expended uses when you Charisma saving throw against your Shape Fate DC or take
finish a long rest. When you cast a spell of 6th level or force damage equal to the number of Hit Dice that soul
higher with this feature, you cannot use this feature to cast had. Once you have a number of souls equal to your
a spell of that level again until you finish a long rest. Wisdom modifier, you can't draw anymore souls to you
until you release one.
MAGIAS
Thaumaturgy Toll the Dead
Transmutação cantrip Necromancia cantrip
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: 60 feet
Alvo: Alvo: One creature you can see within range
Componentes: V Componentes: V S
Duração: Up to 1 minute Duração: Instantaneous
Descrição: Descrição:
You manifest a minor wonder, a sign of supernatural You point at one creature you can see within range, and the
power, within range. You create one of the following sound of a dolorous bell fills the air around it for a
magical effects within range: - Your voice booms up to moment. The target must succeed on a Wisdom saving
three times as loud as normal for 1 minute. - You cause throw or take 1d8 necrotic damage. If the target is missing
flames to flicker, brighten, dim, or change color for 1 any of its hit points, it instead takes 1d12 necrotic damage.
minute. - You cause harmless tremors in the ground for 1 The spell's damage increases by one die when you reach
minute. - You create an instantaneous sound that originates 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th
from a point of your choice within range, such as a rumble level (4d8 or 4d12).
of thunder, the cry of a raven, or ominous whispers. - You
instantaneously cause an unlocked door or window to fly
open or slam shut. - You alter the appearance of your eyes
for 1 minute. If you cast this spell multiple times, you can
have up to three of its 1-minute effects active at a time, and
you can dismiss such an effect as an action.

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