Ficha de Hyoga
Ficha de Hyoga
Ficha de Hyoga
STEALTH DISADVANTAGE
16 ✘ +3 Wisdom
+0 Charisma
42 8d6 Mobile. When you use the Dash action, difficult
terrain doesn’t cost you extra movement on that
CONDITIONAL
turn.When you make a melee attack against a
creature, you don’t provoke opportunity attacks
+3 from that creature for the rest of the turn, whether
you hit or not.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Arcane Recovery. Once per day when you finish a
SAVING THROWS
short rest, you can choose expended spell slots to
12 N
CIE C
+6 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
recover. The spell slots can have a combined level
that is equal to or less than 4.
Y
PROFI
✘
RT
EXPE
10 ✘
+0 Perception (Wis)
+3 Performance (Cha)
+0 Persuasion (Cha)
+0 +4 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)
10 +0 Survival (Wis)
SKILLS
+0 10 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins,
something about you prevents you from effectively pursuing the path you’ve chosen. Even so, that doesn’t stop you.
You’ve left your old face behind, taking on a new persona, becoming something more.
I’m earnest and uncommonly direct.
I’m earnest and uncommonly direct. Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might
be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefor, this
background largely focuses on detailing the hero behind the mask.
PERSONALITY TRAITS
IDEAL
BOND
Dual Personalities
Most of your fellow adventurers and the world know you
as your persona. Those who seek to learn more about
you—your weaknesses, your origins, your purpose—find
themselves stymied by your disguise. Upon donning a
disguise and behaving as your persona, you are
unidentifiable as your true self. Be removing your disguise
and revealing your true face, you are no longer
identifiable as your persona. This allows you to change
appearances between your two personalities as often as
you wish, using one to hide the other or serve as
convenient camouflage. However, should someone realize
the connection between your persona and your true self,
your deception might lose its effectiveness.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
0 0 0 0 0
lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +7 15 12
As part of the action used to cast this spell, you must make a melee A spectral, floating hand appears at a point you choose within range. This spell is a minor magical trick that novice spellcasters use for
attack with a weapon against one creature within the spell’s range, The hand lasts for the duration or until you dismiss it as an action. practice. You create one of the following magical effects within
otherwise the spell fails. On a hit, the target suffers the attack’s The hand vanishes if it is ever more than 30 feet away from you or if range:
normal effects, and it becomes sheathed in booming energy until the you cast this spell again. • You create an instantaneous, harmless sensory effect, such as a
start of your next turn. If the target willingly moves before then, it You can use your action to control the hand. You can use the hand shower of sparks, a puff of wind, faint musical notes, or an odd odor.
immediately takes 1d8 thunder damage, and the spell ends. to manipulate an object, open an unlocked door or container, stow or • You instantaneously light or snuff out a candle, a torch, or a
This spell’s damage increases when you reach higher levels. At 5th retrieve an item from an open container, or pour the contents out of small campfire.
level, the melee attack deals an extra 1d8 thunder damage to the a vial. You can move the hand up to 30 feet each time you use it. The • You instantaneously clean or soil an object no larger than 1 cubic
target, and the damage the target takes for moving increases to 2d8. hand can’t attack, activate magic items, or carry more than 10 foot.
Both damage rolls increase by 1d8 at 11th level and 17th level. pounds. • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action
thunder damage
RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 round DURATION 1 hour
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (a pinch of soot and salt)
Lightning springs from your hand to deliver a shock to a creature you The spell captures some of the incoming energy, lessening its effect For the duration, you understand the literal meaning of any spoken
try to touch. Make a melee spell attack against the target. You have on you and storing it for your next melee attack. You have resistance language that you hear. You also understand any spoken language
advantage on the attack roll if the target is wearing armor made of to the triggering damage type until the start of your next turn. Also, that you hear. You also understand any written language that you
metal. On a hit, the target takes 1d8 lightning damage, and it can’t the first time you hit with a melee attack on your next turn, the see, but you must be touching the surface of which the words are
take reactions until the start of its next turn. target takes an extra 1d6 damage of the triggering type, and the spell written. It takes about 1 minute to read one page of text. This spell
The spell’s damage increases by 1d8 when you reach 5th level ends. doesn’t decode secret messages in a text or glyph, such as an arcane
(2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 2nd sigil, that isn’t part of a written language.
