Uso del Arquetipo Mago en D&D
Uso del Arquetipo Mago en D&D
INSPIRATION
STRENGTH Me inmiscuyo en las vidas de las demás para
15 +1 30 aprovecharme de
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
sus debilidades y hacerme con sus fortunas.
+1 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS
tengo que hacer
IDEALS
12 ●
+5 Wisdom
Todo se lo debo a mi mentor: una persona
●
+5 Charisma horrible que
probablemente esté pudriéndose en alguna
CONSTITUTION SAVING THROWS celda.
TEMPORARY HIT POINTS BONDS
+1 ●
+3 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
12 ●
+5 Insight (Wis)
Daga +3 1d4+1 piercing Amuleto
+3 Intimidation (Cha) Maza +3 1d6+1 bludgeoning Mochila
WISDOM +1 Investigation (Int)
+3 Medicine (Wis)
Petate (Bedroll)
+3 ●
+3 Nature (Int)
Number of Attacks: 1
Clothes, common
16
+3 Perception (Wis) Emblema
+3 Performance (Cha) - Ataque de aliento. Incienso x5
CHARISMA
●
+5 Persuasion (Cha) Veneno, cono de 15 Mess kit
+3 Religion (Int)
●
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38 195 253
AGE HEIGHT WEIGHT
Sora Delmirev Bordó
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Reparar
Piedad con los moribundos
Thaumaturgía
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
Identificar (Dominio)
Augurio (Dominio)
Sugestión (Dominio)
8
2 2
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
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
4
SPELLS KNOWN
2 2
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Acciones--------------
Canalizar Divinidad: Conocimiento de las Eras. Paraacceder a un
repositorio divino de conocimientos. Como acción, escoge una habilidad o
herramienta. Durante 10 minutos, poseerás competencia en ella.
Canalizar Divinidad: Expulsar Muertos Vivientes. Puedes utilizar tu acción
para mostrar tu símbolo sagrado y rezar una oración que condene a los
muertos vivientes. Todos los muertos vivientes que puedan verte u oírte a
30 pies o menos de ti deben realizar una tirada de salvación de Sabiduría.
Si el objetivo falla su tirada de salvación, estará expulsado durante 1
minuto o hasta recibir daño.
Una criatura expulsada deberá dedicar su turno a moverse lo más lejos
posible de ti, si es que puede, y no podrá acercarse a
ningún espacio a 30 pies o menos de ti. Además, tampoco será capaz de
llevar a cabo reacciones. Solo puede realizar la acción de Correr o intentar
escapar de un efecto que le impida moverse. Si no tiene a dónde moverse,
llevará a cabo la acción de Esquivar
-----------Otros Rasgos------------
Canalizar divinidad. Cuando utilices Canalizar Divinidad, elige cuál de los
efectos vas a crear (Expulsar Muertos Vivientes y Conocimiento de las
Eras). Deberás terminar un descanso corto o largo para poder volver a
usar Canalizar Divinidad otra vez.
Rasgo: Identidad Falsa. Te has creado una segunda identidad, para la cual
posees documentación, disfraces y un grupo de conocidos que pueden
responder por ella. Toda lo necesario para asumirla. Además, erescapaz
de falsificar cualquier documento (incluyendo cartas personales y
documentación oficial) cuyo formato o caligrafía hayasvista antes.
You touch one object that is no larger than 10 You touch a living creature that has 0 hit You manifest a minor wonder, a sign of
feet in any dimension. Until the spell ends, the points. The creature becomes stable. This spell supernatural power, within range. You create
object sheds bright light in a 20-foot radius has no effect on undead or constructs. one of the following magical effects within
and dim light for an additional 20 feet. The range: • Your voice booms up to three times as
light can be colored as you like. Completely loud as normal for 1 minute. • You cause
covering the object with something opaque flames to flicker, brighten, dim, or change
blocks the light. The spell ends if you cast it color for 1 minute. • You cause harmless
again or dismiss it as an action. If you target tremors in the ground for 1 minute. • You
an object held or worn by a hostile creature, create an instantaneous sound that originates
that creature must succeed on a Dexterity from a point of your choice within range, such
saving throw to avoid the spell. as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.
Up to three creatures of your choice that you You bless up to three creatures of your choice You speak a one-word command to a creature
can see within range must make Charisma within range. Whenever a target makes an you can see within range. The target must
saving throws. Whenever a target that fails attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the the command on its next turn. The spell has no
saving throw before the spell ends, the target number rolled to the attack roll or saving effect if the target is undead, if it doesn't
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this understand your language, or if your
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some
Levels. When you cast this spell using a spell you can target one additional creature for each typical commands and their effects follow.
slot of 2nd level or higher, you can target one slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each that has been magically consecrated or
You destroy up to 10 gallons of water in an slot level above 1st. desecrated. The spell can penetrate most
open container within range. Alternatively, barriers, but it is blocked by 1 foot of stone, 1
you destroy fog in a 30-foot cube within range. inch of common metal, a thin sheet of lead, or
At Higher Levels. When you cast this spell 3 feet of wood or dirt.
