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CLASS & LEVEL BACKGROUND PLAYER NAME
Lostas Dwarf/Hill Dwarf Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
14 +1 25 Impulsivo
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED Curioso
0 PERSONALITY TRAITS
13 +2 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS
+1 ●
+4 Wisdom
●
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15 ●
-1 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+2 ●
+4 Insight (Wis)
Crossbow, light +3 1d8+1 piercing Alchemist's Supplies
-1 Intimidation (Cha) Alms Box
WISDOM ●
+4 Investigation (Int) Amulet
+2 Medicine (Wis)
15 +2 Nature (Int)
Backpack
+2 Perception (Wis) Number of Blanket
+2
-1 Performance (Cha)
Attacks: 1 Bottle, glass
CHARISMA
-1 Persuasion (Cha) Brewer's Supplies
+4 Religion (Int)
●
Candle x10
8 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) Censer
-1 +2 Survival (Wis) Crossbow bolt x20
SKILLS ATTACKS & SPELLCASTING Incense x2
Leather
12 PASSIVE WISDOM (PERCEPTION)
Manual Of Bodily
CP
1
Health
SP
Tool Proficiencies: Herbalism Kit;
Mason's Tools
Mason's Tools
EP Rations (1 day) x2
Weapon Proficiencies: Battleaxe;
Handaxe; Light hammer; Simple; Shield
Warhammer GP
Tinderbox
Armor Proficiencies: Heavy; Light;
Medium; Shields
PP Vestements
Waterskin
Language Proficiencies: Common;
Dwarvish; Gnomish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
34 1,49 CM 79 KG
AGE HEIGHT WEIGHT
Lostas Mel Branco Castanho
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Mending
Spare the Dying
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Bane
Bless (Domain)
4
Command
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Sanctuary
4
Shield of Faith
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Damage Resistances: poison
-----------Other Traits------------
Disciple of Life. 1st level or greater healing spells increase
healing by 2 + spell's level HPs.
This spell repairs a single break or tear in an You touch a living creature that has 0 hit You manifest a minor wonder, a sign of
object you touch, such as a broken chain link, points. The creature becomes stable. This spell supernatural power, within range. You create
two halves of a broken key, a torn cloak, or a has no effect on undead or constructs. one of the following magical effects within
leaking wineskin. As long as the break or tear range: • Your voice booms up to three times as
is no larger than 1 foot in any dimension, you loud as normal for 1 minute. • You cause
mend it, leaving no trace of the former flames to flicker, brighten, dim, or change
damage. This spell can physically repair a color for 1 minute. • You cause harmless
magic item or construct, but the spell can't tremors in the ground for 1 minute. • You
restore magic to such an object. create an instantaneous sound that originates
from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.
Up to three creatures of your choice that you You bless up to three creatures of your choice You speak a one-word command to a creature
can see within range must make Charisma within range. Whenever a target makes an you can see within range. The target must
saving throws. Whenever a target that fails attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the the command on its next turn. The spell has no
saving throw before the spell ends, the target number rolled to the attack roll or saving effect if the target is undead, if it doesn't
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this understand your language, or if your
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some
Levels. When you cast this spell using a spell you can target one additional creature for each typical commands and their effects follow.
slot of 2nd level or higher, you can target one slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each that has been magically consecrated or
You destroy up to 10 gallons of water in an slot level above 1st. desecrated. The spell can penetrate most
open container within range. Alternatively, barriers, but it is blocked by 1 foot of stone, 1
you destroy fog in a 30-foot cube within range. inch of common metal, a thin sheet of lead, or
At Higher Levels. When you cast this spell 3 feet of wood or dirt.
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.
Page 1 (reverse)
Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2
Detect Magic (ritual) Detect Poison and Disease (ritual) Guiding Bolt
Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Evocation DC 12 Spell Mod +4
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. 120 ft V,S 1 Rnd
A yew leaf
For the duration, you sense the presence of For the duration, you can sense the presence A flash of light streaks toward a creature of
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, your choice within range. Make a ranged spell
in this way, you can use your action to see a and diseases within 30 feet of you. You also attack against the target. On a hit, the target
faint aura around any visible creature or identify the kind of poison, poisonous takes 4d6 radiant damage, and the next attack
object in the area that bears magic, and you creature, or disease in each case. The spell can roll made against this target before the end of
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 your next turn has advantage, thanks to the
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin mystical dim light glittering on the target until
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. then. At Higher Levels. When you cast this
sheet of lead, or 3 feet of wood or dirt. spell using a spell slot of 2nd level or higher,
the damage increases by 1d6 for each slot level
above 1st.
A creature of your choice that you can see Make a melee spell attack against a creature Until the spell ends, one willing creature you
within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10 touch is protected against certain types of
your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you creatures: aberrations, celestials, elementals,
has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or fey, fiends, and undead. The protection grants
Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each several benefits. Creatures of those types have
spell slot of 2nd level or higher, the healing slot level above 1st. disadvantage on attack rolls against the target.
increases by 1d4 for each slot level above 1st. The target also can't be charmed, frightened,
or possessed by them. If the target is already
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.
All nonmagical food and drink within a You ward a creature within range against A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who creature of your choice within range, granting
your choice within range is purified and targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
rendered free of poison and disease. harmful spell must first make a Wisdom
saving throw. On a failed save, the creature
must choose a new target or lose the attack or
spell. This spell doesn't protect the warded
creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.
Page 2 (reverse)