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: You touch a willing creature who isn’t wearing armor, and a The gravity in a 10-foot-radius sphere centered on a point you can
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish protective magical force surrounds it until the spell ends. The target’s see within range increases for a moment. Each creature in the sphere
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the chosen form, though it is a base AC becomes 13 + its Dexterity modifier. The spell ends it if the on the turn when you cast the spell must make a Constitution saving
celestial, fey or fiend (your choice) instead of a beast. target dons armor or if you dismiss the spell as an action. throw. On a failed save, a creature takes 2d8 force damage, and its
Your familiar acts independently of you, but it always obeys your commands. In speed is halved until the end of the next turn. On a successful save, a
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, creature takes half as much damage and suffers no reduction to its
but it can take other actions as normal. speed.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical Until the start of your next turn, any object that isn’t being worn or
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it carried in the sphere requires a successful Strength check against
telepathically. Additionally, as an action, you can see through your familiar’s eyes your spell save DC to pick up or move.
and hear what it hears until the start of your next turn, gaining the benefits of any At Higher Levels. When you cast this spell using a spell slot of 2nd
special senses that the familiar has. During this time, you are deaf and blind with level or higher, the damage increases by 1d8 for each slot level above
regard to your own senses. 1st.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount
Shield Snare Thunderwave
1st-level abjuration 1st-level abjuration 1st-level evocation
Reaction trigger: You are hit by an attack or targeted by the magic As you cast this spell, you use the rope to create a circle with a 5-foot A wave of thunderous force sweeps out from you. Each creature in a
missile spell An invisible barrier of magical force appears and protects radius on the ground or the floor. When you finish casting, the rope 15-foot cube originating from you must make a Constitution saving
you. Until the start of your next turn, you have a +5 bonus to AC, disappears and the circle becomes a magic trap. throw. On a failed save, a creature takes 2d8 thunder damage and is
including against the triggering attack, and you take no damage from This trap is nearly invisible, requiring a successful Intelligence pushed 10 feet away from you. On a successful save, the creature
magic missile. (Investigation) check against your spell save DC to be discerned. takes half as much damage and isn’t pushed. In addition, unsecured
The trap triggers when a Small, Medium, or Large creature moves objects that are completely within the area of effect are
onto the ground or the floor in the spell’s radius. That creature must automatically pushed 10 feet away from you by the spell’s effect, and
succeed on a Dexterity saving throw or be magically hoisted into the the spell emits a thunderous boom audible out to 300 feet.
air, leaving it hanging upside down 3 feet above the ground or the At Higher Levels. When you cast this spell using a spell slot of 2nd
floor. The creature is restrained there until the spell ends. level or higher, the damage increases by 1d8 for each slot level above
A restrained creature can make a Dexterity saving throw at the end 1st.
of each of its turns, ending the effect on itself on a success.
Alternatively, the creature or someone else who can reach it can use
an action to make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is
restrained by it.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 30 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a copper piece) COMPONENTS V, S, M (a pinch of powdered iron) COMPONENTS V, S
For the duration, you can read the thoughts of certain creatures. When you You cause a creature or an object you can see within range to grow You touch a nonmagical weapon. Until the spell ends, that weapon
cast the spell and as your action on each turn until the spell ends, you can larger or smaller for the duration. Choose either a creature or an object becomes a magic weapon with a +1 bonus to attack rolls and damage
focus your mind on any one creature that you can see within 30 feet of you. If that is neither worn nor carried. If the target is unwilling, it can make a rolls.
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any Constitution saving throw. On a success, the spell has no effect.
language, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 4th
You initially learn the surface thoughts of the creature—what is most on its
If the target is a creature, everything it is wearing and carrying level or higher, the bonus increases to +2. When you use a spell slot
mind in that moment. As an action, you can either shift your attention to changes size with it. Any item dropped by an affected creature returns of 6th level or higher, the bonus increases to +3.
another creature’s thoughts or attempt to probe deeper into the same to normal size at once.
creature’s mind. If you probe deeper, the target must make a Wisdom saving Enlarge. The target’s size doubles in all dimensions, and its weight is
throw. If it fails, you gain insight into its reasoning (if any), its emotional state, multiplied by eight. This growth increases its size by one category -
and something that looms large in its mind (such as something it worries over, from Medium to Large, for example. If there isn’t enough room for the
loves, or hates). If it succeeds, the spell ends. Either way, the target knows that target to double its size, the creature or object attains the maximum
you are probing into its mind, and unless you shift your attention to another possible size in the space available. Until the spell ends, the target also
creature’s thoughts, the creature can use its action on its turn to make an has advantage on Strength checks and Strength saving throws. The
Intelligence check contested by your Intelligence check; if it succeeds, the spell target’s weapons also grow to match its new size. While these weapons
ends. are enlarged, the target’s attack with them deal 1d4 extra damage.
Questions verbally directed at the target creature naturally shape the course
of its thoughts, so this spell is particularly effective as part of an interrogation. Reduce. The target’s size is halved in all dimensions, and its weight is
You can also use this spell to detect the presence of thinking creatures you reduced to one-eighth of normal. This reduction decreases its size by
can’t see. When you cast the spell or as your action during the duration, you one category - from Medium to Small, for example. Until the spell ends,
can search for thoughts within 30 feet of you. The spell can penetrate barriers, the target also has disadvantage on Strength checks and Strength
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead saving throws. The target’s weapons also shrink to match its new size.
