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 al 100%. A continuación para aquellos que mantengan personajes, añadiré las cosas que obtendrían de nivel 3 para el nivel 4.
Para el resto que empiece con un personaje de 0, simplemente poned aquí al ficha.
FICHA LISTA
Atributos | Raza | Humana | ||||
---|---|---|---|---|---|---|
Nombre | Pts | Mod | Clase | Healer | ||
Fuerza | 8+1 | -1 | Trasfondo | Noble | ||
Destreza | 13+1 | +2 | Información | |||
Constitución | 15+1 | +3 | AC | 10+4 | ||
Inteligencia | 9+1 | +0 | HP | 32 | ||
Sabiduría | 11+1 | +1 | Iniciativa | 2 | ||
Carisma | 15+1+2 | +4 | Velocidad | 30 ft | ||
Habilidades | ||||||
Acrobacias | (Des) | +2 | Arcanos | (Int) | +0 | |
Atletismo | (Fue) | -1 | Engaño | (Car) | +4 | |
Historia | (Int) | +0+2=+2 | Medicina | (Sab) | +1(+2*2)=+5 | |
Interpretación | (Car) | +4 | Naturaleza | (Int) | +0 | |
Intimidación | (Car) | +4 | Percepcion | (Sab) | +1 | |
Investigación | (Int) | +0 | Perspicacia | (Sab) | +1 | |
Juego de Manos | (Des) | +2 | Persuasion | (Car) | +4+2=+6 | |
Supervivencia | (Sab) | +1 | Religión | (Int) | +0 | |
Trato Animales | (Sab) | +1+2=+3 | Sigilo | (Des) | +2 |
--- Humana ---
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
--- Healer ---
Hit Dice: 1d8 per Healer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Healer level after 1st (32 PV)
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, History, Insight, Medicine, Persuasion, and Religion
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Medical Focus, Healing Hands | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Celestial Companion | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Healer Order, Effortless Healing | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
As a conduit for divine power, you can cast healer spells.
At 1st level, you know three cantrips of your choice from the healer spell list. You learn additional healer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the additional healer table.
The additional healer table shows how many spell slots you have to cast your 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 additional healer spells that are available for you to cast, choosing from the additional healer spell list. When you do so, choose a number of additional healer spells equal to your Charisma modifier + your healer 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 additional healer, you have four 1st-level and two 2nd-level spell slots. With a Charisma 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 additional healer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Charisma is your spellcasting ability for your additional healer spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a additional healer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a additional healer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus (+2) + your Charisma modifier (+4) = 14
Spell attack modifier = your proficiency bonus (+2) + your Charisma modifier (+4)= +6
You can cast a healer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol (see “Equipment”) as a spellcasting focus for your healer spells.
Starting at 1st level, whenever you use a healer spell of 1st level or higher to restore hit points to a creature, the creature regain additional hit points equal to your Charisma modifier. (+4)
Also at 1st level, you gain proficiency in the Medicine skill, and you add twice your proficiency bonus in checks made using this skill. In addition, you can use a Healer's Kit using a bonus action on your turn, instead of an action.
At 2nd level, the deities of life recognize you devotion and grant you a celestial, to serve you with loyalty. As an action, you can summon this creature.
The companion appears in an unoccupied space of your choice that you can see within 30 feet of you. Any friendly creature within 10 feet of the creature when it is summoned regain hit points equal to your Charisma modifier. (+4)
The celestial companion is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Celestial Companion stat block, which uses your proficiency bonus (PB) in several places. The companion is a small or medium creature, but you determine the companion's appearance. Usually healer companion's take the form of a unicorn, that serve as a symbol of healing and purity, while others look like lammasus, sphinxes, couatls and nagas.
The celestial companion manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the companion again, or until you die. If the spare the dying spell is cast on it, it regains 2d6 hit points.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a your action or bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion will try it's best to protect you.
You can summon your celestial companion twice, and regain your uses of this feature after a short or a long rest.
Ability Score Improvement. (+2 Carisma)
At 3rd level, you can heal your allies with speed and ease. You can cast spells that restore hit points and spare the dying using a bonus action, instead of an action on your turn.
Hospitaler knights are militant healers, specialized in using their powers to aid wounded allies on the battlefield. They combine healing power and combat training to become an indispensable resource on a battle.
At 3rd level, when you finish a long rest, you can bond with a suit of armor you are proficient with and with a weapon of your choice. You add your Charisma modifier, instead of Dexterity to your AC when using the armor and your Charisma, instead of Strength or Dexterity for attacks and damage rolls with the weapon.
In addition, you gain proficiency with martial weapons and medium armor.
At 3rd level, when you summon your Healer's Companion, it can take a form of a Large creature and be used as a mount.
While using your companion as a mount, the mount can't benefit from its flying movement speed until you reaches the 14th level.
Starting at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your healer level x 5. (20)
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Celestial Companion
Celestial
Armor Class 13
Hit Points 5 + five times your Healer level (5*4=20) = 25
Speed 30 ft., fly 30 ft.
STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 15 (+2)
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages celestial and understands the languages you speak
Proficiency Bonus: equals your bonus (+2)
Telepathy. The celestial can communicate with you telepathically, up to a range of 100 feet.
ACTIONS
Slam. Melee Weapon Attack: your spell attack modifier to hit (+6), range 5 ft., one target you can see. Hit: 1d8 + PB (2) bludgeoning damage.
Celestial Bolt. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d8 + PB (2) radiant damage.
Teleport. The companion and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each of these creatures gain a number of temporary hit points equal to 1d4 + PB (2).
--- Prestigious Ratfolk ---
--- HERMIT ---
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: (Undercommon)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp
--- ROGUE ---
Level |
Proficiency |
Sneak |
Features |
---|---|---|---|
1st |
+2 |
1d6 |
|
2nd |
+2 |
1d6 |
|
3rd |
+2 |
2d6 |
|
4th |
+2 |
2d6 |
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier (8)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st (23 PV)
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
You start with the following equipment, in addition to the equipment granted by your background:
At 1st level, choose two of your skill proficiencies, 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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
------- Roguish Archetype - (Thief)
Fast Hands - (Puedes usar "Sleight of Hand", Thieves' Tools y Usar Objetos como acción bonus)
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.
Second-Story Work - (Escalar no cuesta movimiento extra) (+3 Feet en saltos con carrerrilla)
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. (+3 Feet en saltos con carrerrilla)
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
FICHA LISTA