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Reglas Caseras V4.5 para PJs y Clases

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0% encontró este documento útil (0 votos)
35 vistas18 páginas

Reglas Caseras V4.5 para PJs y Clases

Cargado por

mikepalz777
Derechos de autor
© © All Rights Reserved
Nos tomamos en serio los derechos de los contenidos. Si sospechas que se trata de tu contenido, reclámalo aquí.
Formatos disponibles
Descarga como PDF, TXT o lee en línea desde Scribd

REGLAS CASERAS V4.

5 COSAS DE RAZAS
*Conjuros Raciales: Los conjuros ganados por raza
también pueden ser utilizados con huecos que poseas del
nivel apropiado.
CREACIÓN DE PJS
AASIMAR (MotM)
La generación de Atributos puede ser de cualquiera de estas
dos formas: -Manos curativas: Los puntos de golpe curados son tantos
1.- (4d6k3)x6, si no quedas satisfecho se pueden comprar como tu nivel de personaje.
según los valores normales con 25 puntos. -Revelación celestial: En cualquiera de las 3 opciones,
2.- 30 puntos para comprarlos según los valores normales cuando se refiere al bono de competencia, queda sustituido
del MdJ. por el nivel del personaje.

INTELIGENCIA DEEP GNOME (MotM)

Con Inteligencia 13+ conoces un idioma adicional. -Velocidad: Tu velocidad caminando es de 25 ft.
Con Inteligencia 15+ eres competente con una habilidad
adicional de tu lista de clase. DRAGONBORN (FToD)
INSTRUMENTOS MUSICALES *Se sustituye por las 3 opciones del Fizban's Treasury of
Dragons.
Los diferentes tipos de competencias serán:
-Cuerda Frotada (violín, viola, violonchelo, contrabajo)
-Cuerda Punteada (guitarra, mandolina, bajo, laúd, arpa, GENASI (MotM)
clavecín, cítara)
-Cuerda Golpeada (zimbalón, clavicordio, piano) *Se sustituye por las 4 opciones del Mordenkainen Presents
-Viento Soplo Humano (flauta, flautín, oboe, fagot, Monsters of the Multiverse.
clarinete, saxo, corneta, trompeta, tuba, trombón)
-Viento Soplo Mecánico (órgano, armonio, acordeón)
-Percusión Sonido Determinado (timbal, carrillón, GOBLIN (MotM)
campanas tubulares, xilófono)
-Percusión Sonido Indeterminado (tambor, pandereta, -Furia del pequeño: Los usos se recargan con un descanso
bombo, platillos, gong, triángulo, cascabeles, castañuelas, corto o largo.
maracas)

SHIFTER (MotM)
*Se sustituye por el de Mordenkainen Presents Monsters of
the Multiverse.

TIEFLING
-Mejora de características: Aumenta la puntuación de un
atributo en 2 y la de otro diferente en 1. Alternativamente puedes
aumentar tres atributos diferentes en 1 cada uno.
-Apariencia: En vez de tener las características físicas
descritas en el Manual del Jugador, puedes escoger ld4 + l
de los siguientes rasgos: pequeños cuernos, colmillos o
dientes afilados, una lengua bifurcada; pezuñas hendidas;
seis dedos en cada mano; piernas de macho cabrío; una cola
bifurcada; piel correosa o escamosa; piel roja o azul oscura;
no lanza reflejos o sombras; exuda un olor a azufre.
-Lengua del diablo: Conoces el truco Burla Viciosa.
Cuando llegas al 3º nivel, puedes lanzar el conjuro
Hechizar Persona como un conjuro de 2º nivel. Cuando
llegas al 5º nivel puedes lanzar el conjuro Embelesar
(Enthral) una vez con este rasgo. Debes terminar un
descanso largo para lanzar estos conjuros otra vez con este
rasgo. El Carisma es tu característica de lanzamiento de
conjuros para ellos.
Este rasgo reemplaza al rasgo de Legado Infernal.
-Fuego infernal: Una vez llegas al 3º nivel, puedes
lanzar el conjuro Manos Ardientes una vez al día como
conjuro de 2º nivel.
Este rasgo reemplaza al conjuro Rechazo infernal del
rasgo Legado Infernal.
COSAS DE CLASES
-Alado: Tienes alas de murciélago saliendo de tu espalda.
Tienes una velocidad volando de 30 pies.
Este rasgo reemplaza al rasgo de Legado Infernal. ARTÍFICE
Alquimista
-Elixires experimentales mejorados (nivel 9): Mejora el
efecto de los distintos elixires.
Curación: 5d4+mod.
Rapidez: 30 pies.
Resiliencia: +2 CA.
Audacia: duración 10 minutos
Vuelo: 30 pies.
Transformación: duración 1 hora.
BÁRBARO GUERRERO

-Furia: Un bárbaro puede permanecer en rabia durante 1 -Tomar Aliento: Aumenta a 2d10 en nivel 5, 3d10 en nivel
minuto, a menos que esté inconsciente o no sea hostil a 11 y 4d10 en nivel 17. *Se refiere al nivel de guerrero.
ninguna criatura cercana (ya sea voluntariamente por causa
de conjuros o efectos). Campeón
-Muerte por dado (opcional): En lugar del bono de daño
fijo que proporciona el rasgo Furia; puedes en su lugar -Atleta sobresaliente: También ganas competencia en
sumar d4/d6/d8 a tu tirada de daño. Atletismo o Acrobacias.
Debes escoger una de las dos opciones en la creación del
Pj. -Tenaz (nivel 15): Recargas todos los usos de Indómito con
-Ataque temerario ‘mejorado’: Cuando usas tu rasgo de un descanso corto.
clase Ataque Temerario y realizas un ataque, puedes
renunciar a realizar el ataque con ventaja y en su lugar
‘Echar a un lado’ o ‘Abrirte paso’ como parte del ataque.

Senda del Camorrista (Battlerager)


-Armadura con pinchos (nivel 3): El camorrista puede
modificar cualquier armadura ligera o media para
convertirla en una ‘armadura con pinchos’. Esto le cuesta
tantas monedas de oro como la mitad del valor de la
armadura. En caso de modificar una armadura mágica, el
daño de los pinchos se considerará también mágico.

Cuando el camorrista está involucrado en una presa


(grapple), el oponente sufre un daño perforante igual al
doble del bonificador de competencia del bárbaro.

-Abandono temerario (nivel 6): Los puntos de golpe


temporales serán igual a la suma del nivel de bárbaro + el
modificador de constitución.

-Carga camorrista (nivel 10): Puedes realizar la acción de


carrera como acción adicional, estes o no en Furia. En caso
de no estar en Furia, puedes activarla con la misma acción
adicional utilizada para la carrera.

-Retribución espinosa (nivel 6): El daño perforante será


igual al doble del bonificador de competencia del bárbaro.

Senda del Berserker


-Frenesí (nivel 3): No genera Fatiga.

-Furia irracional (nivel 6): Puedes entrar en Furia como


reacción a ser Asustado.
HECHICERO -Magia Salvaje: Al lanzar un conjuro de nivel 1 o superior
se lanza 1D20. Si el resultado es igual o inferior al nivel del
conjuro se produce una Oleada Salvaje.
LISTAS DE CONJUROS AMPLIADAS
-Tides of Chaos: El próximo conjuro de nivel 1 o superior
Divine Soul Sorcerer lanzado tras utilizar ‘Tides of Chaos’, siempre provoca una
1st level – Bless, Healing Word (sustituyen el conjuro Oleada Salvaje Extrema. Y la capacidad se recarga.
adicional de Divine Magic)
3rd level - Lesser Restoration, Spiritual Weapon
5th level - Daylight, Spirit Guardians
7th level - Death Ward, Guardian of Faith
9th level - Dawn (XGE), Holy Weapon (XGE)

When you gain a level in this class, you may replace any
spell that is granted by this feature with any spell from the
Cleric, or Sorcerer spell lists of the same level.

