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Paladin [Oathbreaker] (5) Baldur's Gate Soldier Salazar

CLASS & LEVEL BACKGROUND PLAYER NAME


Felipe Aasimar/Fallen Aasimar Chaotic Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Quando pessoas seguem ordens
16 +3 30 cegas elas apoiam um
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
tipo de tirania.

16 PERSONALITY TRAITS

Hit Point Maximum 49


+3 Strength
DEXTERITY
+3 Dexterity Eu luto por aqueles que não
podem lutar por si mesmos
+3 +3 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

16 ●
+4 Wisdom

+6 Charisma
Eu prefiro comer minha armadura a
admitir que estou
CONSTITUTION SAVING THROWS errado.
TEMPORARY HIT POINTS BONDS

+3 +3 Acrobatics (Dex) SUCCESSES

16 5x(1d10+3
+1 Animal Handling (Wis) FAILURES
)
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+6 Athletics (Str)

-1 +3 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

8 +1 Insight (Wis)
Greatsword +6 2d6+3 slashing
Amulet
WISDOM

+6 Intimidation (Cha)
-1 Investigation (Int)
Javelin +6 1d6+3 piercing
Backpack
+1 Medicine (Wis) Bedroll
+1 -1 Nature (Int)
Chain mail
+1 Perception (Wis) Number of
12
+3 Performance (Cha)
Attacks: 2 Clothes, common
CHARISMA

+6 Persuasion (Cha)
+2 Religion (Int)
Mess kit
Pouch

+3 +3 Sleight of Hand (Dex)

16
+3 Stealth (Dex) Rations (1 day)
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


x10
Rope, hempen
11 PASSIVE WISDOM (PERCEPTION)
CP Tinderbox
SP
Torch x10
Tool Proficiencies: Dice Set;
Land Vehicles Waterskin
EP

Weapon Proficiencies: Martial;


Simple GP
10
Armor Proficiencies: Heavy;
PP
Light; Medium; Shields

Language Proficiencies:
Celestial; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
400 1,80 90kg
AGE HEIGHT WEIGHT
Felipe escuros branca Negros
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Salazar era guardião do planos terrenos ,ele vinha sempre


ajudar aqueles que precisavam, raças fracas que adoravam o
mesmo deus. Com o tempo ele ficou apegado aquelas pequenas
criatura frágeis mas assim como vida a morte. Em tempo difíceis
e guerras acontecendo e se viu em uma difícil escolhas onde
não conseguirá salva a todos então pediu ao seu deus pra que lê
ajuda-se mas nada aconteceu, seu deus deixou de ouvi-lo.
Inúmeras vezes suplicou e nunca chegava alguma coisa até ele .
Deus da morte o via como tolo muitas e dia sempre a ele quando
o via em beira da morte "Tanto poder jogado ao nada sua morte
estará próxima" .... E foi assim entre as pequenas criaturas
grande demônios apareceram ele lutou até fim sem medo sem
misericórdia, entre sua trocas de ataques ele foi derrubado e em
um pequeno tempo todos aviam sido aniquilados ,banhado pelo
seu sangue e das criaturas que estavam perto ele enlouqueceu
,não ligava mais para seu deus, não exista nada ali para
proteger e então perto dos demônios e segundos ela
desapareceu apenas ouvindo 'mateos, mateos vingue-se, tudo
que precisa já está em você quebre essas correntes que tanto
vos segura ,seu deus não está mais com você ' seus olhos
escureceram ,sua raiva o consumiu sua asas não mais brancas..
'tudo era negro tudo era um caos ... Tudo era poderoso'.

Sua lâmina passava pelos inimigos amedrontados alguns até


morriam pela sua aura ...

Depois que tudo acabou ali ficou ..

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Paladin Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bless

Ceremony
4
Chaos Bolt (Izzet)

Command
SPELLS KNOWN

Compelled Duel

Cure Wounds
Detect Evil and Good

Detect Magic
Detect Poison and Disease
Divine Favor
8
Gift of Alacrity (Dunamancy)
Hellish Rebuke

2 2
Aid

Branding Smite
Crown of Madness
5
Darkness

Find Steed
9
Find Vehicle
Fortune's Favor (Dunamancy)

Immovable Object (Dunamancy)


Lesser Restoration

Locate Object

Magic Weapon
Protection from Poison
Wristpocket (Dunamancy)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Paladin
Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Heroism

Inflict Wounds
4
Magnify Gravity (Dunamancy)

Protection from Evil and Good


SPELLS KNOWN

Purify Food and Drink

Searing Smite
Shield of Faith

Thunderous Smite
Wrathful Smite

2 2
Zone of Truth

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Damage Resistances: necrotic, radiant
Immunities: disease

---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 4
times/long rest).

