Ilovepdf Merged
Ilovepdf Merged
+3 +4 30 ft Medium 12
+2 16
valor
modificador
ARMAS & TRUQUES DE DANO
+5 Salvaguarda
Nome Bônus de Atq/ CD Dano & Tipo Anotações
FORÇA
+3 Arcanismo Greatsword +6 2d6 + 6 / Slashing Graze
+5 História
+4 19 Hand Crossbow +3 1d6 + 1 / Piercing (Range 30/120) / Vex
+3 Investigação
valor Booming Blade 2d8 / Thunder Willingly moves 5 feet / 5-11-17
modificador +3 On hit
Natureza
+6 Salvaguarda
+3 Religião Shocking Grasp +5 1d8 / Lightninge Can't make Opportunity Attacks
+6 Atletismo
SABEDORIA
DESTREZA
0 11
+1 valor CARACTERÍSTICAS DE CLASSE
13 modificador
-1 Enganação
INSPIRAÇÃO
HERÓICA +1 Intimidação
-1 Atuação CARACTERÍSTICAS RACIAIS TALENTOS
-1 Persuasão Celestial Resistance - Necrotic and Radiant Savage Attacker -
You've trained to deal particularly damaging
Darkvision - 18m strikes. Once per turn when you hit a target
with a weapon, you can roll the weapon's
EQUIPAMENTO, TREINO & PROFICIÊNCIAS Healing Hands - 2d4 / Touch / Long rest damage dice twice and use either roll against
treino de the target.
armadura Leve Média Pesada Escudos Celestial Revelation - BA / Long rest
armas Heavenly Wings: Fly Great Weapon Master -
Inner Radiance: 3m raio / 2(Prof) de dano Heavy Weapon Mastery. When you hit a
Simple and Martial weapons.
radiante / Final do meu turno creature with a weapon that has the Heavy
Necrotic Shroud: 3m de raio / CHA / property as part of the Attack action on your
Frightened turn, you can cause the weapon to deal extra
damage to the target. The extra damage
equals your Proficiency Bonus.
ferramentas Hew. Immediately after you score a Critical Hit
Gaming set (Dragonchess) - Wisdom with a Melee weapon or reduce a creature to
Discern whether someone is cheating (DC l0), 0 Hit Points with one, you can make one
or win the game (DC 20) attack with the same weapon as a Bonus
Action.
Inteligência APARÊNCIA
atributo de conjuração
MODIFICADOR
+3 DE CONJURAÇÃO ESPAÇOS DE MAGIA
C R M
IDIOMAS
C R M
Common, Infernal and Orc.
C R M
C R M
C R M EQUIPAMENTO
C R M Splint Armor
Greatsword
C R M Hand crossbow
Dungeoner's pack
Spear
C R M
20 bolts
Traveler's cloathes
C R M Healer's kit - 10/10
A Healer's Kit has ten uses. As a Utilize
C R M action, you can expend one of its uses to
stabilize an Unconscious creature that has 0
C R M Hit Points without needing to make a Wisdom
(Medicine) check.
C R M Gaming set (Dragonchess) - Wisdom
Utilize: Discern whether someone is cheating
C R M (DC l0), or win the game (DC 20)
C R M
C R M
C R M
C R M
C R M
MOEDAS
C R M
CP PP PE PO PL
C R M
0
C R M
C R M
TM & © 2024 Wizards of the Coast LLC. Illustrations by Richard Whitters.
670D3898000001 PT-BR GP.ERU
Cone Frcxren Tnnrrs FrcnrnB Cress Fnerunrs
Primary Ability Strength or Dexterity As a Fighter, you gain the following class features
Hit Point Die D10 per Fighter level when you reach the specified Fighter levels. These
features are listed on the Fighter Features table.
Saving Throw Strength and Constitution
Proficiencies Lnvnr I' FrcnrrNc SrvrB
Skill Proficiencies Choose 2: Acrobatics, Animal You have honed your martial prowess and gain a
Handling, Athletics, History, Fighting Style feat ofyour choice (see chapter 5).
Insight, lntimidation, Persua- Defense is recommended.
sion, Perception, or Survival Whenever you gain a Fighter level, you can re-
place the feat you chose with a different Fighting
Weapon Proficiencies Simple and Martial weaPons
Style feat.
ArmorTraining Light, Medium, and Heavy
armor and Shields Lnvrr 1' SrcoN» WrNn
You have a limited well of physical and mental
Starting Equipment Choose A, B, or C; (A) Chain
stamina that you can draw on. As a Bonus Action,
Mail, Creatsword, Flail,
you can use it to regain Hit Points equal to 1d10 plus
8 Javelins, Dungeoneer's
your Fighter level.
Pack, and a CP; (B) Studded You can use this feature twice. You regain one
Leather Armor, Scimitar, expended use when you finish a Short Rest, and you
Shortsword, Longbow, 20 Ar- regain all expended uses when you finish a Long
rows, Quiver, Dungeoneer's Rest.
Pack, and 11 CP; or (C) When you reach certain Fighter levels, you gain
I55 CP more uses of this feature, as shown in the Second
Wind column of the Fighter Features table.
l0 +4 Subclass feature 4 5
15 +5 Subclass feature 4 5
18 +5 Subclass feature 4 6
19 +5 Epic Boon 4 6
Lnvnl 3, FrcnrnR SuBcLAss You can use this feature twice before a Long Rest
You gain a Fighter subclass ofyour choice. The starting at level 15 and three times before a Long
Battle Master, Champion, Eldritch Knight, and Psi Rest starting at level 17.