Shadow Sorcerer
1st level – False Life, Inflict Wounds
3rd level - Blindness/Deafness, Darkness
5th level - Fear, Vampiric Touch
7th level - Greater Invisibility, Shadow of Moil (XGE)
9th level - Mislead, Negative Energy Flood (XGE)

When you gain a level in this class, you may replace any
spell that is granted by this feature with any Illusion or
Necromancy spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.

Storm Sorcerer
1st level - Fog Cloud, Thunderwave
3rd level - Shatter, Warding Wind (XGE)
5th level - Call Lightning, Thunder Step (XGE)
7th level – Ice Storm, Storm Sphere (XGE)
9th level – Cloudkill, Control Winds (XGE)

When you gain a level in this class, you may replace any
spell that is granted by this feature with any Evocation or
Conjuration spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.

Wild Magic Sorcerer


1st level - Chaos Bolt (XGE), Dissonant Whispers
3rd level - Cloud of Daggers, Crown of Madness
5th level - Bestow Curse, Blink
7th level - Confusion, Polymorph
9th level - Contact Other Plane, Reincarnate

When you gain a level in this class, you may replace any
spell that is granted by this feature with any Evocation or
Transmutation spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.

Draconic Bloodline Sorcerer


1st level - Absorb Elements (XGE), Chromatic Orb
3rd level - Dragon's Breath (XGE), Enlarge/Reduce
5th level - Fear, Fly
7th level - Elemental Bane (XGE), Stoneskin
9th level - Legend Lore, Scrying

When you gain a level in this class, you may replace any
spell that is granted by this feature with any Enchantment
or Evocation spell from the Sorcerer, Warlock, or Wizard
spell lists of the same level.

Hechicero Salvaje
MONJE COSAS DE DOTES
*Los cambios aparecen en negrita.
-Artes Marciales: Aumenta un nivel el tipo de dado de
daño (1d6/1d8/1d10/1d12)
GENERALES
Actor (Actor)
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to pass
yourself off as a different person.
- You can mimic the speech of another person or the sounds
made by other creatures. You must have heard the person
speaking, or heard the creature make the sound, for at least
1 minute. A successful Wisdom (Insight) check contested
by your Charisma (Deception) check allows a listener to
determine that the effect is faked.

Alert (Alerta)
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls
against you as a result of being unseen by you

Artificer Initiate (Iniciado Artífice)


- You learn one cantrip of your choice from the artificer
spell list, and you learn one 1st-level spell of your choice
from that list. Intelligence is your spellcasting ability for
these spells.
- You can cast this feat's 1st-level spell without a spell slot,
and you must finish a long rest before you can cast it in this
way again. You can also cast the spell using any spell slots
you have.
- You gain proficiency with one type of artisan's tools of
your choice, and you can use that type of tool as a
spellcasting focus for any spell you cast that uses
Intelligence as its spellcasting ability.

Athlete (Atleta)
- Increase your Strength or Dexterity score by 1, to a
maximum of 20.
- Ganas competencia en Atletismo.
- When you are prone, standing up uses only 5 feet of your
movement.
- Climbing and Swimming doesn't cost you extra
movement.
- You can make a running long jump or a running high
jump after moving only 5 feet on foot, rather than 10 feet.

Bountiful Luck (Suerte Abundante)


* Prerequisite: Halfling
- When an ally you can see within 30 feet of you rolls a 1
on the d20 for an attack roll, an ability check, or a saving
throw, you can use your reaction to let the ally reroll the
die. The ally must use the new roll.

Charger (Atacante a la Carga)


