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Gloom Stalker Ranger 5 Acolyte

CLASSE ET NIVEAU HISTORIQUE NOM DU JOUEUR


Eyleen
Shadar-kai Lawful Evil
RACE ALIGNEMENT POINTS D’EXPÉRIENCE
NOM DU PERSONNAGE

INSPIRATION
FORCE
14 5 30
0 3 BONUS DE MAÎTRISE

10 TRAITS DE PERSONNALITÉ

Points de vie max 44


DEXTÉRITÉ 3 Force

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

Shelter of the Faithful

1 Prayer Wheel Fighting Style


LANGUE: Common, Elvish, Primordial, Sylvan
1 Holy Symbol Primeval Awareness
ARMURE: Light Armor, Medium Armor, Shields
5 Stick of Incense
Extra Attack
ARME: Martial weapons, Simple weapons
1 Vestments
Fighting Style: Two-Weapon Fighting
1 Belt Pouch
AUTRES MAÎTRISES ET LANGUES
1 Leather Armor Dread Ambusher

1 Dagger Umbral Sight

ÉQUIPEMENT Dual Wielder

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

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

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.

adventures. color in darkness, only shades of gray.


Fighting Style: Two-Weapon Fighting

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.

environment and are adept at traveling and surviving in


Blessing of the Raven Queen Dread Ambusher
such regions. Choose one type of favored terrain: arctic,
As a bonus action, you can magically teleport up to 30 feet At 3rd level, you master the art of the ambush. You can
coast, desert, forest, grassland, mountain, swamp, or the
to an unoccupied space you see. Once you use this trait, give yourself a bonus to your initiative rolls equal to your
Underdark. When you make an Intelligence or Wisdom
you can't do so again until you finish a long rest. Starting at Wisdom modifier. At the start of your first turn of each
check related to your favored terrain, your proficiency
3rd level, you also gain resistance to all damage when you combat, your walking speed increases by 10 feet, which
bonus is doubled if you are using a skill that you’re
teleport using this trait. The resistance lasts until the start lasts until the end of that turn. If you take the Attack action
proficient in. While traveling for an hour or more in your
of your next turn. During that time, you appear ghostly and on that turn, you can make one additional weapon attack as
favored terrain, you gain the following benefits: Difficult
translucent. part of that action. If that attack hits, the target takes an
terrain doesn’t slow your group’s travel. Your group can’t
extra 1d8 damage of the weapon’s damage type.
become lost except by magical means. Even when you are
Shelter of the Faithful
engaged in another activity while traveling (such as
As an acolyte, you command the respect of those who Umbral Sight
foraging, navigating, or tracking), you remain alert to
share your faith, and you can perform the religious At 3rd level, you gain darkvision out to a range of 60 feet.
danger. If you are traveling alone, you can move stealthily
ceremonies of your deity. You and your adventuring If you already have darkvision from your race, its range
at a normal pace. When you forage, you find twice as much
companions can expect to receive free healing and care at a increases by 30 feet. You are also adept at evading
food as you normally would. While tracking other
temple, shrine, or other established presence of your faith, creatures that rely on darkvision. While in darkness, you
creatures, you also learn their exact number, their sizes,
though you must provide any material components needed are invisible to any creature that relies on darkvision to see
and how long ago they passed through the area. You
for spells. Those who share your religion will support you you in that darkness.
choose additional favored terrain types at 6th and 10th
(but only you) at a modest lifestyle. You might also have
level. Dual Wielder
ties to a specific temple dedicated to your chosen deity or
pantheon, and you have a residence there. This could be You master fighting with two weapons, gaining the
Favored Enemy: Aberrations
the temple where you used to serve, or a temple where you following benefits: You gain a +1 bonus to AC while you

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

succeed on an Intelligence (Investigation) check against Durée d'incantation : 1 action Illusion 2

your spell save DC. Portée : Touch Durée d'incantation : 1 action


Cible : A creature Portée : 120 feet
Composantes : V S Cible : 20-foot-radius sphere centered on a point you
Durée : Instantaneous choose within range
Description : Composantes : V S
You touch a creature and can end either one disease or one Durée : ConcentrationUp to 10 minutes
condition afflicting it. The condition can be blinded, Description :
deafened, paralyzed, or poisoned. For the duration, no sound can be created within or pass
through a 20-foot-radius sphere centered on a point you
choose within range. Any creature or object entirely inside
the sphere is immune to thunder damage, and creatures are
deafened while entirely inside it. Casting a spell that
includes a verbal component is impossible there.

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