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.
Page 1 (reverse)
Command (reverse)
and then ends its turn. Halt. The target doesn't
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 Magic (ritual) Detect Poison and Disease (ritual) Guiding Bolt
Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. 120 ft V,S 1 Rnd
A yew leaf
For the duration, you sense the presence of For the duration, you can sense the presence A flash of light streaks toward a creature of
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, your choice within range. Make a ranged spell
in this way, you can use your action to see a and diseases within 30 feet of you. You also attack against the target. On a hit, the target
faint aura around any visible creature or identify the kind of poison, poisonous takes 4d6 radiant damage, and the next attack
object in the area that bears magic, and you creature, or disease in each case. The spell can roll made against this target before the end of
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 your next turn has advantage, thanks to the
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin mystical dim light glittering on the target until
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. then. At Higher Levels. When you cast this
sheet of lead, or 3 feet of wood or dirt. spell using a spell slot of 2nd level or higher,
the damage increases by 1d6 for each slot level
above 1st.
A creature of your choice that you can see You choose one object that you must touch Make a melee spell attack against a creature
within range regains hit points equal to 1d4 + throughout the casting of the spell. If it is a you can reach. On a hit, the target takes 3d10
your spellcasting ability modifier. This spell magic item or some other magic-imbued necrotic damage. At Higher Levels. When you
has no effect on undead or constructs. At object, you learn its properties and how to use cast this spell using a spell slot of 2nd level or
Higher Levels. When you cast this spell using a them, whether it requires attunement to use, higher, the damage increases by 1d10 for each
spell slot of 2nd level or higher, the healing and how many charges it has, if any. You learn slot level above 1st.
increases by 1d4 for each slot level above 1st. whether any spells are affecting the item and
what they are. If the item was created by a
spell, you learn which spell created it. If you
instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.
Protection from Evil and Good Purify Food and Drink (ritual) Sanctuary
Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Holy water or powdered silver and iron, which the A small silver mirror
spell consumes
Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or a
fey, fiends, and undead. The protection grants rendered free of poison and disease. harmful spell must first make a Wisdom
several benefits. Creatures of those types have saving throw. On a failed save, the creature
disadvantage on attack rolls against the target. must choose a new target or lose the attack or
The target also can't be charmed, frightened, spell. This spell doesn't protect the warded
or possessed by them. If the target is already creature from area effects, such as the
charmed, frightened, or possessed by such a explosion of a fireball. If the warded creature
creature, the target has advantage on any new makes an attack or casts a spell that affects an
saving throw against the relevant effect. enemy creature, this spell ends.
Page 2 (reverse)
Page 3
A shimmering field appears and surrounds a Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon
creature of your choice within range, granting and resolve. Choose up to three creatures bones, laying out ornate cards, or employing
it a +2 bonus to AC for the duration. within range. Each target's hit point some other divining tool, you receive an omen
maximum and current hit points increase by 5 from an otherworldly entity about the results
for the duration. At Higher Levels. When you of a specific course of action that you plan to
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM
higher, a target's hit points increase by an chooses from the following possible omens: •
additional 5 for each slot level above 2nd. Weal, for good results • Woe, for bad results •
Weal and woe, for both good and bad results •
Nothing, for results that aren't especially good
or bad The spell doesn't take into account any
possible circumstances that might change the
outcome, such as the casting of additional
spells or the loss or gain of a companion. If you
cast the spell two or more times before
completing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The GM makes this roll in secret.
You can blind or deafen a foe. Choose one You attempt to suppress strong emotions in a A flame, equivalent in brightness to a torch,
creature that you can see within range to make group of people. Each humanoid in a springs forth from an object that you touch.
a Constitution saving throw. If it fails, the 20-foot-radius sphere centered on a point you The effect looks like a regular flame, but it
target is either blinded or deafened (your choose within range must make a Charisma creates no heat and doesn't use oxygen. A
choice) for the duration. At the end of each of saving throw; a creature can choose to fail this continual flame can be covered or hidden but
its turns, the target can make a Constitution saving throw if it wishes. If a creature fails its not smothered or quenched.
saving throw. On a success, the spell ends. At saving throw, choose one of the following two
Higher Levels. When you cast this spell using a effects. You can suppress any effect causing a
spell slot of 3rd level or higher, you can target target to be charmed or frightened. When this
one additional creature for each slot level spell ends, any suppressed effect resumes,
above 2nd. provided that its duration has not expired in
the meantime. Alternatively, you can make a
target indifferent about creatures of your
choice that it is hostile toward. This
indifference ends if the target is attacked or
harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends,
the creature becomes hostile again, unless the
GM rules otherwise.