*Esta dote desaparece

Chef (Chef)
- Increase your Constitution or Wisdom score by 1, to a
maximum of 20.
- You gain proficiency with cook's utensils if you don't - Increase your Strength, Constitution, or Charisma score
already have it. by 1, to a maximum of 20.
- As part of a short rest, you can cook special food, - Your scales harden. While you aren't wearing armor, you
provided you have ingredients and cook's utensils on hand. can calculate your AC as 13 + your Dexterity modifier. You
You can prepare enough of this food for a number of can use a shield and still gain this benefit.
creatures equal to 4 + your proficiency bonus. At the end of - You grow retractable claws from the tips of your fingers.
the short rest, any creature who eats the food and spends Extending or retracting the claws requires no action. The
one or more Hit Dice to regain hit points regains an extra claws are natural weapons, which you can use to make
ld8 hit points. unarmed strikes. If you hit with them, you deal slashing
- With one hour of work or when you finish a long rest, you damage equal to ld6 + your Strength modifier, instead of
can cook a number of treats equal to your proficiency the normal bludgeoning damage for an unarmed strike.
bonus. These special treats last 8 hours after being made. A
creature can use a bonus action to eat one of those treats to Drow High Magic (Magia Alta Drow)
gain temporary hit points equal to your proficiency bonus. * Prerequisite: Elf (Drow)
- You learn detect magic and can cast it at will, without
Crossbow Expert (Experto en Ballestas) expending a spell slot. You also learn levitate and dispel
- You ignore the loading property of crossbows with which magic. You can cast each of these spells without
you are proficient. expending a spell slot. Once you cast either of these
- Being within 5 feet of a hostile creature doesn't impose spells in this way, you can't cast that spell in this way
disadvantage on your ranged attack rolls. again until you finish a long rest. You can also cast these
- When you use the Attack action and attack with a spells using spell slots you have of the appropriate
onehanded weapon, you can use a bonus action to attack level. Charisma is your spellcasting ability for these spells.
with a hand crossbow you are holding.
Dual Wielder (Combatiente con dos Armas)
Crusher (Aplastador) - You gain a +1 bonus to AC while you are wielding a
- Increase your Strength or Constitution by 1, to a separate melee weapon in each hand.
maximum of 20. - You can use two-weapon fighting even when the one­
- Once per turn, when you hit a creature with an attack that handed melee weapons you are wielding aren't light.
deals bludgeoning damage, you can move it 5 feet to an - You can draw or stow two one-handed weapons when you
unoccupied space, provided the target is no more than one would normally be able to draw or stow only one.
size larger than you. When you score a critical hit that deals - While wielding a different weapon in each hand, if you
bludgeoning damage to a creature, attack rolls against that make an opportunity attack you can also make an attack
creature are made with advantage until the start of your using your off hand against the same target.
next turn.
Dungeon Delver (Explorador de Mazmorras)
Defensive Duelist (Duelista Defensivo) - You have advantage on Wisdom (Perception) and
* Prerequisite: Dexterity 13 or higher Intelligence (Investigation) checks made to detect the
- Increase your Dexterity score by 1, to a maximum of presence of secret doors.
20. - You have advantage on saving throws made to avoid or
- When you are wielding a finesse weapon with which you resist traps.
are proficient and another creature hits you with a melee - You have resistance to the damage dealt by traps.
attack, you can use your reaction to add your proficiency - Traveling at a fast pace doesn't impose the normal -5
penalty on your passive Wisdom (Perception) score.
bonus to your AC for that attack, potentially causing the
attack to miss you.
Durable (Resistente)
*Esta dote desaparece
Dragon Fear (Miedo Dracónico)
* Prerequisite: Dragonborn
- Increase your Strength, Constitution, or Charisma score Dwarven Fortitude (Fortaleza Enana)
by 1, to a maximum of 20. *Esta dote desaparece
- Instead of exhaling destructive energy, you can expend a
use of your Breath Weapon trait to roar, forcing each Eldritch Adept (Adepto Sobrenatural)
creature of your choice within 30 feet of you to make a * Prerequisite: Spellcasting or Pact Magic feature
Wisdom saving throw (DC 8 + your proficiency bonus + - You learn one Eldritch Invocation option of your choice
your Charisma modifier). A target automatically succeeds from the warlock class.
on the save if it can't hear or see you. If the invocation has a prerequisite of any kind, you can
On a failed save, a target becomes frightened of you for 1 choose that invocation only if you're a warlock who meets
minute. If the frightened target takes any damage, it can the prerequisite. Whenever you gain a level, you can
repeat the saving throw; ending the effect on itself on a
replace the invocation with another one from the warlock
success.
class.
Dragon Hide (Pellejo Dracónico)
* Prerequisite: Dragonborn Elemental Adept (Adepto Elemental)
* Prerequisite: The ability to cast at least one spell
- When you gain this feat, choose one of the following
damage types: acid, cold, fire, lightning, or thunder. Flames of Phlegethos (Llamas de Phlegethos)
Spells you cast ignore resistance to damage of the chosen * Prerequisite: Tiefling
type.
- Increase your Intelligence or Charisma score by 1, to a
- In addition, when you roll damage for a spell you cast that
maximum of 20.
deals damage of that type, you can treat any 1 on a damage
- When you roll fire damage for a spell you cast, you can
die as a 2.
reroll any roll of 1 on the fire damage dice, but you must
- You can select this feat multiple times. Each time you do
so, you must choose a different damage type. use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can
cause flames to wreathe you until the end of your next turn.
Elven Accuracy (Precisión Élfica) The flames don’t harm you or your possessions, and they
* Prerequisite: Elf or half-elf
shed bright light out to 30 feet and dim light for an
- Increase your Dexterity, Intelligence, Wisdom, or
additional 30 feet. While the flames are present, any
Charisma score by 1, to a maximum of 20.
creature within 5 feet of you that hits you with a melee
- Whenever you have advantage on an attack roll using
attack takes ld6 fire damage.
Dexterity, Intelligence, Wisdom, or Charisma, you can
reroll one of the dice once.
Gift of the Chromatic Dragon (Don del Dragón
Cromático)
Fade Away (Desvancerse) - Chromatic Infusion: As a bonus action, you can touch a
* Prerequisite: Gnome simple or martial weapon and infuse it with one of the
- Increase your Dexterity or Intelligence score by 1, to a following damage types: acid, cold, fire, lightning, or
maximum of 20. poison. For the next minute, the weapon deals an extra ld4
- Immediately after you take damage, you can use a damage of the chosen type when it hits. After you use this
reaction to magically become invisible until the end of your bonus action, you can’t do so again until you finish a long
next turn or until you attack, deal damage, or force rest.
someone to make a saving throw. You can use this - Reactive Resistance: When you take acid, cold, fire,
reaction a number of times equal to your proficiency lightning, or poison damage, you can use your reaction to
bonus, and you regain all expended uses when you finish give yourself resistance to that instance of damage. You can
a long rest. use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses when
Fey Teleportation (Teletrasnportación Feérica) you finish a long rest.
* Prerequisite: Elf (High)
- Increase your Intelligence or Charisma by 1, to a Gift of the Gem Dragon (Don del Dragón Gema)
maximum of 20. - Increase your Intelligence, Wisdom, or Charisma score by
- You learn to speak, read, and write Sylvan. 1, to a maximum of 20.
- You learn the misty step spell and can cast it once without - Telekinetic Reprisal: When you take damage from a
expending a spell slot. You regain the ability to cast it in creature that is within 10 feet of you, you can use your
this way when you finish a short or long rest. You can also reaction to emanate telekinetic energy. The creature that
cast the spell using spell slots you have of the dealt damage to you must make a Strength saving throw
appropriate level. Intelligence is your spellcasting ability (DC equals 8 + your proficiency bonus + the ability
for this spell. modifier of the score increased by this feat). On a failed
save, the creature takes 2d8 force damage and is pushed up
to 10 feet away from you. On a successful save, the creature
Fey Touched (Tocado por las hadas) takes half as much damage and isn’t pushed.
- Increase your Intelligence, Wisdom, or Charisma score by You can use this reaction a number of times equal to your
1, to a maximum of 20. proficiency bonus, and you regain all expended uses when
- You learn the misty step spell and one 1st-level spell of you finish a long rest.
your choice. The 1st-level spell must be from the divination
or enchantment school of magic. You can cast each of these Gift of the Metallic Dragon (Don del Dragón
spells without expending a spell slot. Once you cast either Metálico)
of these spells in this way, you can't cast that spell in this - Draconic Healing: You learn the cure wounds spell.
way again until you finish a long rest. You can also cast You can cast this spell without expending a spell slot. Once
these spells using spell slots you have of the appropriate you cast this spell in this way, you can’t do so again until
level. The spells' spellcasting ability is the ability increased you finish a long rest. You can also cast this spell using
by this feat. spell slots you have. The spell’s spellcasting ability is
Intelligence, Wisdom, or Charisma when you cast it with
Fighting Initiate (Iniciado Guerrero) this feat (choose when you gain the feat).
* Prerequisite: Proficiency with a martial weapon - Protective Wings: You can manifest protective wings that
can shield you or others. When you or another creature you
- You learn one Fighting Style option of your choice from
can see within 5 feet of you is hit by an attack roll, you can
the fighter class. If you already have a style, the one you
use your reaction to manifest spectral wings from your back
choose must be different. Whenever you reach a level that
for a moment. You grant a bonus to the target’s AC equal to
grants the Ability Score Improvement feature, you can
your proficiency bonus against that attack roll, potentially
replace this feat's fighting style with another one from the
causing it to miss. You can use this reaction a number of
fighter class that you don't have.
times equal to your proficiency bonus, and you regain all - Increase your Constitution score by 1, to a maximum of
expended uses when you finish a long rest. 20.
- You have resistance to cold damage and poison damage.
Gunner (Pistolero) - You have advantage on saving throws against being
- Increase your Dexterity score by 1, to a maximum of 20. poisoned.
- You gain proficiency with firearms (see "Firearms" in the
Dungeon Master's Guide). Inspiring Leader (Lider Inspirador)
- You ignore the loading property of firearms. * Prerequisite: Charisma 13 or higher
- Being within 5 feet of a hostile creature doesn't impose - You can spend 10 minutes inspiring your companions,
disadvantage on your ranged attack rolls. shoring up their resolve to fight. When you do so, choose
up to six friendly creatures (which can include yourself)
Grappler (Apresador) within 30 feet of you who can see or hear you and who can
* Prerequisite: Strength 13 or higher understand you. Each creature can gain temporary hit points
- Increase your Strength score by 1, to a maximum of equal to your level + your Charisma modifier. A creature
20. can't gain temporary hit points from this feat again until it
- You have advantage on attack rolls against a creature you has finished a short or long rest.
are grappling.
- You can use your action to try to pin a creature grappled Keen Mind (Mente Aguda)
by you. To do so, make another grapple check. If you - Increase your Intelligence score by 1, to a maximum of
succeed, you and the creature are both restrained until the 20.
grapple ends. - You have advantage on Intelligence checks involving
- Creatures that are one size larger than you don’t have Knowledge and Reasoning.
advantage on checks to escape your grapple. - You have advantage on Intelligence Saving Throws.
- You always know which way is north.
Great Weapon Master (Maestro en Armas Pesadas) - You always know the number of hours left before the next
- Tu puntuación de Fuerza aumenta en 1, hasta un sunrise or sunset.
máximo de 20. - You can accurately recall anything you have seen or heard
- Cuando realizas un ataque cuerpo a cuerpo con un within the past month.
arma con la que eres competente, sostenida con ambas
manos, puedes elegir renunciar a añadir tu bonificación Lightly Armored (Ligeramente acorazado)
de competencia a la tirada de ataque para añadir en su - Increase your Strength or Dexterity score by 1, to a
lugar el doble de tu bonificación de competencia a la maximum of 20.
tirada de daño. - You gain proficiency with light armor.
- En tu turno, cuando consigas un golpe crítico con un
arma cuerpo a cuerpo o reduzcas una criatura a 0 Linguist (Lingüista)
puntos de vida con una, puedes realizar un ataque - Increase your Intelligence score by 1, to a maximum of
adicional con esa misma arma. Puedes hacer esto como 20.
máximo un número de veces igual a tu bonificador de - You learn three languages of your choice.
competencia por turno. - You can learn a new language by studying or being
exposed to it for five days.
Healer (Sanador) - You can ably create written ciphers. Others can't decipher
- Tienes Ventaja en los chequeos de Sabiduría a code you create unless you teach them, they succeed on
(Medicina) an Intelligence check (DC equal to your Intelligence score
- When you use a healer's kit to stabilize a dying creature, + your proficiency bonus), or they use magic to decipher it.
that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to Lucky (Afortunado)
tend to a creature and restore ld6 + 4 hit points to it, plus - You have 3 luck points. Whenever you make an attack
additional hit points equal to the creature's maximum roll, an ability check, or a saving throw, you can spend one
number of Hit Dice. The creature can't regain hit points luck point to roll an additional d20. You can choose to
from this feat again until it finishes a short or long rest. spend one of your luck points after you roll the die, but
before the outcome is determined. You choose which of the
d20s is used for the attack roll, ability check, or saving
Heavy Armor Master (Maestro en Armaduras throw.
Pesadas) You can also spend one luck point when an attack roll is
*Esta dote desaparece made against you. Roll a d20, and then choose whether the
attack uses the attacker's roll or yours.
Heavily Armored (Fuertemente Acorazado) If more than one creature spends a luck point to influence
* Prerequisite: Proficiency with medium armor the outcome of a roll, the points cancel each other out; no
- Increase your Strength score by 1, to a maximum of 20. additional dice are rolled. You regain your expended luck
- You gain proficiency with heavy armor. points when you finish a long rest.

