Warcaster:• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Ataques Múltiplos. O cavaleiro realiza três ataques com espada longa.
Espada Longa. Ataque Corpo-a-Corpo com Arma: +11 para atingir, alcance 1,5 m, um alvo. Acerto: 9 (1d8 + 5) de dano cortante ou 10 (1d10 + 5) de dano cortante se usada com as duas mãos, mais 18 (4d8) de dano necrótico.
Orbe de Fogo Infernal (1/Dia). O cavaleiro arremessa uma bola de fogo mágico que explode num ponto que ele possa ver, a até 36 metros dele. Cada criatura numa esfera de 6 metros, centrada no ponto, deve realizar um teste de resistência de Destreza. A esfera se espalha, dobrando esquinas. Uma criatura sofre 35 (10d6) de dano de fogo e 35 (10d6) de dano necrótico se falhar na resistência, ou metade desse dano se obtiver sucesso.
Aparar. O cavaleiro adiciona 6 à sua CA contra um ataque corpoa-corpo que poderia atingi-lo. Para tanto, o cavaleiro deve poder ver o atacante e estar empunhando uma arma corpo-a-corpo
Conjuração. O cavaleiro é um conjurador de 20° nível. Sua habilidade de conjuração é Carisma (CD de resistência de magia 19, +11 para atingir com ataques com magia). Ele possui as seguintes magias de paladino preparadas:
1° nível (4 espaços): comando, duelo compelido, destruição lancinante
2° nível (3 espaços): arma mágica, imobilizar pessoa
3° nível (3 espaços): arma elemental, dissipar magia
4° nível (3 espaços): banimento, destruição estonteante 5° nível (2 espaços): onda destrutiva (necrótico)
Resistência lendária: 3 por dia
Espada longa(1 ação): Uldus realiza 1 ataque com sua espada longa
Magia(2 ações):Uldus conjura 1 magia preparada que ele tenha disponível.
d10 Inspiration (5 per short/long rest)
Jack of All Trades (+ half proficiency to all non-proficient skills)
Song of Rest (1d10)
Expertise: Deception, Persuasion, Investigation, Performance
Font of Inspiration
Magical Secrets: Fire ball, witch bolt
College of Lore
- 3 bonus proficiencies
- Cutting Words
- Add. Magical Secrets: Lightning Bolt, Counterspell, Reverse Gravity,
- Peerless Skill (Can use Bardic Inspiration on own ability checks)
short bow: +10 to hit 1d6+5 pierce
dagger: +10 to hit 1d4+5 pierce
bardic inspiration: 5d10 as a bonus action
cutting words:1 inspiration die, attack check, ability check, damage roll, subtract roll from result, before dm determines result.
Conjuração: barda, lv. 16 (CA 18, +10 para atingir)
Truques: zombaria viciosa, true strike, dancing lights blade ward
1°nível,(4 espaços):healing word, thunder wave, witch bolt,
2°nível(3 espaços):hold person, invisibility, lesser restoration
3°nível(3 espaços):counter spell, relâmpago, dispel magic, fire ball
4°nível(3 espaços):polymorph, dimension door,
5°nível(2 espaçõs):bigby´s hand, dominate person
7°nível(1 espaço):reverse gravity
8°nível(1 espaço):power word stun
Cabal`s ruin: adv. on saves against spells, use reaction to halve damage taken, gain charge equal to spell level (max 6), cab expend charges to gain 1d6 lightning equal to charges used(max 6)
Sharpshooter no dis. at great distances
give -5 to attack, to have +10 damage
Ataques multiplos: Ezequiel realiza 3 ataques:
Mosquete: +14 (2d12 perfurante)
Revolver: +13 (1d10 + 6 perfurante) +1d10 fogo ou gelo
Rapiera: +13(1d8 + 8 perfurante)
*falha com armas
**mosquete(3), revolver (2)
Fey Ancestry (adv on saving throws vs. charm, can't be magically put to sleep)
Feat: Dual Wielder
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Uncanny dodge: half attack damage with a reaction
Evasion When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
R e l i a b l e T a l e n t
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
B l i n d s e n s e
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Sl i p p e r y M i n d
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
A s s a s s i n a t e Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
I n f i l t r a t i o n E x p e r t i s e Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
I m p o s t o r At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Green dragon tooth dagger: +10, 1d4pierce+2d6 poison
Keen dagger: +11, 1d4+6 (crit on nat 19)
sneak attack= 8d6