You touch a creature and bestow upon it a You sense the presence of any trap within You touch a corpse or other remains. For the
magical enhancement. Choose one of the range that is within line of sight. A trap, for duration, the target is protected from decay
following effects; the target gains that effect the purpose of this spell, includes anything and can't become undead. The spell also
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected effectively extends the time limit on raising
target has advantage on Constitution checks. effect you consider harmful or undesirable, the target from the dead, since days spent
It also gains 2d6 temporary hit points, which which was specifically intended as such by its under the influence of this spell don't count
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area against the time limit of spells such as raise
The target has advantage on Strength checks, affected by the alarm spell, a glyph of dead.
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger
has advantage on Intelligence checks. Owl's posed by a trap you sense.
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
Page 3 (reverse)
Choose a humanoid that you can see within You touch a creature and can end either one Describe or name an object that is familiar to
range. The target must succeed on a Wisdom disease or one condition afflicting it. The you. You sense the direction to the object's
saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000
At the end of each of its turns, the target can or poisoned. feet of you. If the object is in motion, you know
make another Wisdom saving throw. On a the direction of its movement. The spell can
success, the spell ends on the target. At Higher locate a specific object known to you, as long
Levels. When you cast this spell using a spell as you have seen it up close—within 30
slot of 3rd level or higher, you can target one feet—at least once. Alternatively, the spell can
additional humanoid for each slot level above locate the nearest object of a particular kind,
2nd. The humanoids must be within 30 feet of such as a certain kind of apparel, jewelry,
each other when you target them. 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.
Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you For the duration, no sound can be created
see within range each regain hit points equal neutralize the poison. If more than one poison within or pass through a 20-foot-radius
to 2d8 + your spellcasting ability modifier. afflicts the target, you neutralize one poison sphere centered on a point you choose within
This spell has no effect on undead or that you know is present, or you neutralize range. Any creature or object entirely inside
constructs. At Higher Levels. When you cast one at random. For the duration, the target the sphere is immune to thunder damage, and
this spell using a spell slot of 3rd level or has advantage on saving throws against being creatures are deafened while entirely inside it.
higher, the healing increases by 1d8 for each poisoned, and it has resistance to poison Casting a spell that includes a verbal
slot level above 2nd. damage. component is impossible there.
You create a floating, spectral weapon within You suggest a course of activity (limited to a This spell wards a willing creature you touch
range that lasts for the duration or until you sentence or two) and magically influence a and creates a mystic connection between you
cast this spell again. When you cast the spell, creature you can see within range that can and the target until the spell ends. While the
you can make a melee spell attack against a hear and understand you. Creatures that can't target is within 60 feet of you, it gains a +1
creature within 5 feet of the weapon. On a hit, be charmed are immune to this effect. The bonus to AC and saving throws, and it has
the target takes force damage equal to 1d8 + suggestion must be worded in such a manner resistance to all damage. Also, each time it
your spellcasting ability modifier. As a bonus as to make the course of action sound takes damage, you take the same amount of
action on your turn, you can move the weapon reasonable. Asking the creature to stab itself, damage. The spell ends if you drop to 0 hit
up to 20 feet and repeat the attack against a throw itself onto a spear, immolate itself, or points or if you and the target become
creature within 5 feet of it. The weapon can do some other obviously harmful act ends the separated by more than 60 feet. It also ends if
take whatever form you choose. Clerics of spell. The target must make a Wisdom saving the spell is cast again on either of the
deities who are associated with a particular throw. On a failed save, it pursues the course connected creatures. You can also dismiss the
weapon (as St. Cuthbert is known for his mace of action you described to the best of its spell as an action.
and Thor for his hammer) make this spell's ability. The suggested course of action can
effect resemble that weapon. At Higher Levels. continue for the entire duration. If the
When you cast this spell using a spell slot of suggested activity can be completed in a
3rd level or higher, the damage increases by shorter time, the spell ends when the subject
1d8 for every two slot levels above 2nd. finishes what it was asked to do. You can also
specify conditions that will trigger a special
Page 4 (reverse)
Suggestion (reverse)
activity during the duration. For example, you
might suggest that a knight give her warhorse
to the first beggar she meets. If the condition
isn't met before the spell expires, the activity
isn't performed. If you or any of your
companions damage the target, the spell ends.
Page 5
Zone of Truth
Cleric Level 2 Enchantment DC 13 Spell Mod +5
1 Act. 60 ft V,S 10 mins