Infernal Constitution (Constitución Infernal) Mage Slayer (Asesino de Magos)


* Prerequisite: Tiefling
- When a creature within 5 feet of you casts a spell, you can * Prerequisite: Proficiency with light armor
use your reaction to make a melee weapon attack against - Increase your Strength or Dexterity score by 1, to a
that creature. maximum of 20.
- When you damage a creature that is concentrating on a - You gain proficiency with medium armor and shields.
spell, that creature has disadvantage on the saving throw it
makes to maintain its concentration. Mounted Combatant (Combatiente Montado)
- You have advantage on saving throws against spells cast - You have advantage on melee attack rolls against any
by creatures within 5 feet of you. unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target
Magic Initiate (Iniciado en la Magia) you instead.
Choose a class: bard, cleric, druid, sorcerer, warlock, or - If your mount is subjected to an effect that allows it to
wizard. You learn two cantrips of your choice from that make a Dexterity saving throw to take only half damage, it
class's spell list. instead takes no damage if it succeeds on the saving throw,
In addition, choose one 1st-level spell to learn from that and only half damage if it fails.
same list. You can cast it without expending a spell slot.
Once you it in this way, you can't cast it in this way Observant (Observador)
again until you finish a long rest. You can also cast the - Increase your Intelligence or Wisdom score by 1, to a
spell using spell slots you have of the appropriate level. maximum of 20.
Your spellcasting ability for these spells depends on the - If you can see a creature's mouth while it is speaking a
class you chose: Charisma for bard, sorcerer, or warlock; language you understand, you can interpret what it's saying
Wisdom for cleric or druid; or Intelligence for wizard. by reading its lips.
- You have a +5 bonus to your passive Wisdom
(Perception) and passive Intelligence (Investigation) scores.
Martial Adept (Versado en las Armas)
- You learn two maneuvers of your choice from among
those available to the Battle Master archetype in the fighter
Orcish Fury (Furia Orca)
*Esta dote desaparece
class. If a maneuver you use requires your tar­get to make a
saving throw to resist the maneuver's effects, the saving
throw DC equals 8 + your proficiency bonus + your Piercer (Perforador)
Strength or Dexterity modifier (your choice). - Increase your Strength or Dexterity by 1, to a maximum
of 20.
- If you already have superiority dice, you gain two
- Once per turn, when you hit a creature with an attack that
more; otherwise, you have two superiority dice, which
deals piercing damage, you can reroll one of the attack's
are a d6. This die is used to fuel your maneuvers.
damage dice, and you must use the new roll.
A superiority die is expended when you use it. You regain
- When you score a critical hit that deals piercing damage to
your expended superiority dice when you finish a short or a creature, you can roll one additional damage die when
long rest. determining the extra piercing damage the target takes.

Medium Armor Master (Maestro en Armaduras Poisoner (Envenenador)


