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0% found this document useful (0 votes)
26 views8 pages

Ilovepdf Merged

Uploaded by

Luiz Bernardo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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CLASSE PONTOS DE VIDA DADO TESTE

Inquisidor Inarius DE RES.


DE ARMADURA DE VIDA
NOME DO PERSONAGEM DE MORTE
4 0 0
Soldier
ORIGEM
Fighter
CLASSE
NÍVEL 19 36 temp GASTO SUCESSOS
0 4d10
Aasimar Eldritch knight ESCUDO 36
EXP max max FALHAS
ESPÉCIE SUBCLASSE ATUAL

BÔNUS DE PROFICIÊNCIA INTELIGÊNCIA INICIATIVA VELOCIDADE TAMANHO PERCEPÇÃO PASSIVA

+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

valor 0 Action Surge (Short rest) - 2/2 Dread Ambusher -


modificador Salvaguarda
You have mastered the art of creating fearsome
0 Weapon Mastery - Greatsword, Hand ambushes, granting you the following benefits.
+1 Salvaguarda Lidar com Animais
Crossbow and +2. Ambusher's Leap. At the start of your first turn of
0 Intuição each combat, your Speed increases by 10 feet
+1 Acrobacia Secon Wind (1d10+level) - 3/3 until the end of that turn.
0 Medicina
+1 Dreadful Strike. When you attack a creature and
Prestidigitação
+2 Percepção Fightin Style - Great Weapon Fighting hit it with a weapon, you can deal an extra 2d6
+1 Furtividade Psychic damage. You can use this benefit only
0 Sobrevivência once per turn, you can use it a number of times
equal to your Intelligence modifier (minimum of
once), and you regain all expended uses when
CONSTITUIÇÃO
CARISMA you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can
add your Intelligence modifier to the roll.
+3 16 -1 9
valor
modificador valor
modificador
+3 Salvaguarda
-1 Salvaguarda

-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

CD DE RESISTÊNCIA Total Gastos Total Gastos Total Gastos


14 DE MAGIA Nível 1 3 Nível 4 Nível 7

Nível 2 Nível 5 Nível 8


BÔNUS DE ATAQUE
+6 DE MAGIA Nível 3 Nível 6 Nível 9
HISTÓRIA & PERSONALIDADE
TRUQUES & MAGIAS PREPARADAS
Tempo de Concentração, Ritual
Nível Nome Conjuração Alcance & Material Necessário Anotações
0 Booming Blade - Self C R M 2d8 Thunder

0 Shocking Grasp A Touch C R M 1d8 Lightning

1 Burning Hands A 15 ft cone C R M DEX / 3d6 or half Fire

1 Witch Bolt A 60 ft C R M 1min / 2d12 / 1d12 BA

1 Shield R Self C R M 1 round / +5 CA

1 Chromatic Orb A 90 ft C R M 3d8 / Choice / 8 = +1 target Alinhamento


LN
C R M

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 Sintonização de Item Mágico

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.

Lrvnr I' WEepoN Mesrnnv


ffiq ICHTERS RULE MANY BATTLEFIELDS.
Your training with weapons allows you to use the
i ii] Questing knights, royal champions, elite sol- mastery properties of three kinds of Simple or Mar-
zl-5 diers, and hardened mercenaries-as Fighters,
tial weapons of your choice. Whenever you finish
they all share an unparalleled prowess with weap- a Long Rest, you can practice weapon drills and
ons and armor. And they are well acquainted with
change one of those weapon choices.
death, both meting it out and defying it.
When you reach certain Fighter levels, you gain
Fighters master various weapon techniques, and the ability to use the mastery properties of more
a well-equipped Fighter always has the right tool at
kinds of weapons, as shown in the Weapon Mastery
hand for any combat situation. Likewise, a Fighter is column of the Fighter Features table.
adept with every form of armor. Beyond that basic
degree of familiarity, each Fighter specializes in cer- LBvnr 2' AcrroN Suncn
tain styles of combat. Some concentrate on archery, You can push yourself beyond your normal limits
some on fighting with two weapons at once, and for a moment. On your turn, you can take one addi-
some on augmenting their martial skills with magic. tional action, except the Magic action.
This combination of broad ability and extensive spe- Once you use this feature, you can't do so again
cialization makes Fighters superior combatants. until you finish a Short or Long Rest. Starting at
level 17, you can use it twice before a rest but only
Bnc gu rNc a-FTGHTER* ..
:_ - _-._^______ once on a turn.
AseLnvnrl Cnenecrnn Lnvnr 2, Tecrrcel MrND
. Gain all the traits in the Core Fighter Traits table.
You have a mind for tactics on and off the battle-
. Gain the Fighter's level 1 features, which are listed
field. When you fail an ability check, you can ex-
in the Fighter Features table.
pend a use of your Second Wind to push yourself
As e MuruclAss Cnenecrnn toward success. Rather than regaining Hit Points,
. Gain the following traits from the Core Fighter you roll 1dlo and add the number rolled to the abil-
z Traits table: Hit Point Die, proficiency with Mar- ity check, potentially turning it into a success. If
oo the check still fails, this use of Second Wind isn't
z tial weapons, and training with Light and Medium
armor and Shields. expended.
o
o
F . Gain the Fighter's level 1 features, which are listed
z in the Fighter Features table.

