Aquí es donde se tiran los dados (Hit die) para la subida de nivel; podéis arriesgarlo a hacerlo de forma en que sea todo al azar, o simplemente tomar el resultado medio pre-establecido según la clase. Recordadle sumar (o restar) los bonos que tengáis en Constitución.
No voy a permitir multi-clasear porque es un sistema que aún no domino. A continuación para aquellos que mantengan personajes, añadiré las cosas que obtendrían de nivel 2 para el nivel 3.
Level |
Proficiency |
Features |
Rages |
Rage |
---|---|---|---|---|
1st |
+2 |
2 |
+2 |
|
2nd |
+2 |
2 |
+2 |
|
3rd |
+2 |
3 |
+2 |
Hit Points: 1d12 (or 7) + Constitución.
En caso de que la Constitución cambiara suma/resta lo necesario para recalcular la vida previa. (Es decir si tu Constitución +1 y ahora es +2, sumale +2 por nivel 1, y +2 por nivel 2) y ahora sí, decide si tirar 1d12+Constitución o 7+Constitución.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
- Primal Path -
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
ESCOGE UNA
Ancestral Guardian Battlerager Beast Berserker Storm Herald Totem Warrior Wild Magic Zealot
Lo que está en "Quote/Cita" es lo nuevo que tienes que hacer.
Level |
Proficiency Bonus |
Features |
Cantrips |
—Spell Slots per Spell Level— |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||||
1st |
+2 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+2 |
Channel Divinity (1/rest), Divine Domain Feature |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
— |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
Hit Points: 1d8 (or 5) + Constitución.
En caso de que la Constitución cambiara suma/resta lo necesario para recalcular la vida previa. (Es decir si tu Constitución +1 y ahora es +2, sumale +2 por nivel 1, y +2 por nivel 2) y ahora sí, decide si tirar 1d8+Constitución o 5+Constitución.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. See the Player’s Handbook for details on all the domains. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Cuando usas tu Channel Divinity (Canalizar Divinidad), eliges qué efecto crear (Turn Undead/Preserve Life). Debes de hacer un descanso corto o largo para usar Channel Divinity (Canalizar Divinidad) nuevamente.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Como acción, presentas tu símbolo sagrado y pronuncias una oración censurando a los no-muertos. Cada no-muerto que pueda verte u oírte a 30 pies de ti debe hacer una tirada de salvación de Sabiduría. Si la criatura falla su tirada de salvación, se gira durante 1 minuto o hasta que reciba algún daño.
Una criatura convertida debe pasar sus turnos tratando de alejarse de ti tanto como pueda, y no puede moverse voluntariamente a un espacio dentro de los 30 pies de ti. Tampoco puede tomar reacciones. Para su acción solo puede utilizar la acción de Correr o intentar escapar de un efecto que le impida moverse. Si no hay adónde moverse, la criatura puede usar la acción Esquivar.
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Como acción, presentas tu símbolo sagrado y evocas energía curativa que puede restaurar un número de puntos de golpe igual a cinco veces tu nivel de clérigo. Elige cualquier criatura a 30 pies o menos de ti y divide esos puntos de golpe entre ellas. Esta característica puede restaurar a una criatura a no más de la mitad de su máximo de puntos de vida. No puedes usar esta característica en un no-muerto o una construcción.
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Cleric Level | Spells |
---|---|
1st |
|
3rd |
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Además, a partir del 1er nivel, tus hechizos de curación son más efectivos. Siempre que uses un conjuro de 1er nivel o superior para restaurar puntos de golpe a una criatura, la criatura recupera puntos de golpe adicionales iguales a 2 + el nivel del conjuro.
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- DOMAIN SPELLS -
1º - Bless: (1 Accion - 30 ft) You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bendices hasta tres criaturas de tu elección dentro del alcance. Cada vez que un objetivo realiza una tirada de ataque o una tirada de salvación antes de que finalice el hechizo, el objetivo puede tirar un d4 y sumar el número obtenido a la tirada de ataque o tirada de salvación. En Niveles Superiores. Cuando lanzas este conjuro usando un espacio de conjuro de nivel 2 o superior, puedes hacer objetivo a una criatura adicional por cada nivel de espacio por encima del 1.