Medias) - When you make a damage roll that deals poison damage,
*Esta dote desaparece it ignores resistance to poison damage.
- You can apply poison to a weapon or piece of ammunition
Metamagic Adept (Adepto Metamágico) as a bonus action, instead of an action.
* Prerequisite: Spellcasting or Pact Magic feature - You gain proficiency with the poisoner's kit if you don't
- You learn two Metamagic options of your choice from the already have it. With one hour of work using a poisoner's
sorcerer class. You can use only one Metamagic option on a kit and expending 50 gp worth of materials, you can create
spell when you cast it, unless the option says otherwise. a number of doses of potent poison equal to your
Whenever you reach a level that grants the Ability Score proficiency bonus. Once applied to a weapon or piece of
Improvement feature, you can replace one of these ammunition, the poison retains its potency for 1 minute or
Metamagic options with another one from the sorcerer until you hit with the weapon or ammunition. When a
class. creature takes damage from the coated weapon or
- You gain 2 sorcery points to spend on Metamagic (these ammunition, that creature must succeed on a DC 14
points are added to any sorcery points you have from Constitution saving throw or take 2d8 poison damage and
another source but can be used only on Metamagic). You become poisoned until the end of your next turn.
regain all spent sorcery points when you finish a long rest.
Polearm Master (Maestro en Armas de Asta)
Mobile (Ágil) - When you take the Attack action and attack with only a
- Your speed increases by 10 feet. glaive, halberd, pike, quarterstaff, spear or trident, you can
- When you use the Dash action, difficult terrain doesn't use a bonus action to make a melee attack with the opposite
cost you extra movement on that turn. end of the weapon. This attack uses the same ability
- When you make a melee attack against a creature, you modifier as the primary attack. The weapon's damage die
don't provoke opportunity attacks from that creature for the for this attack is a d4, and it deals bludgeoning damage.
rest of the turn, whether you hit or not. - While you are wielding a reach weapon, other creatures
provoke an opportunity attack from you when they enter the
Moderately Armored (Moderadamente Acorazado) reach you have with that weapon.
necromancy school of magic. You can cast each of these
Prodigy (Prodigio) spells without expending a spell slot. Once you cast either
*Esta dote desaparece of these spells in this way, you can't cast that spell in this
way again until you finish a long rest. You can also cast
these spells using spell slots you have of the appropriate
Resilient (Resistente) level. The spells' spellcasting ability is the ability increased
- Increase the chosen ability score by 1, to a maximum of by this feat.
20.
- You gain proficiency in saving throws using the chosen
ability. Sharpshooter (Tirador de Primera)
- Duplica el alcance corto de tus ataques con armas a
distancia.
Ritual Caster (Ritualista) - Tus ataques con armas a distancia ignoran las coberturas
* Prerequisite: Intelligence or Wisdom 13 or higher media y tres cuartos.
- When you choose this feat, you acquire a ritual book - Cuando tienes ventaja en un ataque con un arma a
holding two 1st-level spells of your choice. Choose one of distancia, puedes tirar un dado de daño de arma
the following classes: bard, cleric, druid, sorcerer, warlock, adicional.
or wizard. You must choose your spells from that class's
spell list, and the spells you choose must have the ritual tag. Shield Master (Experto en Escudos)
The class you choose also determines your spellcasting - If you take the Attack action on your turn, you can use a
ability for these spells: Charisma for bard, sorcerer, or bonus action to try to shove a creature within 5 feet of you
warlock; Wisdom for cleric or druid; or Intelligence for with your shield.
wizard. - If you aren't incapacitated, you can add your shield's AC
- If you come across a spell in written form, such as a bonus to any Dexterity saving throw you make against a
magical spell scroll or a wizard's spellbook, you might be spell or other harmful effect that targets only you.
able to add it to your ritual book. The spell must be on the - If you are subjected to an effect that allows you to make a
spell list for the class you chose, the spell's level can be no Dexterity saving throw to take only half damage, you can
higher than half your level (rounded up), and it must have use your reaction to take no damage if you succeed on the
the ritual tag. The process of copying the spell into your saving throw, interposing your shield between yourself and
ritual book takes 2 hours per level of the spell, and costs 50 the source of the effect.
gp per level. The cost represents material components you
expend as you experiment with the spell to master it, as
well as the fine inks you need to record it. Skill Expert (Experto en Habilidades)
- Increase one ability score of your choice by 1, to a
maximum of 20.
Savage Attacker (Atacante Salvaje) - You gain proficiency in one skill of your choice.
- Tu puntuación de Fuerza aumenta en 1, hasta un - Choose one skill in which you have proficiency. You gain
máximo de 20. expertise with that skill, which means your proficiency
- Lanzas un dado extra de daño del arma en todos tus bonus is doubled for any ability check you make with it.
ataques cuerpo a cuerpo. The skill you choose must be one that isn't already
benefiting from a feature, such as Expertise, that doubles
Second Chance (Segunda oportunidad) your proficiency bonus.
* Prerequisite: Halfling
- Increase your Dexterity, Constitution, or Charisma score Skilled (Habilidoso)
by l,to a maximum of 20. - Tu puntuación de una cualquiera de las 6
- When a creature you can see hits you with an attack roll, características aumenta en 1, hasta un máximo de 20.
you can use your reaction to force that creature to reroll. - Ganas competencia en cualquier combinación de tres
Once you use this ability, you can't use it again until you habilidades o herramientas de tu elección.
roll initiative at the start of combat or until you finish a
short or long rest.
Skulker (Acechador)
* Prerequisite: Dexterity 13 or higher
Sentinel (Centinela) - You can try to hide when you are lightly obscured from
- When you hit a creature with an opportunity attack, the the creature from which you are hiding.
creature's speed becomes 0 for the rest of the turn. - When you are hidden from a creature and miss it with a
- Creatures provoke opportunity attacks from you even if ranged weapon attack, making the attack doesn't reveal
they take the Disengage action before leaving your reach. your position.
- When a creature within 5 feet of you makes an attack - Dim light doesn't impose disadvantage on your Wisdom
against a target other than you (and that target doesn't have (Perception) checks relying on sight.
this feat), you can use your reaction to make a melee
weapon attack against the attacking creature.
Slasher (Sajador)
- Increase your Strength or Dexterity by 1, to a maximum
Shadow Touched (Tocado por la Sombra) of 20.
- Increase your Intelligence, Wisdom, or Charisma score by - Once per turn when you hit a creature with an attack that
1, to a maximum of 20. deals slashing damage, you can reduce the speed of the
- You learn the invisibility spell and one 1st-level spell of target by 10 feet until the start of your next turn.
your choice. The 1st-level spell must be from the illusion or
- When you score a critical hit that deals slashing damage to - You can cast the detect thoughts spell, requiring no spell
a creature, you grievously wound it. Until the start of your slot or components, and you must finish a long rest before
next turn, the target has disadvantage on all attack rolls. you can cast it this way again. Your spellcasting ability for
the spell is the ability increased by this feat. If you have
Spell Sniper (Francotirador de Conjuros) spell slots of 2nd level or higher, you can cast this spell
* Prerequisite: The ability to cast at least one spell with them.
- When you cast a spell that requires you to make an attack
roll, the spell's range is doubled. Tough (Duro)
- Your ranged spell attacks ignore half cover and - Your hit point maximum increases by an amount equal
three-quarters cover. to twice your proficiency bonus (this increases when
- You learn one cantrip that requires an attack roll. Choose your Prof bonus does)
the cantrip from the bard, cleric, druid, sorcerer, warlock, or - Whenever you take the Dodge action in combat, you
wizard spell list. Your spellcasting ability for this cantrip can spend one Hit Die to heal yourself. Roll the die, add
depends on the spell list you chose from: Charisma for your Constitution modifier, and regain a number of hit
bard, sorcerer, or warlock; Wisdom for cleric or druid; or points equal to the total (minimum of 1).
Intelligence for wizard. - When you roll a Hit Die to regain hit points, the
minimum result is equal to your Constitution modifier.
Squat Nimbleness (Agilidad rechoncha)
* Prerequisite: Dwarf or a small race War Caster (Conjurador de Guerra)
- Increase your Strength or Dexterity score: by 1, to a * Prerequisite: The ability to cast at least one spell
maximum of 20. - You have advantage on Constitution saving throws that
- Increase your walking speed by 5 feet. you make to maintain your concentration on a spell when
- You gain proficiency in the Acrobatics or Athletics skill you take damage.
(your choice). - You can perform the somatic components of spells even
- You have advantage on any check you make to escape when you have weapons or a shield in one or both hands.
from being grappled. - When a hostile creature's movement provokes an
opportunity attack from you, you can use your reaction to
Tavern Brawler (Matón de Taberna) cast a spell at the creature, rather than making an
- Increase your Strength or Constitution score by 1, to a opportunity attack. The spell must have a casting time of 1
maximum of 20. action and must target only that creature.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage. Weapon Master (Maestro de Armas)
- When you hit a creature with an unarmed strike or an - Increase your Strength or Dexterity score by 1, to a
improvised weapon on your turn, you can use a bonus maximum of 20.
action to attempt to grapple the target. - You gain proficiency with all Simple and Martial
- When you make an Opportunity Attack with an Weapons.
unarmed strike or an improvised weapon, you can
attempt to grapple the target instead of making an Wood Elf Magic (Magia de Elfo del Bosque)
attack. * Prerequisite: Elf (Wood)
- You learn one druid cantrip of your choice. You also learn
Telekinetic (Telequinético) longstrider and pass without trace, each of which you can
- Increase your Intelligence, Wisdom, or Charisma score by cast once without expending a spell slot. You regain the
1, to a maximum of 20. ability to cast the spell in this way when you finish a long
- You learn the mage hand cantrip. You can cast it without rest. You can also cast these spells using spell slots you
verbal or somatic components, and you can make the have of the appropriate level. Wisdom is your spellcasting
spectral hand invisible. If you already know this spell, its ability for these spells.
range increases by 30 feet when you cast it. Its spellcasting
ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one
NUEVAS
creature you can see within 30 feet of you. When you do so,
the target must succeed on a Strength saving throw (DC 8 + Angelic Protection (Protección Angelical)
your proficiency bonus + the ability modifier of the score * Prerequisite: Aasimar
increased by this feat) or be moved 5 feet toward you or The innate resistance to magic that angels possess extends
away from you. A creature can willingly fail this save. to you. You have advantage on saving throws against spells
and other magical effects.
Telepathic (Telépata)
- Increase your Intelligence, Wisdom, or Charisma score by Armor Master (Maestro en Armaduras)
1, to a maximum of 20. - Wearing medium or light armor does not impose
- You can speak telepathically to any creature you can see disadvantage on your Dexterity (Stealth) checks.
within 60 feet of you. Your telepathic utterances are in a - While wearing light or medium armor you gain +1 AC.
language you know, and the creature understands you only - While wearing heavy armor, bludgeoning, piercing and
if it knows that language. Your communication doesn't give slashing damage that you take from nonmagical attacks is
the creature the ability to respond to you telepathically. reduced by an amount equal to your proficiency bonus.
- You learn the detect magic spell and can cast it at will,
Barbed Hide (Piel de Púas) without expending a spell slot.
* Prerequisite: Tiefling - Increase your speed by 5 feet.
One of your ancestors was a Barbed Devil or other spiky - You have resistance to thunder damage.
fiend. Barbs protrude from your head, gain the following
benefits: Efreet Heritage (Herencia Ifrit)
- Increase your Consititution or Charisma score by 1, up to * Prerequisite: Genasi (fire)
a maximum of 20. You manifest more of the magical power of your efreet
- As a bonus action, you can cause small barbs to protrude heritage. You gain the following benefits:
all over your body or cause them to retract. At the start of - Increase your Constitution or Intelligence score by 1, to a
each of your turns while the barbs are out, you deel 1d6 maximum of 20.
piercing damage to any creature grappling you or any - You learn the detect magic spell and can cast it at will,
creature grappled by you. without expending a spell slot.
- You gain proficiency in the Intimidation skill - Your darkvision increases up to 120 feet.