Warrior subclasses are detailed after this class's de-
Lnvnr, 9' T,lcrrcar- MASTER
scription. A subclass is a specialization that grants
When you attack with a weapon whose mastery
you features at certain Fighter levels. For the rest
property you can use, you can replace that prop-
of your career, you gain each of your subclass's fea-
erty with the Push, Sap, or Slow property for that
tures that are of your Fighter level or lower.
attack.
Lnvrl 4' Asrrrrv Sconn IupnovnurNt
Lrvrr, ll' TWo Exrne Artncrs
You gain the Ability Score Improvement feat (see
You can attack three times instead of once when-
chapter 5) or another feat ofyour choice for which
ever you take the Attack action on your turn.
you qualify. You gain this feature again at Fighter
levels 6, 8,12,14, and 16. Lnvrr, 13, SruorrD ArrAcKs
You studyyour opponents and learn from each at-
Lrvrr 5' ExtnaArrncr
tack you make. If you make an attack roll against
You can attack twice instead of once whenever you
a creature and miss, you have Advantage on your
take the Attack action on your turn.
next attack roll against that creature before the end
Lnvnr 5' Tectrcer, Snrrr ofyour next turn.
Whenever you activate your Second Wind with a
Bonus Action, you can move up to half your Speed
Lrvnr,19, Eprc Boou
You gain an Epic Boon feat (see chapter 5) or an-
without provoking Opportunity Attacks.
other feat of your choice for which you qualify.
LnvBl9, INoourrABLE Boon of Combat Prowess is recommended.
If you fail a saving throw, you can reroll it with a
bonus equal to your Fighter level. You must use the
Lnvnr, 20' Tnnnn Exrne Artecrs
You can attack four times instead of once whenever
new roll, and you can't use this feature again until
you take the Attack action on your turn.
you finish a Long Rest.
t3 9 4 3 2
a
14 10 4 3 2 -
1510432-
16 ll 4 3 3 /
-
17 ll433-
18r433- t
t9 12 4 3 3 r I /
20 t3 4 3 3 r -q
Prepared Spells of Level I*. You prepare the list of
level 1* spells that are available for you to cast with
this feature. To start, choose three level 1 spells
n
!.'
\
I
F
E
4a
I
z
o
=
o
o
L--r
E
ssas manoplas imponentes foram Nível 10 - Arcane focus +2
inspiradas nos temidos inquisidores de
um reino distante e sombrio. Feitas de You gain the following trait.
aço negro e adornadas com runas
arcanas, as Manoplas do Inquisidor You have advantage on strenght saving throws.
concedem ao usuário uma aura de Spell Surge
autoridade e intimidação. Essas manoplas
You can use your Action Surge to fuel your arcane
são temidas e respeitadas, e aqueles que as empunham
abilities. Benefit: As a bonus action, you can expend one
são vistos como juízes implacáveis, prontos para
use of your Second Wind to regain two spell slots.
erradicar qualquer sinal de corrupção.
Nível 15 - Arcane focus +3
Descrição Infinity Gauntlet
Inquisitor’s Gauntlets Wondrous Item (hand), legendary
Wondrous item, Legendary A magical gauntlet, the Mad Titan once wielded it, but
now you can.
This item grants the following bennefits.
The gauntlets has 6 charges, and regains 1d6+1
Cantrips targeting foes and allies can target an charges each day. Each ability contains one charge, and
additional creature. cannot contain more than 1 charge at a single time.
Cantrips that cost an Action cost a Bonus action Mind. 1 charge, choose up to 5 targets, each target
instead. must make, and succeed on a Wisdom saving throw or
You gain +1 bonus to Spell Attack Rolls, Spell Save take 3d6 psychic damage and gets one condition that
DC and damage rolls from spells. you choose between charmed, frightened, stunned,
Your weapon damage rolls deal an additional 2d6 unconscious, posoned or blinded. The target repeats the
damage against aberrations, devils, fiends, and saving throw at the end of their turn.
undead. Reality. 1 charge, with a reaction you can use a
legendary action or a legendary resistance.
Soul. 1 charge, choose up to 5 targets within 60 feet,
Outstanding Strength and have them make a Constitution saving throw, upon
You can wield a two-handed melee weapon with one a fail, they take 3d4 force damage as their life force is
hand. However, you cannot wield a two-handed melee drained from them, healing the user for as much
weapon in each hand at the same time. damage dealt.
Power. 1 charge, make a melee attack roll against a
Nível 5 creature within melee reach. Upon a hit, the creature
Chaser takes 20d6 magical bludgeoning damage, and has to
make a Strength saving throw, or be knocked back 30
When you slay a creature with your melee attack, you feet and fall prone, if the target can’t be knocked back
can use a bonus action to move up to half your speed all the distance they fall prone incapacitaded for 1 turn.
and make one melee weapon attack. This attack does Space. 1 charge, upon use, you cast the Teleportation
not count against the maximum number of extra attacks spell from the PHB.
you can make when you take the attack action and your Time. 1 charge, upon use you cast the Time Stop
movement during this action does not count against
spell from the PHB.
your maximum move speed per turn. Once you use this
feature, you can’t use it again until you finish a long rest.