CHAPTER 3 I CHARACTER CLASSES 9T


Frcxren Frltunes
Proficiency Second Weapon
Level Bonus Class Features Wind Mastery
1+2 Fighting Style, Second Wind, Weapon Mastery 2 3

2+2 Action Surge (one use), Tactical Mind 2 3

3+2 Fighter Subclass 2 3

4+2 Ability Score I mprovement 3 4

5+3 Extra Attack, Tactical Shift 3 4

6+3 Ability Score lmprovement 3 4

7+3 Subclass feature 3 4

8+3 Ability Score I mprovement 3 4

9+4 lndomitable (one use), Tactical Master 3 4

l0 +4 Subclass feature 4 5

ll +4 Two Extra Attacks 4 5

12 +4 Ability Score lmprovement 4 5

13 +5 lndomitable (two uses), Studied Attacks 4 5

14 +5 Ability Score I mprovement 4 5

15 +5 Subclass feature 4 5

16 +5 Ability Score I mprovement 4 6

17 +5 Action Surge (two uses), lndomitable (three uses) 4 5

18 +5 Subclass feature 4 6

19 +5 Epic Boon 4 6

20 +6 Three Extra Attacks 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.

92 CHAPTER 3 I CHARACTER CLASSES


Lnvnr 3' SpnrrcesrrNe
You have learned to cast spells. See chapter 7 for the
rules on spellcasting. The information below details
how you use those rules as an Eldritch Knight.
Cantrips. You know two cantrips of your choice
from the Wizard spell list (see that class's section
for its list). Ray of Frost and Shocking Grosp are rec-
ommended. Whenever you gain a Fighter level, you
can replace one of these cantrips with another can-
trip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn an-
other Wizard cantrip of your choice.
§pell Slots. The Eldritch Knight Spellcasting table
shows how many spell slots you have to cast your
level l* spells. You regain all expended slots when
you finish a Long Rest.

Elonlrcx Ktlcxr Spellclsrtruc


\
Fighter Spells -Spell Slots per Spell Level-
LevelPreparedl234
332-
443-
543-
643- .,
7542 I
8642
9642
t0
il843-
7 4 3 - i
12843- a

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
!.'
\

from the Wizard spell list. Burning Hands, Jump, and


Shield ar e recommended.
The number of spells on your list increases as you
gain Fighter levels, as shown in the Prepared Spells
column of the Eldritch Knight Spellcasting table. *at"
Whenever that number increases, choose additional
spells from the Wizard spell list until the number Euonrrcx Knrexr
of spells on your list matches the number on the Sugcuass

table. The chosen spells must be of a level for which


you have spell slots. For example, if you're a level 7
I'i
97
Fightea your list of prepared spells can include five Psr'Wannron
Wizard spells of levels 1 and 2 in any combination.
Augrnent Pltyslrot Utgh*ith Prioni, Po*n
ChangingYour Prepared Spells. Whenever you
gain a Fighter level, you can replace one spell on Psi Warriors awaken the power of their minds to
your list with another Wizard spell for which you augment their physical might. They harness this
have spell slots. psionic power to infuse their weapon strikes, lash
Spellcasting Ability. Intelligence is your spellcast- out with telekinetic energ:y, and create barriers of
ing ability for your Wizard spells. mental force.
SpellcastingFocus. You can use an Arcane Focus
as a Spellcasting Focus for your Wizard spells.
Lnvpr 3, PsroNrc Pownn
You harbor a wellspring of psionic energy within
Lnvnr 3, Wen BoNo yourself. It is represented by your Psionic Energy
You learn a ritual that creates a magical bond be- Dice, which fuel powers you have from this sub-
tween yourself and one weapon. You perform the class. The Psi Warrior Energy Dice table shows the
ritual over the course of t hour, which can be done die size and number of these dice you have when
during a Short Rest. The weapon must be within you reach certain Fighter levels.
your reach throughout the ritual, at the conclusion
of which you touch the weapon and forge the bond. Psr WlnnroR ENERGY DrcE
The bond fails if another Fighter is bonded to the Fighter Level Die Size Number
weapon or if the weapon is a magic item to which 3D6 4
someone else is attuned.
Once you have bonded a weapon to yourself, you sD8 6