Lay on Hands. You have a healing pool of 25 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (use
25 times/long rest).

-----------Other Traits------------
Baldur's Gate Feature: City Guard. You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have
responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits . If you stop performing your
responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you
lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your
responsibilities for a month.

Flaming Fist:
If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you're required to take a
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist's fortresses and a direct line of
communication with Flaming Fist officers and other soldiers. You can also pass through the city's gates without question- although you can't
bring guests into the Upper City as a member of the Watch might. Additionally, you're always welcome at the Three Old Kegs, where the Three
Old Toads are glad to greet you with a smile and a mug of ale.

The Watch:

If you serve in the Watch, you're required to conduct a regular patrol in the Upper City or take a regular shift at its gates, and must report for
training in the Watch Citadel once every t en days. In return, you have access to the Citadel and a direct line of communication with Watch
officers and officials. Your word carries considerable weight in the High Hall, and most establishments in the Citadel Streets neighborhood are
happy to give you and your friends free meals. Addition ally, you can escort people into the Upper City without question, regardless of whether
they are patriars or have Watch tokens. Outside the Upper City, however, most people regard you with suspicion, and you generally get a
chilly reception while in uniform.

Baldur's Gate Feature: Loyalty Test. You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt
guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't
foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who
might have criminal connections . You can also use this sense to get a feeling about who might fulfill their duties strictly by the book.

Blade Mastery. You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of
them:
• You gain a +1 bonus to attack rolls you make with the weapon.
• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus
to your AC until the start of your next turn or until you're not holding the weapon.
• When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Channel Divinity. Your oath provides specific options (use once/rest).

Channel Divinity. An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options:

Control Undead: As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a
Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this
Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of see the paladin. On a failed save,
the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin,
it can attempt another Wisdom saving throw to end the effect on it.

Divine Health. Immune to disease.

Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra (X+1)d8 radiant damage, up to 5d8.
Additional d8 on fiend or undead.

Equipment. You possess an insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), and a bone
dice set or playing card set. Enter these manually as custom items.

Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait,
you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools
of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you
that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become
frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra
necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Page 1

Light Bless Ceremony


Aasimar Cantrip Evocation DC 14 Spell Mod +6 Paladin Level 1 Enchantment DC 14 Spell Mod +6 Paladin Level 1 Abjuration DC 14 Spell Mod +6
1 Act. Touch V,M 1 hr 1 Act. 30 ft V,S,M Conc, 1 min 1 hr (ritual)
Touch V,S,M Inst
A firefly or phosphorescent moss A sprinkling of holy water 25 gp worth of powdered silver, which the spell
consumes

You touch one object that is no larger than 10 You bless up to three creatures of your choice You perform a special religious ceremony that
feet in any dimension. Until the spell ends, the within range. Whenever a target makes an is infused with magic. When you cast the spell,
object sheds bright light in a 20-foot radius attack roll or a saving throw before the spell choose one of the following rites, the target of
and dim light for an additional 20 feet. The ends, the target can roll a d4 and add the which must be within 10 feet of you
light can be colored as you like. Completely number rolled to the attack roll or saving throughout the casting. Atonement: You
covering the object with something opaque throw. At Higher Levels. When you cast this touch one willing creature whose alignment
blocks the light. The spell ends if you cast it spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom
again or dismiss it as an action. If you target you can target one additional creature for each (Insight) check. On a successful check, you
an object held or worn by a hostile creature, slot level above 1st. restore the target to its original alignment.
that creature must succeed on a Dexterity Bless Water: You touch one vial of water and
saving throw to avoid the spell. cause it to become holy water. Coming of Age:
You touch one humanoid who is a young
adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4
and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication: You touch one humanoid who
wishes to be dedicated to your god's service.
For the next 24 hours, whenever the target

Chaos Bolt (Izzet) Command Compelled Duel


Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Enchantment DC 14 Spell Mod +6 Paladin Level 1 Enchantment DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. 60 ft V 1 Rnd 1 B.A. 30 ft V Conc, 1 min

You hurl an undulating, warbling mass of You speak a one-word command to a creature You attempt to compel a creature into a duel.
chaotic energy at one creature in range . Make you can see within range. The target must One creature that you can see within range
a ranged spell attack against the target. On a succeed on a Wisdom saving throw or follow must make a Wisdom saving throw. On a
hit, the target takes 2d8 + 1d6 damage. Choose the command on its next turn. The spell has no failed save, the creature is drawn to you,
one of the d8s. The number rolled on that die effect if the target is undead, if it doesn't compelled by your divine demand. For the
determines the attack's damage type, as understand your language, or if your duration, it has disadvantage on attack rolls
shown below. l Acid 2 Cold 3 Fire 4 Force 5 command is directly harmful to it. Some against creatures other than you, and must
Lightning 6 Poison 7 Psychic 8 Thunder If you typical commands and their effects follow. make a Wisdom saving throw each time it
roll the same number on both d8s, the chaotic You might issue a command other than one attempts to move to a space that is more than
energy leaps from the target to a different described here. If you do so, the GM 30 feet away from you; if it succeeds on this
creature of your choice within 30 feet of it. determines how the target behaves. If the saving throw, this spell doesn't restrict the
Make a new attack roll against the new target, target can't follow your command, the spell target's movement for that turn. The spell
and make a new damage roll , which could ends. Approach. The target moves toward you ends if you attack any other creature, if you
cause the chaotic energy to leap again. A by the shortest and most direct route, ending cast a spell that targets a hostile creature other
creature can be targeted only once by this its turn if it moves within 5 feet of you. Drop. than the target, if a creature friendly to you
casting of the spell. At Higher Levels. When The target drops whatever it is holding and damages the target or casts a harmful spell on
you cast this spell using a spell s lot of 2nd then ends its turn. Flee. The target spends its it, or if you end your turn more than 30 feet
level or higher, each target takes 1d6 extra turn moving away from you by the fastest away from the target.
damage of the type rolled for each slot level available means. Grovel. The target falls prone

Cure Wounds Detect Evil and Good Detect Magic (ritual)


Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Divination DC 14 Spell Mod +6 Paladin Level 1 Divination DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins

A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
Page 1 (reverse)

Ceremony (reverse)
makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can't become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.

Command (reverse) Chaos Bolt (Izzet) (reverse)


and then ends its turn. Halt. The target doesn't above 1st
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Detect Poison and Disease (ritual) Divine Favor Gift of Alacrity (Dunamancy)
Paladin Level 1 Divination DC 14 Spell Mod +6 Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Divination DC 14 Spell Mod +6
1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min 1 min Touch V,S 8 hrs
A yew leaf

For the duration, you can sense the presence Your prayer empowers you with divine You touch a willing creature. For the duration,
and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon the target can add 1d8 to its initiative rolls.
and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a
identify the kind of poison, poisonous hit.
creature, or disease in each case. The spell can
penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.

Hellish Rebuke Heroism Inflict Wounds


Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Enchantment DC 14 Spell Mod +6 Paladin Level 1 Necromancy DC 14 Spell Mod +6
1 reAct. 60 ft V,S Inst 1 Act. Touch V,S Conc, 1 min 1 Act. Touch V,S Inst

You point your finger, and the creature that A willing creature you touch is imbued with Make a melee spell attack against a creature
damaged you is momentarily surrounded by bravery. Until the spell ends, the creature is you can reach. On a hit, the target takes 3d10
hellish flames. The creature must make a immune to being frightened and gains necrotic damage. At Higher Levels. When you
Dexterity saving throw. It takes 2d10 fire temporary hit points equal to your cast this spell using a spell slot of 2nd level or
damage on a failed save, or half as much spellcasting ability modifier at the start of higher, the damage increases by 1d10 for each
damage on a successful one. At Higher Levels. each of its turns. When the spell ends, the slot level above 1st.
When you cast this spell using a spell slot of target loses any remaining temporary hit
2nd level or higher, the damage increase by points from this spell. At Higher Levels. When
1d10 for each slot level above 1st. you cast this spell using a spell slot of 2nd level
or higher, you can target one additional
creature for each slot level above 1st.

Magnify Gravity (Dunamancy) Protection from Evil and Good Purify Food and Drink (ritual)
Paladin Level 1 Transmutation DC 14 Spell Mod +6 Paladin Level 1 Abjuration DC 14 Spell Mod +6 Paladin Level 1 Transmutation DC 14 Spell Mod +6
1 Act. 60 ft V,S 1 Rnd 1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst
Holy water or powdered silver and iron, which the
spell consumes

The gravity in a 10-foot-radius sphere Until the spell ends, one willing creature you All nonmagical food and drink within a
centered on a point you can see within range touch is protected against certain types of 5-foot-radius sphere centered on a point of
increases for a moment. Each creature in the creatures: aberrations, celestials, elementals, your choice within range is purified and
sphere on the turn when you cast the spell fey, fiends, and undead. The protection grants rendered free of poison and disease.
must make a Constitution saving throw. On a several benefits. Creatures of those types have
failed save, a creature takes 2d8 force damage, disadvantage on attack rolls against the target.
and its speed is halved until the end of its next The target also can't be charmed, frightened,
turn. On a successful save, a creature takes or possessed by them. If the target is already
half as much damage and suffers no reduction charmed, frightened, or possessed by such a
to its speed. Until the start of your next turn, creature, the target has advantage on any new
any object that isn't being worn or carried in saving throw against the relevant effect.
the sphere requires a successful Strength
check against your spell save DC to pick up or
move. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.
Page 2 (reverse)
Page 3

Searing Smite Shield of Faith Thunderous Smite


Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Abjuration DC 14 Spell Mod +6 Paladin Level 1 Evocation DC 14 Spell Mod +6
1 B.A. Self V Conc, 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins 1 B.A. Self V Conc, 1 min
A small parchment with a bit of holy text written on
it

The next time you hit a creature with a melee A shimmering field appears and surrounds a The first time you hit with a melee weapon
weapon attack during the spell's duration, creature of your choice within range, granting attack during this spell's duration, your
your weapon flares with white-hot intensity, it a +2 bonus to AC for the duration. weapon rings with thunder that is audible
and the attack deals an extra 1d6 fire damage within 300 feet of you, and the attack deals an
to the target and causes the target to ignite in extra 2d6 thunder damage to the target.
flames. At the start of each of its turns until Additionally, if the target is a creature, it must
the spell ends, the target must make a succeed on a Strength saving throw or be
Constitution saving throw. On a failed save, it pushed 10 feet away from you and knocked
takes 1d6 fire damage. On a successful save, prone.
the spell ends. If the target or a creature within
5 feet of it uses an action to put out the flames,
or if some other effect douses the flames (such
as the target being submerged in water), the
spell ends. At Higher Levels: When you cast
this spell using a spell slot of 2nd level or
higher, the initial extra damage dealt by the
attack increases by 1d6 for each slot above 1st.

Wrathful Smite Aid Branding Smite


Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 2 Abjuration DC 14 Spell Mod +6 Paladin Level 2 Evocation DC 14 Spell Mod +6
1 B.A. Self V Conc, 1 min 1 Act. 30 ft V,S,M 8 hrs 1 B.A. Self V Conc, 1 min
A tiny strip of white cloth

The next time you hit with a melee weapon Your spell bolsters your allies with toughness The next time you hit a creature with a
attack during this spell's duration, your attack and resolve. Choose up to three creatures weapon attack before this spell ends, the
deals an extra 1d6 psychic damage. within range. Each target's hit point weapon gleams with astral radiance as you
Additionally, if the target is a creature, it must maximum and current hit points increase by 5 strike. The attack deals an extra 2d6 radiant
make a Wisdom saving throw or be frightened for the duration. At Higher Levels. When you damage to the target, which becomes visible if
of you until the spell ends. As an action, the cast this spell using a spell slot of 3rd level or it's invisible, and the target sheds dim light in
creature can make a Wisdom check against higher, a target's hit points increase by an a 5-foot radius and can't become invisible until
your spell save DC to end this spell. additional 5 for each slot level above 2nd. the spell ends. At Higher Levels: When you
cast this spell using a spell slot of 3rd level or
higher, the extra damage increases by 1d6 for
each slot level above 2nd.

Crown of Madness Darkness Find Steed


Paladin Level 2 Enchantment DC 14 Spell Mod +6 Paladin Level 2 Evocation DC 14 Spell Mod +6 Paladin Level 2 Conjuration DC 14 Spell Mod +6
1 Act. 120 ft V,S Conc, 1 min 1 Act. 60 ft V,M Conc, 10 mins 10 mins 30 ft V,S Inst
Bat fur and a drop of pitch or piece of coal

One humanoid of your choice that you can see Magical darkness spreads from a point you You summon a spirit that assumes the form of
within range must succeed on a Wisdom choose within range to fill a 15-foot-radius an unusually intelligent, strong, and loyal
saving throw or become charmed by you for sphere for the duration. The darkness spreads steed, creating a long-lasting bond with it.
the duration. While the target is charmed in around corners. A creature with darkvision Appearing in an unoccupied space within
this way, a twisted crown of jagged iron can't see through this darkness, and range, the steed takes on a form that you
appears on its head, and a madness glows in nonmagical light can't illuminate it. If the choose: a warhorse, a pony, a camel, an elk, or
its eyes. The charmed target must use its point you choose is on an object you are a mastiff. (Your GM might allow other animals
action before moving on each of its turns to holding or one that isn't being worn or carried, to be summoned as steeds.) The steed has the
make a melee attack against a creature other the darkness emanates from the object and statistics of the chosen form, though it is a
than itself that you mentally choose. The moves with it. Completely covering the source celestial, fey, or fiend (your choice) instead of
target can act normally on its turn if you of the darkness with an opaque object, such as its normal type. Additionally, if your steed has
choose no creature or if none are within its a bowl or a helm, blocks the darkness. If any of an Intelligence of 5 or less, its Intelligence
reach. On your subsequent turns, you must this spell's area overlaps with an area of light becomes 6, and it gains the ability to
use your action to maintain control over the created by a spell of 2nd level or lower, the understand one language of your choice that
target, or the spell ends. Also the target can spell that created the light is dispelled. you speak. Your steed serves you as a mount,
make a Wisdom saving throw at the end of both in combat and out, and you have an
each of its turns. On a success, the spell ends. instinctive bond with it that allows you to
fight as a seamless unit. While mounted on
your steed, you can make any spell you cast
Page 3 (reverse)

Find Steed (reverse)


that targets only you also target your steed.
When the steed drops to 0 hit points, it
disappears, leaving behind no physical form.
You can also dismiss your steed at any time as
an action, causing it to disappear. In either
case, casting this spell again summons the
same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you
can communicate with it telepathically. You
can't have more than one steed bonded by this
spell at a time. As an action, you can release
the steed from its bond at any time, causing it
to disappear.
Page 4

Find Vehicle Fortune's Favor (Dunamancy) Immovable Object (Dunamancy)


Paladin Level 2 Conjuration DC 14 Spell Mod +6 Paladin Level 2 Divination DC 14 Spell Mod +6 Paladin Level 2 Transmutation DC 14 Spell Mod +6
10 mins 30 ft V,S 8 hrs 1 min 60 ft V,S,M 1 hr 1 Act. Touch V,S,M 1 hr
A white pearl worth at least 100 gp, which the spell Gold dust worth at least 25 gp, which the spell
consumes consumes

You summon a spirit that assumes the form of You impart latent luck to yourself or one You touch an object that weighs no more than
a nonmilitary land vehicle of your choice, willing creature you can see within range. 10 pounds and cause it to become magically
appearing in an unoccupied space within When the chosen creature makes an attack fixed in place. You and the creatures you
range. The vehicle has the statistics of a roll, an ability check, or a saving throw before designate when you cast this spell can move
normal vehicle of its sort, though it is celestial, the spell ends, it can dismiss this spell on itself the object normally. You can also set a
fey, or fiendish (your choice) in origin. The to roll an additional d20 and choose which of password that, when spoken within 5 feet of
physical characteristics of the vehicle reflect the d20s to use. Alternatively, when an attack the object, suppresses this spell for 1 minute.
its origin to some degree. For example, a roll is made against the chosen creature, it can If the object is fixed in the air, it can hold up to
fiendish SUV might be jet black in color, with dismiss this spell on itself to roll a d20 and 4,000 pounds of weight. More weight causes
tinted windows and a sinister looking front choose which of the d20s to use, the one it the object to fall. Otherwise, a creature can use
grille. You have a supernatural bond with the rolled or the one the attacker rolled. If the an action to make a Strength check against
conjured vehicle that allows you to drive original d20 roll has advantage or your spell save DC. On a success, the creature
beyond your normal ability. While driving the disadvantage, the creature rolls the additional can move the object up to 10 feet. At Higher
conjured vehicle, you are considered d20 after advantage or disadvantage has been Levels. If you cast this spell using a spell slot of
proficient with vehicles of its type, and you applied to the original roll. At Higher Levels. 4th or 5th level, the DC to move the object
add double your proficiency bonus to ability When you cast this spell using a spell slot of increases by 5, it can carry up to 8,000 pounds
checks related to driving the vehicle. While 3rd level or higher, you can target one of weight, and the duration increases to 24
driving the vehicle, you can make any spell additional creature for each slot level above hours. If you cast this spell using a spell slot of
you cast that targets only you also target the 2nd. 6th level or higher, the DC to move the object

