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Avanzamento PG

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0% found this document useful (0 votes)
29 views4 pages

Avanzamento PG

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marcematte97
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Avanzamento PG

LV CLASSE FEATURE ACQUISITE IN QUEL LIVELLO

Razza Scelta: Goliath (Lineage)


+2 int, +1 cos
Size: Medium
Speed: 30 ft.
Little Giant.
You have proficiency in the Athletics skill count as one size larger when determining your carrying weight and the
weight you can push, drag, or lift.
Mountain Born.

You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This
includes elevations above 20,000 feet.
Stone's Endurance.
When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and
reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.
Languages.
Comune + Sottocomune

STATISTICHE INIZIALI
STAT PUNTEGGIO COSTO CON RAZZA IN FORMA IBRIDA

FOR 8 0 19

DES 12 4

COS 15 9 16

INT 14 7 16

SAG 10 2

CAR 13 5

Werebear.
The character gains
a Strength of 19 and a +1 bonus to AC while in bear or hybrid form (from natural armor).
Becomes 1 size larger in hybrid or bear form.

Shapechanger: 1 action
Skill: Perception +7
Damage immunities from non magical attacks that aren't silvered
Advantage on perception checks based on smell

Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

Multiattack.
In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it
can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only).


Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear
lycanthropy.

Claw (Bear or Hybrid Form Only).


Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

BACKGROUND: Haunted One


• Skill Proficiencies: Arcana, Investigation
• Languages: Celestial, Infernal
DONO OSCURO:
Touch of Death

Deadly Touch
Death Touch.
As an action, make one unarmed strike. On a hit, the target takes an additional 1d10 necrotic damage.
This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Inescapable Death.
When you hit a target with an attack roll and deal necrotic damage, you ignore the target's resistance to that
damage.
Withering Contact.
When you start your turn grappling a creature or grappled by it, the creature takes 1d10 necrotic damage.
1 1 Competenze: Armature Leggere, Medie, Pesanti; Armi Semplici, Marziali
GUERR Tiri Salvezza: Forza, Costituzione
Abilità: history, athletics

Fighting StylePHB p72[–]


Superior TechniqueTCE p41[–]
You learn one maneuver of your choice from among those available to the Battle Master archetype.
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects,
the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice).

You gain one superiority die, 1d6


You regain your expended superiority dice when you finish a short or long rest.

Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and
then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the
superiority die to your Strength (Athletics) check.

Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again

2 2 Action Surge
GUERR

3 1 WARL Otherworldly Patron


REQ: The Celestial
13
CHAR Expanded Spell List
The following spells are added to the warlock spell list for you.
Spell Level Spells

1st cure wounds, guiding bolt


Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips.

Healing Light
You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your
warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool.
The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).
Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
CANTRIP:
Booming Blade
Blade Ward

Light
Sacred Flame

INCANTESIMI DI 1 LIVELLO
Cure Wounds
Guiding Bolt
Armor of Agathys
Hellish Rebuke

4 1 Arcane Recovery
MAGO

REQ:
13 INT

5 2 Arcane Tradition
MAGO School of Abjuration
Abjuration Savant: the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward
When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's
magic to create a magical ward on yourself that lasts until you finish a long rest.
The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit
points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains.
Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal
to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.
6 3 Cantrip Formulas
MAGO Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip
you know with another cantrip from the wizard spell list.

7 4 Feat: War Caster


MAGO

8 5
MAGO

9 6
Projected WardPHB p115[–]
MAGO When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane
Ward to absorb that damage.
If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

10 7
MAGO
NOME RARITA’ EFFETTI
EQUIP

PLATE AC 18
ARMOR

UNCOMMON Cloak of Protection

Wondrous item, uncommon (requires attunement)


Major tier

You gain a +1 bonus to AC and saving throws while you wear this cloak.

UNCOMMON +1 SHIELD
AC +3

RARE
Crystal Longsword
FTDp22

Weapon, rare (requires attunement)


Martial weapon, melee weapon
1D8 SLASHING - VERSATILE (1D10)

This magic sword's blade is fashioned from a horn or spine from a crystal dragon.
When you hit with an attack roll using this sword, the target takes an
extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn.
When you hit a creature with an attack roll using the sword, you can expend 1 charge
to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright
light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim
light in a 10-foot radius, or to douse the light.

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