Close Quartes Archer (Arquero de Proximidad) Feline Grace (Gracia Felina)


Entering a melee with your bow is of little concern, gain the * Prerequisite: Tabaxi
following benefits: Your incredible reflexes and agility further improve. You
- Being within 5 feet of a hostile creature doesn’t impose gain the following benefits:
disadvantage on your ranged attack rolls nor does a target - Increase your Dexterity score by 1, to a maximum of 20.
benefit from cover for being engaged in melee. - You can use your Feline Agility trait twice before you
- When you make a ranged attack against a hostile creature must move 0 feet on one of your turns to use the trait again.
within 5 feet of you, you don’t provoke opportunity attacks You can still only use this ability once per turn when you
from that creature for the rest of the turn, whether you hit or move.
not. - You don’t take damage from falling 20 feet or less if you
- When you make a ranged attack against a hostile creature aren’t incapacitated.
within 5 feet of you, you can use a bonus action to make a
melee attack with a piece of ammunition or part of your
ranged weapon. This weapon has Finesse and the damage Firbolg Beast Magic (Magia Animal Firbolg)
die for this attack is a d4 plus your ability modifier and * Prerequisite: Firbolg
deals piercing or bludgeoning damage. Your connection to animals deepens.
- You learn the speak with animals spell and can cast it at
will, without expending a spell slot.
Critter Friend (Amigo de los Bichos)
- You also learn the animal friendship and beast sense
* Prerequisite: Gnome (Forest)
spells, each of which you can cast once without expending
Your friendship with animals mystically deepens, gain the
a spell slot. You regain the ability to cast these two spells in
following benefits:
this way when you finish a long rest. You can also cast
- You gain proficiency in the Animal Handling skill.
these spells using spell slots you have of the appropriate
- You learn the Speak with Animals spell and can cast it at
level. Wisdom is your spellcasting ability for all three
will, without expending a spell slot. You also learn the
spells.
Animal Friendship spell, and you can cast it once with this
feat, without expending a spell slot. you regain the ability
to cast it in this way when you finish a long rest. You can Grude-Bearer (Custodio de Agravios)
also cast these spells using spell slots you have of the * Prerequisite: Dwarf
appropriate level. Intelligence is your spellcasting ability You have a deep hatred for a particular kind of creature.
for these spells. Choose your foes, a type of creature to bear the burden of
your wrath: aberrations, beasts, celestials, constructs,
Dao Heritage (Herencia Dao) dragons, elementals, fey, fiends, giants, monstrosities,
* Prerequisite: Genasi (earth) oozes, plants, or undead. Alternatively, you can choose two
You manifest more of the magical power of your dao races of humanoid (such as gnolls and orcs). Gain the
heritage. You gain the following benefits: following benefits:
- Increase your Strength or Constitution score by 1, to a - Increase your Strength, Constitution, or Wisdom score by
maximum of 20. 1, to a maximum of 20.
- You learn the detect magic spell and can cast it at will, - During the first round of any combat against your chosen
without expending a spell slot.
foes, your attack rolls against any of them have advantage.
- You gain natural armor. While you aren’t wearing armor,
you can calculate your AC as 13 + your Dexterity modifier. - When any of your chosen foes makes an opportunity
You can use a shield and still gain this benefit. attack against you, it makes the attack roll with
disadvantage.
- Whenever you make an Intelligence (Arcana, History,
Djinn Heritage (Herencia Djinn)
Nature, or Religion) check to recall information about your
* Prerequisite: Genasi (air)
You manifest more of the magical power of your djinn chosen foes, you add double your proficiency bonus to the
heritage. You gain the following benefits: check, even if you're not normally proficient.
- Increase your Dexterity or Constitution score by 1, to a
maximum of 20. Human Determination (Determinación Humana)
* Prerequisite: Human
You are filled with a determination that can draw the Mountain´s Endurance (Resistencia de las
unreachable within your reach, gain the following benefits: Montañas)
- Increase one ability score of your choice by 1, to a * Prerequisite: Goliath
maximum of 20. Your ability to shrug off some injuries is legendary, even
- When you make an attack roll, an ability check, or a for your race.
saving throw, you can do so with advantage. Once you use - Increase your Strength or Constitution score by 1, to a
this ability, you can't use it again until you finish a short or maximum of 20.
long rest. - When you use your Stone’s Endurance trait as a reaction
to reduce damage, instead of rolling a d12 and adding your
Constitution modifier, you can choose to gain resistance to
Intimidating Presence (Presencia Intimidatoria) the triggering attack’s damage type until the start of your
* Prerequisite: Strength 13 or higher next turn. If the triggering attack deals more than one type
- Increase your Strength score by 1, to a maximum of 20. of damage, choose one.
- You may use Strength instead of Charisma for
Intimidation checks.
- As a bonus action, you may attempt to intimidate a Orcish Aggression (Agresividad Orca)
creature. Make an Intimidation (Strength) check opposed * Prerequisite: Half-Orc
by either a Strength check or an Intimidation check, if your Your Orcish blood boils driving you towards your foe, gain
total is greater than the target's, they are frightened until the the following benefits:
end of their next turn. This ability can only be used to target - Increase your Strength or Constitution score by 1, to a
a creature once, and any creature that can see or hear a maximum of 20.
failed Intimidating Presence attempt is immune to the - As a bonus action, you can move up to your speed toward
effects of Intimidating Presence for 24hr. an enemy of your choice that you can see or hear. You must
end this move closer to the enemy than you started.
Lightning Reflexes (Reflejos Relámpago)
* Prerequisite: Dexterity 15 or higher Powerful Build (Envergadura Poderosa)
- Gain Advantage on Initiative Rolls * Prerequisite: Size Medium & Strength 15 or higher May
- Gain a second reaction each turn; this reaction can only be only be taken at 1st level.
used for Opportunity Attacks. You are one of the largest of most impressive of your
species, gain the following benefits:
- You count as large size when determining your carrying
Like a Boss (Como los Jefes) capacity and the weight you can push, drag, or lift.
* Prerequisite: Goblin - You may treat one-handed weapons as light for the
You are accustomed to using others to avoid being attacked. purposes of two-weapon fighting.
- Increase your Dexterity score by 1, to a maximum of 20. - You use Versatile weapons dealing their two-handed
- When a creature you can see targets you with an attack damage one handed. Versatile weapons do not count as
and another creature is within 5 feet of you, you can use light weapons when wielded this way.
your reaction to impose disadvantage on the attack roll. You - You may choose to attack with two-handed weapons you
can use this reaction a number of times equal to your are proficient with using only one hand, but you may only
proficiency bonus, and you regain all expended uses when add one half your proficiency bonus (rounded up) to the
you finish a long rest. attack instead of your full proficiency bonus and
two-handed weapons cannot be used for two weapon
Marid Heritage (Herencia Marid) fighting.
* Prerequisite: Genasi (water)
You manifest more of the magical power of your marid Serpent Form (Forma de Serpiente)
heritage. You gain the following benefits: * Prerequisite: yuan-ti
- Increase your Constitution or Wisdom score by 1, to a You have unlocked more of your serpentfolk heritage.
maximum of 20. - Increase your Intelligence or Charisma score by 1, to a
- You learn the detect magic spell and can cast it at will, maximum of 20.
without expending a spell slot. - You can use an action to polymorph into a Medium snake
- You have resistance to cold damage. or back into your true form. Your statistics are the same in
each form. Any equipment you are wearing or carrying
Master of Mimicry (Maestro Imitador) isn’t transformed. If you die, you stay in your current form.
* Prerequisite: Kenku While in snake form, you gain a bite attack as a natural
You have learned to temporarily mimic even the training of weapon, which you can use to make unarmed strikes. If you
others. hit with it, you deal piercing damage equal to 1d6 + your
- Increase your Dexterity or Wisdom score by 1, to a Strength modifier, instead of the bludgeoning damage
maximum of 20. normal for an unarmed strike.
- Whenever another creature you can see uses a skill or When you hit with a bite attack, you can choose to deal 2d6
tool, you can use your reaction to gain proficiency in that additional poison damage to the target. You can use this
skill or tool. Proficiencies gained in this way last for 1 hour, poison a number of times equal to your proficiency bonus,
and you can only mimic one proficiency at a time. You can and you regain all expended uses when you finish a long
use this reaction a number of times equal to your rest.
proficiency bonus, and you regain all expended uses when
you finish a long rest. Sky Warden (Guardián del Cielo)
* Prerequisite: Aarakocra
You are trained for both scouting the skies and aerial - You learn the create or destroy water spell and can cast it
combat. You gain the following benefits: as a 1st level spell at will, without expending a spell slot.
- Increase your Dexterity or Wisdom score by 1, to a - You also learn warding wind and water breathing, each of
maximum of 20. which you can cast once without expending a spell slot.
- You gain proficiency in the Perception skill if you don’t You regain the ability to cast those two spells in this way
already have it. You add double your proficiency bonus to when you finish a long rest. You can also cast these spells
Perception checks that rely on sight. using spell slots you have of the appropriate level.
- Once per turn, if you are flying and dive at least 30 feet Charisma is your spellcasting ability for all three spells.
straight toward a target and then hit it with a melee weapon
attack, the attack deals an extra 1d8 damage to the target. Uphold the Legion (Defender la Legión)
* Prerequisite: Hobgoblin
Tanarukk Blood (Sangre Tanarukk) You were born for life in the legion.
* Prerequisite: Orc - Increase your Constitution or Intelligence score by 1, to a
Through fell magic or an ancestor, you are touched by the maximum of 20.
corruptive power of Baphomet. You gain the following - You can deal an extra 2d6 damage to a creature you hit
benefits: with a weapon attack if that creature is within 5 feet of
- Increase your Strength or Constitution score by 1, to a anally that isn’t incapacitated. You can use this trait only
maximum of 20. once per combat.
- You have resistance to fire and poison damage. - You can extend the benefit of your ‘Fortune from the
- You gain a bite attack as a natural weapon, which you can Many’ trait to an ally. As a reaction, if an ally misses with
use to make unarmed strikes. If you hit with it, you deal an attack roll or fails an ability check or a saving throw, you
piercing damage equal to 1d6 + your Strength modifier, can grant a bonus to the roll equal to the number of allies
instead of the bludgeoning damage normal for an unarmed your ally can see within 30 feet (including you, maximum
strike. bonus of +3). This counts as one use of the trait.