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or While these weapons are reduced, the target’s attacks with them deal
one that doesn’t speak any language. 1d4 less damage (this can’t reduce the damage below 1).
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS S COMPONENTS V, S
Briefly surrounded by silvery mist, you teleport up to 30 feet to an Reaction: When you see a creature within 60 feet of you casting a Choose any creature, object, or magical effect within range. Any spell
unoccupied space that you can see. spell You attempt to interrupt a creature in the process of casting a of 3rd level or lower on the target ends. For each spell of 4th level or
spell. If the creature is casting a spell of 3rd level or lower, its spell higher on the target, make an ability check using your spellcasting
fails and has no effect. If it is casting a spell of 4th level or higher, ability. The DC equals 10 + the spell’s level. On a successful check, the
make an ability check using your spellcasting ability. The DC equals spell ends.
10+ the spell’s level. On a success, the creature’s spell fails and has At Higher Levels. When you cast this spell using a spell slot of 4th
no effect. level or higher, you automatically end the effects of a spell on the
At Higher Levels. When you cast this spell using a spell slot of 4th target if the spell’s level is equal to or less than the level of the spell
level or higher, the interrupted spell has no effect if its level is less slot you used.
than or equal to the level of the spell slot you used.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Fly Haste Dimension Door
3rd-level transmutation 3rd-level transmutation 4th-level conjuration
You touch a willing creature. The target gains a flying speed of 60 feet Choose a willing creature that you can see within range. Until the You teleport yourself from your current location to any other spot
for the duration. When the spell ends, the target falls if it is still aloft, spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it within range. You arrive at exactly the spot desired. It can be a place
unless it can stop the fall. has advantage on Dexterity saving throws, and it gains an additional you can see, one you can visualize, or one you can describe by stating
At Higher Levels. When you cast this spell using a spell slot of 4th action on each of its turns. That action can be used only to take the distance and direction, such as “200 feet straight downward” or
level or higher, you can target one additional creature for each slot Attack (one weapon attack only), Dash, Disengage, Hide, or Use an “upward to the northwest at a 45-degree angle, 300 feet.” You can
level above 3rd. Object action. When the spell ends, the target can’t move or take bring along objects as long as their weight doesn’t exceed what you
actions until after its next turn, as a wave of lethargy sweeps over it. can carry. You can also bring one willing creature of your size or
smaller who is carrying gear up to its carrying capacity. The creature
must be within 5 feet of you when you cast this spell. If you would
arrive in a place already occupied by an object or a creature, you and
any creature traveling with you each take 4d6 force damage, and the
spell fails to teleport you.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
You or a creature you touch becomes invisible until the spell ends. You utter foul words, summoning one demon from the chaos of the Abyss. You create a wall of fire on a solid surface within range. You can
Anything the target is wearing or carrying is invisible as long as it is on You choose the demon’s type, which must be one of challenge rating 5 or make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a
the target’s person. lower, such as a shadow demon or a barlgura. The demon appears in an ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think.
unoccupied space you can see within range, and the demon disappears The wall is opaque and lasts for the duration.
when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon When the wall appears, each creature within its area must make a
it and on each of your turns thereafter, you can issue a verbal command to it Dexterity saving throw. On a failed save, a creature takes 5d8 fire
(requiring no action on your part), telling it what it must do on its next turn. damage, or half as much damage on a successful save.
If you issue no command, it spends its turn attacking any creature within One side of the wall, selected by you when you cast this spell, deals
reach that has attacked it. 5d8 fire damage to each creature that ends its turn within 10 feet of
At the end of each of the demons turns, it makes a Charisma saving throw. that side or inside the wall. A creature takes the same damage when
The demon has disadvantage on this saving throw if you say its true name. it enters the wall for the first time on a turn or ends its turn there.
On a failed save, the demon continues to obey you. On a successful save, The other side of the wall deals no damage.
your control of the demon ends for the rest of the duration, and the demon At Higher Levels. When you cast this spell using a spell slot of 5th
spends its turns pursuing and attacking the nearest non demons to the best level or higher, the damage increases by 1d8 for each slot level above
of its ability. If you stop concentrating on the spell before it reaches its full
duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still 4th.
has hit points.
As part of casting the spell, you can form a circle on the ground with the
blood used as a material component. The circle is large enough to
encompass your space. While the spell lasts, the summoned demon can’t
cross the circle or harm it, and it can’t target anyone within it. Using the
material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or
higher, the challenge rating increases by 1 for each slot level above 4th.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook