Vous êtes sur la page 1sur 6

Path of the Totem Warrior B… Spy (Burglar)

CLASSE ET NIVEAU HISTORIQUE NOM DU JOUEUR


Nyxxax (8)
Githzerai Chaotic Neutral
RACE ALIGNEMENT POINTS D’EXPÉRIENCE
NOM DU PERSONNAGE

INSPIRATION
FORCE
17 2 30
2 3 BONUS DE MAÎTRISE

14 TRAITS DE PERSONNALITÉ

Points de vie max 75


DEXTÉRITÉ 5 Force

2
2 Dextérité
POINTS DE VIE ACTUELS
7 Constitution
0 Intelligence
14
1 Sagesse
IDÉAUX
0 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE

4 7

18 2 Acrobaties (Dex)
1 Dressage (Sag)
0 LIENS
INTELLIGENCE Arcanes (Int)

0
5 Athlétisme (For)
3 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
0 Histoire (Int)
10 1 Perspicacité (Sag) Greatsword +5 2d6+2 Slashing
0 Intimidation (Cha)
SAGESSE
0 Investigation (Int) Light Crossbow +5 1d8+2 Piercing DÉFAUTS

1
1 Médecine (Sag)
0 Nature (Int) Javelin +5 1d6+2 Piercing
1 Perception (Sag)
12 Rage
0 Représentation (Cha) ATTAQUES ET INCANTATIONS

0 Persuasion (Cha) Unarmored Defense


CHARISME
0 Religion (Int) Githzerai Psionics
15

0 2

5
Escamotage (Dex)

Discrétion (Dex)
CP SP EP GP PP Mental Discipline

Psychic Resilience
10 4 Survie (Sag) 1 Dark Common Clothes Including a Hood
Criminal Contact
1 Belt Pouch
COMPÉTENCES Reckless Attack
1 Greatsword
1 Light Crossbow Danger Sense

11 SAGESSE PASSIVE (PERCEPTION) 4 Javelin Primal Knowledge


1 Crowbar Extra Attack
1 Explorer's Pack
Feral Instinct
OUTIL: Dice Set, Thieves' Tools ÉQUIPEMENT
Instinctive Pounce
LANGUE: Common, Primordial
Spirit Seeker
ARMURE: Light Armor, Shields
ARME: Martial weapons, Simple weapons Totem Spirit

CAPACITÉS ET TRAITS
AUTRES MAÎTRISES ET LANGUES
NOM ATT DÉGÂTS / TYPE
Total: 4 Total:
CP SP EP GP PP

4
1 Backpack RAGE

1 Bedroll
1 Mess Kit
Total: Total:
1 Tinderbox
10 Torch
ATTAQUES ET INCANTATIONS 10 Rations
1 Waterskin
1 Hempen rope
Total: Total:

ÉQUIPEMENT
AUCUN(E) 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TOURS DE MAGIE 3 0 6 0

Mage Hand

mage hand
4 0 7 0

1 0

5 0 8 0
shield

Speak with Animals

9 0
2 0

detect thoughts

Beast Sense
CAPACITÉS ET TRAITS
Rage Mental Discipline Extra Attack
In battle, you fight with primal ferocity. On your turn, you Your innate psychic defenses grant you advantage on Beginning at 5th level, you can attack twice, instead of
can enter a rage as a bonus action. While raging, you gain saving throws you make to avoid or end the charmed and once, whenever you take the Attack action on your turn.
the following benefits if you aren’t wearing heavy armor: frightened conditions on yourself.
-You have advantage on Strength checks and Strength Feral Instinct

saving throws. -When you make a melee weapon attack Psychic Resilience By 7th level, your instincts are so honed that you have

using Strength, you gain a bonus to the damage roll that You have resistance to psychic damage. advantage on initiative rolls. Additionally, if you are