Thrown Weapon Expert (Maestro de Armas) Urd Wings (Alas de Urd)


You always hit your mark, gain the following benefits: * Prerequisite: Kobold
- Increase your Strength or Dexterity score by 1, to a You manifest leathery wings, transforming into an urd. You
maximum of 20. gain the following benefits:
- Attacking at long range doesn't impose disadvantage on - Increase your Dexterity score by 1, to a maximum of 20.
your thrown weapon attack rolls. - You gain a flying speed of 30 feet. To use this speed, you
- Your thrown weapon attacks ignore half cover and treat can't be wearing medium or heavy armor.
three-quarters cover as half cover.
Volatile Spellcaster (Hechicero Volátil)
Tortle Protector (Protector Tortle) * Prerequisite: The ability to cast at least one spell.
* Prerequisite: Tortle You push your spells to the brink of your control and
You have mastered using your shell to better protect sometimes past, gain the following benefits:
yourself and others. - When you cast a spell that deals damage you can choose
- Increase your Strength or Wisdom score by 1, to a to increase the size of the damage die one step
maximum of 20. (d4>d6>d8>d10>d12>2d8). Upon choosing to cast a
- Your natural armor trait now provides a base AC of 18. As
volatile spell, roll a d10, on a roll equal to or lower than the
normal, your Dexterity modifier doesn’t affect this number.
level of the spell, gain one level of exhaustion.
- As a reaction when you are forced to make a Dexterity
saving throw, choose any number of creatures within 5 feet
of you. Each chosen creature is considered to have Well Rested (Bien Descansado)
half-cover against any harmful attacks or effects while * Prerequisite: Bugbear
within 5 feet of you until the start of your next turn. You Your practiced napping leaves you invigorated when you
can use this reaction a number of times equal to your are awake.
proficiency bonus, and you regain all expended uses when - Increase your Strength or Dexterity score by 1, to a
you finish a long rest. maximum of 20.
- Whenever you spend one or more hit dice during a short
Touch of Sess’inek (Tocado por Sess’inek) rest, you can regain an extra 1d8 hit points.
- At the end of a long rest, you gain inspiration (described
* Prerequisite: Lizardfolk
in chapter 4 of the Player’s Handbook).
You embody the demonic bearing of a lizard king or queen.
You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a Wonder Maker (Fabricante de Maravillas)
maximum of 20. * Prerequisite: Gnome (Rock)
- You learn to speak, read, and write Abyssal. You master the tinker techniques of your people, gain the
- You are immune to being frightened. following benefits:
- Increase your Dexterity or Intelligence score by 1, to a
Triton Deep Magic (Magia Profunda Tritón) maximum of 20.
* Prerequisite: Triton - When you make a check using your proficiency with
You master more of the magic of elemental air and water. tinker's tools, you add double your proficiency bonus to the
check.
- When you make a device with your Tinker trait, you have
the following additional options for what you make.
Alarm: This device senses when a creature moves to within
15 feet of it without speaking aloud a password chosen
when you create it. One round after a creature moves into
range the alarm makes a shrill ringing that lasts for 1
minute and can be heard from up to 300 feet away.
Calculator: This device makes doing sums easy.
Lifter: This device can be used as a block and tackle,
allowing its user to hoist five times the weight the user can
normally lift.
Timekeeper: This pocket watch keeps accurate time.
Weather Sensor: When used as an action, this device
predicts weather conditions in a 1-mile radius over the next
4hours, showing one symbol (clouds, sun/moon, rain, or
snow) for each hour.
Las criaturas tienen ventaja en los chequeos de Destreza
COMBATE (Acrobacias) para escapar de criaturas más grandes que
ellas.
GOLPES CRÍTICOS Las criaturas tienen desventaja en los chequeos de Fuerza
(Atletismo) para escapar de criaturas más grandes que ellas.
Un resultado de 20 en el d20 en la tirada de ataque se
considera un crítico. Lanzamiento de conjuros estando Agarrado: Una criatura
Cuando esto ocurre lanzas dobles dados de daño. agarrada debe superar una salvación de concentración
Opcionalmente puedes escoger lanzar los dados normales y CD10 para evitar que el hechizo que están lanzando sea
sumar un daño adicional igual a la media de esos dados. interrumpido (siempre que tenga componentes materiales o
Se entiende como la media de un dado el resultado igual a somáticos).
su mitad+1. Ej1. d6=4, d12=7. Ej2. Benni el pícaro de Si falla, el hechizo fracasa y la casilla no se gasta. Un
nivel 1 con destreza 12 logra un impacto crítico furtivo con lanzador de conjuros agarrado también debe superar una
su arco largo, podría lanzar una cantidad de daño tal que: salvación de concentración de CD10 para mantener la
[2d8+2d6+1] o [1d8+1d6+10]. concentración en un hechizo mientras está agarrado.

PIFIAS COMBATE CON 2 ARMAS


Un resultado de 1 en el d20 en la tirada de ataque se Cuando realices la acción Atacar y ataques con un arma de
considera una pifia.
cuerpo a cuerpo ligera que manejes con una mano, podrás
Esto únicamente afecta a la primera tirada de ataque en
realizar un ataque adicional contra el mismo objetivo con
cada turno, en caso de que el Pj posea ataques múltiples. En
el resto de ataques es un fallo normal. una segunda arma ligera de cuerpo a cuerpo que tengas en
Al pifiar te golpeas a ti mismo sufriendo una cantidad de la otra mano. Puedes realizar este ataque adicional un
daño directo según tu nivel. máximo de una vez por acción de ataque (sin importar
cuántos ataques tengas). Alternativamente, puedes usar una
Nivel Daño acción bonificada para atacar a un objetivo diferente
0-5 2 usando tu segunda arma ligera de combate cuerpo a cuerpo.
6-10 5 Salvo si es negativo, no añadirás tu modificador por
11-15 9 característica al daño del ataque adicional.
16-20 14
Si cualquiera de las dos armas tiene la propiedad
"arrojadiza", podrás atacar lanzándola en lugar de hacer un
ATAQUE A DISTANCIA CONTRA ataque cuerpo a cuerpo con ella.
UNA MELÉ
Las criaturas enzarzadas en un combate cuerpo a cuerpo ATAQUE DE CAÍDA
siempre se consideran en cobertura media.
Si estás posicionado al menos 10 pies por encima de una
criatura, puedes realizar un ataque de caída como acción en
CARGAS tu turno. Caes hacia la criatura y realizas un único ataque de
arma cuerpo a cuerpo contra el objetivo.
Cuando utilizas tu acción para Correr, puedes usar una Al impactar, infliges 1d4 de daño adicional por cada 10 pies
acción adicional para hacer un ataque con arma cuerpo a que hayas recorrido verticalmente, y recibes un número
cuerpo o empujar a una criatura. igual de d4s de daño por caída al aterrizar. Si el objetivo es
de una categoría de tamaño superior a la tuya o menor, el
objetivo también cae tumbado.
TAMAÑO Si fallas, caes en una casilla desocupada a menos de 5 pies
de tu objetivo y recibes el daño de caída normal.
Las criaturas tienen ventaja en los chequeos de Fuerza
(Atletismo) para agarrar y empujar a criaturas más
pequeñas que ellas.