1º - Cure Wounds: (1 Accion - Tocar) A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier (Wisdom). This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Una criatura que tocas recupera una cantidad de puntos de golpe igual a 1d8 + tu modificador de habilidad para lanzar conjuros (Sabiduría). Este hechizo no tiene efecto sobre muertos vivientes o construcciones. En Niveles Superiores. Cuando lanzas este conjuro usando un espacio de conjuro de 2º nivel o superior, la curación aumenta en 1d8 por cada nivel de espacio por encima del 1º.
2º - Lesser Restoration: (1 Accion - Tocar) You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Tocas a una criatura y puedes terminar con una enfermedad o una condición que la aflige. La condición puede ser ceguera, sordera, paralización o envenenamiento.
2º - Spiritual Weapon: (Bonus Accion - 60 ft) You create a floating, spectral weapon within range that lasts for the duration (1 min) or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier (Wisdom). As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Creas un arma espectral flotante dentro del alcance que dura la duración (1 min) o hasta que lanzas este hechizo nuevamente. Cuando lanzas el hechizo, puedes hacer un ataque de hechizo cuerpo a cuerpo contra una criatura a 5 pies del arma. Con un impacto, el objetivo recibe daño por fuerza igual a 1d8 + tu modificador de habilidad para lanzar conjuros (Sabiduría). Como acción adicional en tu turno, puedes mover el arma hasta 20 pies y repetir el ataque contra una criatura a 5 pies de ella. El arma puede tomar cualquier forma que elijas. En Niveles Superiores. Cuando lanzas este conjuro usando un espacio de conjuro de nivel 3 o superior, el daño aumenta en 1d8 por cada dos niveles de espacio por encima del segundo.
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- CANTRIPS CONOCIDOS -
Mending (Remendar): (1 Minuto de casteo - Tocar) Este hechizo repara una sola rotura o desgarro en un objeto que tocas, como un eslabón de cadena roto, dos mitades de una llave rota, una capa rasgada o un odre de vino que gotea. Siempre que la rotura o desgarro no sea mayor de 1 pie en cualquier dimensión, usted lo repara, sin dejar rastro del daño anterior. Este hechizo puede reparar físicamente un objeto mágico o una construcción, pero el hechizo no puede restaurar la magia a dicho objeto.
Sacred Flame (Llama Sagrada): (1 Acción - 60 ft) Un resplandor parecido a una llama desciende sobre una criatura que puedes ver dentro del alcance. El objetivo debe tener éxito en una tirada de salvación de Destreza o recibir 1d8 de daño radiante. El objetivo no se beneficia de la cobertura para esta tirada de salvación. El daño del hechizo aumenta en 1d8 cuando alcanzas el nivel 5 (2d8), el nivel 11 (3d8) y el nivel 17 (4d8).
Thaumaturgy (Traumaturgia): (1 Acción y dura 1 Minuto - 30 ft) Manifiestas una maravilla menor, una señal de poder sobrenatural, dentro del alcance. Creas uno de los siguientes efectos mágicos dentro del alcance: Tu voz suena hasta tres veces más fuerte de lo normal durante 1 minuto. // Haces que las llamas parpadeen, brillen, se atenúen o cambien de color durante 1 minuto. // Provocas temblores inofensivos en el suelo durante 1 minuto. // Creas un sonido instantáneo que se origina desde un punto de tu elección dentro del alcance, como el estruendo de un trueno, el grito de un cuervo o susurros siniestros. // Instantáneamente haces que una puerta o ventana desbloqueada se abra o se cierre de golpe. // Alteras la apariencia de tus ojos durante 1 minuto. /// Si lanzas este hechizo varias veces, puedes tener hasta tres de sus efectos de 1 minuto activos a la vez, y puedes descartar dicho efecto como una acción.