can't be disarmed of that weapon unless you have 9D8 8


the Incapacitated condition. If it is on the same il Dto 8
plane of existence, you can summon that weapon as
a Bonus Action, causing it to teleport instantly to
13 Dto t0
your hand. 17 Dt2 12
You can have up to two bonded weapons, but you
can summon only one at a time with a Bonus Ac- Any features in this subclass that use a Psionic En-
tion. If you attempt to bond with a third weapon, ergy Die use only the dice from this subclass. Some
you must break the bond with one of the other two. of your powers expend the Psionic Energy Die, as
specified in a power's description, and you can't use
Lnvnr 7' Wln Macrc a power if it requires you to use a die when all your
When you take the Attack action on your turn, you Psionic Energy Dice are expended.
can replace one of the attacks with a casting of one You regain one ofyour expended Psionic Energy
of your Wizard cantrips that has a casting time of Dice when you finish a Short Rest, and you regain
an action. all of them when you finish a Long Rest.
Protective Field. When you or another creature
LBvBr 10, EronrrcH STRIKE you can see within 3O feet of you takes damage, you
You learn how to make your weapon strikes un- can take a Reaction to expend one Psionic Energy
dercut a creature's ability to withstand your spells. Die, roll the die, and reduce the damage taken by
When you hit a creature with an attack using a the number rolled plus your Intelligence modifier
weapon, that creature has Disadvantage on the next (minimum reduction of 1), as you create a momen-
saving throw it makes against a spell you cast be- tary shield of telekinetic force.
fore the end ofyour next turn. Psionic Strike. You can propel your weapons with
psionic force. Once on each of your turns, immedi-
Lrvnr 15, AncaNE CHARGE ately after you hit a target within 3O feet of yourself
When you use your Action Surge, you can tele-
with an attack and deal damage to it with a weapon,
port up to 30 feet to an unoccupied space you can
you can expend one Psionic Energy Die, rolling it
see. You can teleport before or after the additional
and dealing Force damage to the target equal to the
action.
number rolled plus your Intelligence modifier.
Lnvnr l8' ItupnovED'W'AR Mecrc Telekinetic Moyement. You can move an object
When you take the Attack action on your turn, you or a creature with your mind. As a Magic action,
can replace two of the attacks with a casting of one choose one target you can see within 30 feet of
of your level 1 or level 2 Wizard spells that has a yourself; the target must be a loose object that is
casting time of an action. Large or smaller or one willing creature other than
you. You transport the target up to 50 feet to an

98 CHAPTER 3 I CHARACTER CLASSES


Spncrns DnscRrPTroNS Light Bearer. You know th e Light cantrip. Cha-
risma is your spellcasting ability for it.
Ten species are presented in this section in alpha-
Celestial Reyelation. When you reach character
betical order: Aasimar, Dragonborn, Dwarf, Elf, level 5, you can transform as a Bonus Action using
Gnome, Goliath, Halfling, Human, Orc, and Tiefling. one of the options below (choose the option each
time you transform). The transformation lasts for
Aasruen I minute or until you end it (no action required).
Aasimar (pronounced AH-sih-mar) are mortals Once you transform, you can't do so again until you
who carry a spark of the Upper Planes within their finish a Long Rest.
souls. Whether descended from an angelic being or Once on each of your turns before the transfor-
infused with celestial power, they can fan that spark mation ends, you can deal extra damage to one tar-
to bring light, healing, and heavenly fury. get when you deal damage to it with an attack or a
Aasimar can arise among any population of spell. The extra damage equals your Proficiency Bo-
mortals. They resemble their parents, but they live nus, and the extra damage's type is either Necrotic
for up to 160 years and have features that hint at for Necrotic Shroud or Radiant for Heavenly Wings
their celestial heritage, such as metallic freckles, and Inner Radiance.
luminous eyes, a halo, or the skin color of an angel Here are the transformation options:
(silver, opalescent green, or coppery red). These
features start subtle and become obvious when the Heavenly Wings. Two spectral wings sprout from
aasimar learns to reveal their full celestial nature. your back temporarily. Until the transformation
ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates
Aaslrraen Tnerrs from your eyes and mouth. For the duration, you
Creature Type: H u manoid shed Bright Light in a 10-foot radius and Dim
Size: Medium (about 4-7 feet tall) or Small (about 2-4 Light for an additional 10 feet, and at the end of
feet tall), chosen when you select this species each of your turns, each creature within 10 feet
Speed: 30 feet ofyou takes Radiant damage equal to your Profi-
ciency Bonus.
As an Aasimar, you have these special traits. Necrotic Shroud. Your eyes briefly become pools
CelestialResistance. You have Resistance to Ne- of darkness, and flightless wings sprout from your
crotic damage and Radiant damage. back temporarily. Creatures other than your allies
Darkyision, You have Darkvision with a range of within 1O feet of you must succeed on a Charisma
60 feet. saving throw (DC 8 plus your Charisma modifier
Healing Hands. As a Magic action, you touch a and Proficiency Bonus) or have the Frightened
creature and roll a number of d4s equal to your condition until the end ofyour next turn.
Proficiency Bonus. The creature regains a number
of Hit Points equal to the total rolled. Once you use
this trait, you can't use it again until you finish a
Long Rest.
\
-a
(,
L.
,.

I
F

E
4a
I
z
o
=
o
o
L--r

186 CHAPTER 4 I CHARACTER oRIGINS


Inquisitor’s Gauntlets

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.

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