Las criaturas tienen desventaja en los chequeos de Fuerza


(Atletismo) para agarrar y empujar a criaturas más grandes
que ellas.

Si una criatura intenta agarrar o empujar a una criatura de


dos tamaños o más mayor que ella, falla automáticamente.

AGARRES
- El nombre del tipo de criatura (es un zombie)
AVENTUREAMIENTOS - Alineamiento y comportamiento típico del tipo de la
criatura (neutral malvado, agresivo)
- Descripción de la criatura incluyendo información sin
DORMIR CON ARMADURA valores numéricos. Incluyendo movimiento, y formas
habituales de atacar. (Criatura estúpida y torpe. Se desplaza
Dormir con armadura ligera no supone ningún problema. andando lentamente y ataca dado golpes cuerpo a cuerpo)
- Idiomas hablados, los básicos de la criatura incluyendo
Cuando termines un descanso largo durante el cual telepatía (ninguno)
dormiste con una armadura media, recuperas solo la mitad
de tus dados de golpe gastados (mínimo de un dado). Si Si además se supera la dificultad por cinco (Ejemplo: un 10
tienes algún nivel de agotamiento, el descanso no reduce tu o más en una criatura común) se conoce información extra:
nivel de agotamiento. - Categoría de armadura sin incluir los modificadores de
objetos mágicos o de conjuros (CA 8)
Cuando termines un descanso largo durante el cual - Inmunidades y Resistencias. (Inmunidad veneno y a la
dormiste con una armadura pesada, recuperas solo una condición envenenado)
cuarta parte de tus dados de golpe gastados (mínimo de un - Información relevante. (Comprende los idiomas que
dado). Si tienes algún nivel de agotamiento, el descanso no hablaba en vida. Si el daño reduce los puntos de golpe del
reduce tu nivel de agotamiento. zombi a 0, debe hacer una tirada de salvación de
Constitución, a menos que el daño sea radiante o de un
RECONOCER CONJUROS golpe crítico. Si tiene éxito, el zombi permanece con 1
punto de golpe.)
Un personaje puede usar su reacción para identificar un
conjuro mientras se está lanzando, o puede usar una acción DAÑO POR CAÍDAS
en su turno para identificar un conjuro por su efecto
después de que se haya lanzado. Siempre y cuando pueda El daño por caída ha aumentado a 1d10 por cada 10 pies.
percibir su lanzamiento (componentes verbales o Puedes reducir el daño por caída utilizando tu Reacción
somáticos) o el efecto. para hacer un chequeo de Destreza (Acrobacias). Cuando lo
hagas, resta el resultado de tu chequeo de Destreza
El personaje puede hacer una prueba de Inteligencia (Acrobacias) del número de pies que has caído
(Arcanos) con la reacción o acción. La CD es igual 11 + verticalmente, antes de determinar cuánto daño recibes. Si
nivel del conjuro. el número de pies restante es inferior a 10, no recibes
ningún daño y caes de pie. En caso contrario recibes daño
CONOCIMIENTO DE MONSTRUOS normalmente y caes tumbado.
Por ejemplo, un personaje que cae 30 pies recibiría 3d10 de
Para reconocer a una criatura y saber información sobre ella daño. Utiliza su Reacción y saca un 9 en su chequeo de
se realiza una tirada de Inteligencia con la habilidad Destreza (Acrobacias). Ahora sólo 21 de los 30 pies
correspondiente: originales cuentan para el daño recibido, y recibe 2d10 de
daño.
- Aberration: Arcana Un personaje puede usar su acción para bajar por una
- Beast: Animal Handling, Nature, or Survival cornisa, reduciendo la caída en 10 pies.
- Celestial: Arcana or Religion Si recibe más de 10 de daño como resultado de la caída,
- Construct: Arcana también sufre una Herida, con una gravedad igual al daño
- Dragon: Arcana, History, or Nature recibido.
- Elemental: Arcana or Nature
- Fey: Arcana or Nature INTERACCIÓN CON POCIONES
- Fiend: Arcana or Religion
- Giant: History Las pociones que lleva tu personaje pueden ser ingeridas
- Humanoid: History mediante el uso de una acción de bonificación en lugar de
- Monstrosity: Nature or Survival una acción. Administrar una poción a otra criatura sigue
- Ooze: Arcana or Survival requiriendo una acción.
- Plant: Nature or Survival
- Undead: Arcana or Religion
LEVANTARSE DEL SUELO
El DM determina cual es la rareza de la criatura en cuestión
(en relación al personaje) y con ello la dificultad de la Levantarse del suelo cuesta 15’ si tu movimiento es de 30’
tirada. o mayor, y solo 10’ en caso de que sea menor.

- Común: Dificultad 5
- Infrecuente: Dificultad 10
- Raro: Dificultad 15 (necesaria competencia)
- Muy raro: Dificultad 20 (necesaria competencia)

Si supera la tirada el personaje sabe:


- El tipo de criatura (es un nomuerto)
DAÑO Y RECUPERACIÓN

CAER A 0 PUNTOS DE VIDA


Cuando un personaje que ha caído a 0 puntos de golpe
recupera puntos de golpe, ese personaje gana 1 nivel de
fatiga y mantiene las salvaciones de muerte falladas.

DAÑO MASIVO
Si recibes un daño mayor o igual a la mitad de tus puntos de
golpe máximos de una sola fuente, tienes desventaja en las
salvaciones, tiradas de ataque y chequeos de habilidad hasta
el final de tu siguiente turno.

CURACIÓN Y DESCANSOS
Curación
El kit de curación tiene 30 cargas (en lugar de 10).

Cuando se realiza una tirada de curación, hay que hacer una


tirada de Sabiduría (Medicina) CD10. Se gasta 1 carga del
kit de curación por cada Dado de Golpe utilizado.
Si la tirada falla, se pierden 4 cargas del kit y los 10
minutos de tiempo, además de no poder gastarse dados de
curación.

Descansos
Descansos rápidos [‘vendas’] (10 minutos):
Pueden realizarse tras cualquier encuentro en el que se haya
sufrido pérdida de puntos de golpe.
Permite realizar tiradas de curación.
Eliminan los niveles de fatiga producidos por caer a 0
puntos de golpe.
Eliminan todas las salvaciones de muerte falladas.

Descansos cortos (una hora):


Pueden realizarse un máximo de 2 descansos cortos por
cada descanso largo y siempre y cuando al menos haya
ocurrido un encuentro entre ellos.
Permite realizar tiradas de curación.
Eliminan los niveles de fatiga producidos por caer a 0
puntos de golpe.
Eliminan todas las salvaciones de muerte falladas.

Descansos largos (8+ horas):


Solo uno al día.
Se elimina la recuperación automática de todos los puntos
de golpe en un descanso largo.
Antes de finalizar el descanso largo se pueden realizar
tiradas de curación (con éxito automático).
Eliminan los niveles de fatiga producidos por caer a 0
puntos de golpe.
Eliminan todas las salvaciones de muerte falladas.
Al finalizar un descanso largo se recuperan todos los dados
de golpe de curación de un personaje.

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