increases as you gain levels as a barbarian, as shown in the surprised at the beginning of combat and aren’t
Criminal Contact incapacitated, you can act normally on your first turn, but
Rage Damage column of the Barbarian table. -You have
You have a reliable and trustworthy contact who acts as only if you enter your rage before doing anything else on
resistance to bludgeoning, piercing, and slashing damage.
your liaison to a network of other criminals. You know that turn.
If you are able to cast spells, you can’t cast them or
how to get messages to and from your contact, even over
concentrate on them while raging. Your rage lasts for 1
great distances; specifically, you know the local Instinctive Pounce
minute. It ends early if you are knocked unconscious or if
messengers, corrupt caravan masters, and seedy sailors As part of the Bonus Action you take to enter your rage,
your turn ends and you haven’t attacked a hostile creature
who can deliver messages for you. you can move up to half your speed.
since your last turn or taken damage since then. You can
also end your rage on your turn as a bonus action. Once
Reckless Attack Spirit Seeker
you have raged the number of times shown for your
Starting at 2nd level, you can throw aside all concern for Yours is a path that seeks attunement with the natural
barbarian level in the Rages column of the Barbarian table,
defense to attack with fierce desperation. When you make world, giving you a kinship with beasts. At 3rd level when
you must finish a long rest before you can rage again.
your first attack on your turn, you can decide to attack you adopt this path, you gain the ability to cast the beast
recklessly. Doing so gives you advantage on melee weapon sense and speak with animals spells, but only as rituals.
Unarmored Defense
attack rolls using Strength during this turn, but attack rolls
While you are not wearing any armor, your Armor Class
against you have advantage until your next turn. Totem Spirit
equals 10 + your Dexterity modifier + your Constitution
At 3rd level, when you adopt this path, you choose a totem
modifier. You can use a shield and still gain this benefit.
Danger Sense spirit and gain its feature. You must make or acquire a
At 2nd level, you gain an uncanny sense of when things physical totem object—an amulet or similar adornment—
Githzerai Psionics
nearby aren’t as they should be, giving you an edge when that incorporates fur or feathers, claws, teeth, or bones of
You know the mage hand cantrip, and the hand is invisible
you dodge away from danger. You have advantage on the totem animal. At your option, you also gain minor
when you cast the cantrip with this trait. Starting at 3rd
Dexterity saving throws against effects that you can see, physical attributes that are reminiscent of your totem spirit.
level, you can cast the shield spell with this trait. Starting at
such as traps and spells. To gain this benefit, you can’t be For example, if you have a bear totem spirit, you might be
5th level, you can also cast the detect thoughts spell with it.
blinded, deafened, or incapacitated. unusually hairy and thick-skinned, or if your totem is the
Once you cast shield or detect thoughts with this trait, you
eagle, your eyes turn bright yellow. Your totem animal
can’t cast that spell with it again until you finish a long
Primal Knowledge might be an animal related to those listed here but more
rest. You can also cast either of those spells using any spell
When you reach 3rd level and again at 10th level, you gain appropriate to your homeland. For example, you could
slots you have of the appropriate level. Intelligence,
proficiency in one skill of your choice from the list of skills choose a hawk or vulture in place of an eagle.
Wisdom, or Charisma is your spellcasting ability for these
available to barbarians at 1st level.
spells when you cast them with this trait (choose when you
select this race). None of these spells require spell
components when you cast them with this trait.
SORTS
Mage Hand Speak with Animals detect thoughts
Invocation cantrip Divination 1 Divination 2
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : 30 feet Portée : Self Portée : Self
Cible : A point you choose within range Cible : Self Cible : Self
Composantes : V S Composantes : V S Composantes : V S M
Durée : 1 minute Durée : 10 minutes Durée : ConcentrationUp to 1 minute
Description : Description : Description :
A spectral, floating hand appears at a point you choose You gain the ability to comprehend and verbally For the duration, you can read the thoughts of certain
within range. The hand lasts for the duration or until you communicate with beasts for the duration. The knowledge creatures. When you cast the spell and as your action on
dismiss it as an action. The hand vanishes if it is ever more and awareness of many beasts is limited by their each turn until the spell ends, you can focus your mind on
than 30 feet away from you or if you cast this spell again. intelligence, but at minimum, beasts can give you any one creature that you can see within 30 feet of you. If
You can use your action to control the hand. You can use information about nearby locations and monsters, including the creature you choose has an Intelligence of 3 or lower or
the hand to manipulate an object, open an unlocked door or whatever they can perceive or have perceived within the doesn’t speak any language, the creature is unaffected. You
container, stow or retrieve an item from an open container, past day. You might be able to persuade a beast to perform initially learn the surface thoughts of the creature—what is
or pour the contents out of a vial. You can move the hand a small favor for you, at the DM’s discretion. most on its mind in that moment. As an action, you can
up to 30 feet each time you use it. The hand can’t attack, either shift your attention to another creature’s thoughts or
activate magic items, or carry more than 10 pounds. attempt to probe deeper into the same creature’s mind. If
you probe deeper, the target must make a Wisdom saving
mage hand throw. If it fails, you gain insight into its reasoning (if any),
Invocation cantrip its emotional state, and something that looms large in its
Durée d'incantation : 1 action mind (such as something it worries over, loves, or hates). If
Portée : 30 feet it succeeds, the spell ends. Either way, the target knows
Cible : A point you choose within range that you are probing into its mind, and unless you shift
Composantes : V S your attention to another creature’s thoughts, the creature
Durée : 1 minute can use its action on its turn to make an Intelligence check
Description : contested by your Intelligence check; if it succeeds, the
A spectral, floating hand appears at a point you choose spell ends. Questions verbally directed at the target
within range. The hand lasts for the duration or until you creature naturally shape the course of its thoughts, so this
dismiss it as an action. The hand vanishes if it is ever more spell is particularly effective as part of an interrogation.
than 30 feet away from you or if you cast this spell again. You can also use this spell to detect the presence of
You can use your action to control the hand. You can use thinking creatures you can’t see. When you cast the spell or
the hand to manipulate an object, open an unlocked door or as your action during the duration, you can search for
container, stow or retrieve an item from an open container, thoughts within 30 feet of you. The spell can penetrate
or pour the contents out of a vial. You can move the hand barriers, but 2 feet of rock, 2 inches of any metal other than
up to 30 feet each time you use it. The hand can’t attack, lead, or a thin sheet of lead blocks you. You can’t detect a
activate magic items, or carry more than 10 pounds. creature with an Intelligence of 3 or lower or one that
doesn’t speak any language. Once you detect the presence
shield
of a creature in this way, you can read its thoughts for the
Abjuration 1
rest of the duration as described above, even if you can’t
Durée d'incantation : 1 reaction, which you take when
see it, but it must still be within range.
you are hit by an attack or targeted by the magic missile
spell
Portée : Self
Cible : Self
Composantes : V S
Durée : 1 round
Description :
An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus
to AC, including against the triggering attack, and you take
no damage from magic missile.
Beast Sense
Divination 2
Durée d'incantation : 1 action
Portée : Touch
Cible : A willing beast
Composantes : S
Durée : ConcentrationUp to 1 hour
Description :
You touch a willing beast. For the duration of the spell, you
can use your action to see through the beast’s eyes and hear
what it hears, and continue to do so until you use your
action to return to your normal senses. While perceiving
through the beast’s senses, you gain the benefits of any
special senses possessed by that creature, though you are
blinded and deafened to your own surroundings.

Vous aimerez peut-être aussi