Lesser Restoration Locate Object Magic Weapon


Paladin Level 2 Abjuration DC 14 Spell Mod +6 Paladin Level 2 Divination DC 14 Spell Mod +6 Paladin Level 2 Transmutation DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. Self V,S,M Conc, 10 mins 1 B.A. Touch V,S Conc, 1 hr
A forked twig

You touch a creature and can end either one Describe or name an object that is familiar to You touch a nonmagical weapon. Until the
disease or one condition afflicting it. The you. You sense the direction to the object's spell ends, that weapon becomes a magic
condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000 weapon with a +1 bonus to attack rolls and
or poisoned. feet of you. If the object is in motion, you know damage rolls. At Higher Levels. When you cast
the direction of its movement. The spell can this spell using a spell slot of 4th level or
locate a specific object known to you, as long higher, the bonus increases to +2. When you
as you have seen it up close—within 30 use a spell slot of 6th level or higher, the bonus
feet—at least once. Alternatively, the spell can increases to +3.
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.

Protection from Poison Wristpocket (Dunamancy) Zone of Truth


Paladin Level 2 Abjuration DC 14 Spell Mod +6 Paladin Level 2 Conjuration DC 14 Spell Mod +6 Paladin Level 2 Enchantment DC 14 Spell Mod +6
1 Act. Touch V,S 1 hr 1 Act. Self S Conc, 1 hr 1 Act. 60 ft V,S 10 mins

You touch a creature. If it is poisoned, you You flick your wrist, causing one object in You create a magical zone that guards against
neutralize the poison. If more than one poison your hand to vanish. The object, which only deception in a 15-foot-radius sphere centered
afflicts the target, you neutralize one poison you can be holding and can weigh no more on a point of your choice within range. Until
that you know is present, or you neutralize than 5 pounds, is transported to an the spell ends, a creature that enters the spell's
one at random. For the duration, the target extradimensional space, where it remains for area for the first time on a turn or starts its
has advantage on saving throws against being the duration. Until the spell ends, you can use turn there must make a Charisma saving
poisoned, and it has resistance to poison your action to summon the object to your free throw. On a failed save, a creature can't speak
damage. hand, and you can use your action to return a deliberate lie while in the radius. You know
the object to the extradimensional space. An whether each creature succeeds or fails on its
object still in the pocket plane when the spell saving throw. An affected creature is aware of
ends appears in your space, at your feet. the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
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Immovable Object (Dunamancy) (reverse) Find Vehicle (reverse)


increases by 10, it can carry up to 20,000 vehicle. If the vehicle drops to 0 hit points, it
pounds of weight, and the effect is permanent disappears, leaving behind no physical form.
until dispelled. You can also dismiss the vehicle at any time as
an action, causing it to disappear. You can't
have more than one vehicle bonded by this
spell at a time. As an action, you can release
the vehicle from its bond at any time, causing
it to disappear. At Higher Levels. When you
cast this spell using a spell slot of 3rd level or
higher, you can conjure a nonmilitary water
vehicle large enough to carry six Medium
creatures. When you cast this spell using a
spell slot of 5th level or higher, you can
conjure a nonmilitary air vehicle large enough
to carry ten Medium creatures. When you cast
this spell using a spell slot of 7th level or
higher, you can conjure any type of vehicle,
subject to the DM's approval.

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