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INSPIRATION
FORCE
14 5 30
0 3 BONUS DE MAÎTRISE
10 TRAITS DE PERSONNALITÉ
3
6 Dextérité
POINTS DE VIE ACTUELS
2 Constitution
1 Intelligence
16
2 Sagesse
IDÉAUX
0 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE
2 5
14 3 Acrobaties (Dex)
2 Dressage (Sag)
1 LIENS
INTELLIGENCE Arcanes (Int)
1
3 Athlétisme (For)
0 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
1 Histoire (Int)
12 5 Perspicacité (Sag) Dagger +6 1d4+3 Piercing
0 Intimidation (Cha)
SAGESSE
4 Investigation (Int) Shortsword +6 1d6+3 Piercing DÉFAUTS
2
2 Médecine (Sag)
1 Nature (Int) Longbow +6 1d8+3 Piercing
5 Perception (Sag)
14 Favored Enemy
0 Représentation (Cha) Disguise Self
0 Persuasion (Cha) Natural Explorer
CHARISME
4 Religion (Int) Favored Enemy: Aberrations
Hunter's Mark 1d6
0 3
6
Escamotage (Dex)
Discrétion (Dex)
Hand Crossbow +6 1d6+3 Piercing
Natural Explorer: The Underdark
Fey Ancestry
10 2 Survie (Sag)
Trance
COMPÉTENCES ATTAQUES ET INCANTATIONS
Darkvision
Necrotic Resistance
15
15 SAGESSE PASSIVE (PERCEPTION)
CP SP EP GP PP
Blessing of the Raven Queen
CAPACITÉS ET TRAITS
NOM ATT DÉGÂTS / TYPE
Total: Total:
CP SP EP GP PP
20
1 Shortsword ARROWS
1 Longbow
1 Quiver
Total: Total:
20 Arrows
1 Common clothes
ATTAQUES ET INCANTATIONS 1 Dungeoneer's Pack
1 Backpack
1 Crowbar
Total: Total:
1 Hammer
10 Torch
1 Tinderbox
10 Rations
1 Waterskin
1 Hempen rope
1 Hand Crossbow
ÉQUIPEMENT
SAGESSE 13 5
0 TOURS DE MAGIE 3 0 6 0
4 0 7 0
1 4
Disguise Self
Hunter's Mark 5 0 8 0
2 2
9 0
Lesser Restoration
Rope Trick
Silence
CAPACITÉS ET TRAITS
Favored Enemy Trance Primeval Awareness
Beginning at 1st level, you have significant experience Elves don’t need to sleep. Instead, they meditate deeply, Beginning at 3rd level, you can use your action and expend
studying, tracking, hunting, and even talking to a certain remaining semiconscious, for 4 hours a day. (The Common one ranger spell slot to focus your awareness on the region
type of enemy. Choose a type of favored enemy: word for such meditation is “trance.”) While meditating, around you. For 1 minute per level of the spell slot you
aberrations, beasts, celestials, constructs, dragons, you can dream after a fashion; such dreams are actually expend, you can sense whether the following types of
elementals, fey, fiends, giants, monstrosities, oozes, plants, mental exercises that have become reflexive through years creatures are present within 1 mile of you (or within up to
or undead. Alternatively, you can select two races of of practice. After resting in this way, you gain the same 6 miles if you are in your favored terrain): aberrations,
humanoid (such as gnolls and orcs) as favored enemies. benefit that a human does from 8 hours of sleep. celestials, dragons, elementals, fey, fiends, and undead.
You have advantage on Wisdom (Survival) checks to track This feature doesn’t reveal the creatures’ location or
your favored enemies, as well as on Intelligence checks to Darkvision number.
recall information about them. You choose one additional Accustomed to twilit forests and the night sky, you have
favored enemy, as well as an associated language, at 6th superior vision in dark and dim conditions. You can see in Extra Attack
and 14th level. As you gain levels, your choices should dim light within 60 feet of you as if it were bright light, Beginning at 5th level, you can attack twice, instead of
reflect the types of monsters you have encountered on your and in darkness as if it were dim light. You can’t discern once, whenever you take the Attack action on your turn.
Natural Explorer Necrotic Resistance When you engage in two-weapon fighting, you can add
You are particularly familiar with one type of natural You have resistance to necrotic damage. your ability modifier to the damage of the second attack.
have found a new home. While near your temple, you can are wielding a separate melee weapon in each hand. You
Natural Explorer: The Underdark
call upon the priests for assistance, provided the assistance can use two-weapon fighting even when the one-handed
Fey Ancestry you ask for is not hazardous and you remain in good melee weapons you are wielding aren’t light. You can draw
You have advantage on saving throws against being standing with your temple. or stow two one-handed weapons when you would
charmed, and magic can’t put you to sleep. normally be able to draw or stow only one.
Fighting Style
At 2nd level, you adopt a particular style of fighting as
your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if
you later get to choose again.
SORTS
Disguise Self Hunter's Mark Rope Trick
Illusion 1 Divination 1 Transmutation 2
Durée d'incantation : 1 action Durée d'incantation : 1 bonus action Durée d'incantation : 1 action
Portée : Self Portée : 90 feet Portée : Touch
Cible : Self Cible : A creature that you can see within range Cible : A length of rope that is up to 60 feet long
Composantes : V S Composantes : V Composantes : V S M
Durée : 1 hour Durée : ConcentrationUp to 1 hour Durée : 1 hour
Description : Description : Description :
You make yourself—including your clothing, armor, You choose a creature you can see within range and You touch a length of rope that is up to 60 feet long. One
weapons, and other belongings on your person—look mystically mark it as your quarry. Until the spell ends, you end of the rope then rises into the air until the whole rope
different until the spell ends or until you use your action to deal an extra 1d6 damage to the target whenever you hit it hangs perpendicular to the ground. At the upper end of the
dismiss it. You can seem 1 foot shorter or taller and can with a weapon attack, and you have advantage on any rope, an invisible entrance opens to an extradimensional
appear thin, fat, or in between. You can’t change your body Wisdom (Perception) or Wisdom (Survival) check you space that lasts until the spell ends. The extradimensional
type, so you must adopt a form that has the same basic make to find it. If the target drops to 0 hit points before this space can be reached by climbing to the top of the rope.
arrangement of limbs. Otherwise, the extent of the illusion spell ends, you can use a bonus action on a subsequent turn The space can hold as many as eight Medium or smaller
is up to you. The changes wrought by this spell fail to hold of yours to mark a new creature. creatures. The rope can be pulled into the space, making
up to physical inspection. For example, if you use this spell À plus haut niveau: When you cast this spell using a spell the rope disappear from view outside the space. Attacks
to add a hat to your outfit, objects pass through the hat, and slot of 3rd or 4th level, you can maintain your and spells can’t cross through the entrance into or out of
anyone who touches it would feel nothing or would feel Concentration on the spell for up to 8 hours. When you use the extradimensional space, but those inside can see out of
your head and hair. If you use this spell to appear thinner a spell slot of 5th level or higher, you can maintain your it as if through a 3-foot-by-5-foot window centered on the
than you are, the hand of someone who reaches out to concentration on the spell for up to 24 hours. rope. Anything inside the extradimensional space drops out
touch you would bump into you while it was seemingly when the spell ends.
still in midair. To discern that you are disguised, a creature Lesser Restoration
can use its action to inspect your appearance and must Abjuration 2 Silence