-------------------------------------------------------------------------
- HECHIZOS CONOCIDOS -
Preparas la lista de conjuros de clérigo que están disponibles para lanzar, eligiendo de la lista de conjuros de clérigo. Cuando lo hagas, elige un número de conjuros de clérigo igual a tu modificador de Sabiduría (Wisdom) + tu nivel de clérigo (3). Los conjuros deben ser de un nivel que tengas espacios de conjuros. (Nivel 1 y Nivel 2).
Usa esta página para escoger todos los conjuros que quieras tener preparados: (Ya está puesto para que sean de Clérigo y de Nivel 1 y Nivel 2).
Lo que está en "Quote/Cita" es lo nuevo que tienes que hacer.
Level |
Proficiency |
Sneak |
Features |
---|---|---|---|
1st |
+2 |
1d6 |
|
2nd |
+2 |
1d6 |
|
3rd |
+2 |
2d6 |
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
At 1st level, choose two of your skill proficiencies (Atletismo, Percepción), or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra Xd6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Motivo: Hit Points (Lvl2)
Tirada: 1d8
Resultado: 8(+1)=9 [8]
Motivo: Hit Points (Lvl3)
Tirada: 1d8
Resultado: 7(+1)=8 [7]
.Hit point: 7 + constitución
. Primal Path: Totem warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Source: Player's Handbook
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Ficha actualizada:
Atributos | Raza | Gnomo | ||||
---|---|---|---|---|---|---|
Nombre | Pts | Mod | Clase | Barbaro | ||
Fuerza | 14 | +2 | Trasfondo | Campesino | ||
Destreza | 15+(1) | +3 | Información | |||
Constitución | 15 | +2 | AC | 10 + 5 | ||
Inteligencia | 8+(2) | +0 | HP | 12 + 7x2 +2x3 = 32 | ||
Sabiduría | 10 | +0 | Iniciativa | 0 | ||
Carisma | 8 | +-1 | Velocidad | 25 ft | ||
Habilidades | ||||||
Acrobacias | (Des) | +3 | Arcanos | (Int) | +0 | |
Atletismo | (Fue) | +2 | Engaño | (Car) | -1 | |
Historia | (Int) | +0 | Medicina | (Sab) | +0 | |
Interpretación | (Car) | -1 | Naturaleza | (Int) | +0 | |
Intimidación | (Car) | -1+2 | Percepcion | (Sab) | +0 | |
Investigación | (Int) | +0 | Perspicacia | (Sab) | +0 | |
Juego de Manos | (Des) | +2 | Persuasion | (Car) | -1 | |
Supervivencia | (Sab) | +2 | Religión | (Int) | +0 | |
Trato Animales | (Sab) | +0 | Sigilo | (Des) | +3 |
Level |
Proficiency |
Features |
Cantrips |
Spells |
—Spell Slots per Spell Level— |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|||||
1st |
+2 |
2 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+2 |
2 |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+2 |
2 |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
As a bard, you gain the following class features.
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three: Sigilo, Percepción, Interpretación
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus (2) + your Charisma modifier(2)
Spell attack modifier = your proficiency bonus(2) + your Charisma modifier(2)
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (2). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.: Arcano, Persuasión, Acrobacias.
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.: Percepción, Sigilo.
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CANTRIPS
Dancing Lights: (1 Acción, 1 Minuto duracion, 120 ft) You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Vicious Mockery: (1 Acción WIS SAVE, 60 ft) You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
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HECHIZOS NIVEL 1
Detect Magic: (1 Acción, 30 ft) For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Healing Word: A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier (2). This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1s
Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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HECHIZOS NIVEL 2
Enthrall: (1 Acción, 1 Minuto duracion, 60 ft) You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Enhance Ability: (1 Acción, 1 Hora, tocar) You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks.
Heat Metal: (1 Acción, 1 Minuto, 60 ft) Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Motivo: Hit Dice (Lvl2)
Tirada: 1d8
Resultado: 3(+1)=4 [3]
Motivo: Hit Dice (Lvl3)
Tirada: 1d8
Resultado: 2(+1)=3 [2]