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Zak'Naroth
Elfo Paladino Toccato dal Genio Lv. 4 D&D 2024 TEST 2024
Risorse
I riposi richiedono la conferma del Master: cliccando invii una richiesta.
Slot Incantesimo
Slot di 1° livello
3/3 disp. r. lungo
Generale
Ispirazione
1/1 disp.
Paladino
Incanalare Divinità
2/2 disp. r. breve
Imposizione delle Mani (PF)
/ 20
r. lungo
Tratti Razziali
Elven Lineage
1/1 disp. r. lungo
Caratteristiche
Forza
+1
12
12
Destrezza
+4
18
16 +1 +1
Costituzione
+2
14
14
Intelligenza
+1
13
13
Saggezza
+2
14
14
Carisma
+5
20
19 +2 cap
Tiri Salvezza
Forza +1
Destrezza +4
Costituzione +2
Intelligenza +1
Saggezza +4
Carisma +7
Statistiche
CA 18
37 HP
Init +4
30 ft
1d10
+2 comp.
Mani 20 HP totali /LR
14 Passiva
12 Intuit.
Attacchi
Arma Attacco Danno Rng Mastery
Longsword versatile via CAR +7 1d8+5 slashing (2M) 1d10 —
Javelin via FOR +3 1d6+1 piercing 30/120
Abilità e Competenze
Competente
Acrobazia (DES) +4
Addestramento Animali (SAG) +2
Arcano (INT) +1
Atletica (FOR) +3
Inganno (CAR) +5
Storia (INT) +1
Intuizione (SAG) +2
Intimidazione (CAR) +5
Indagine (INT) +1
Medicina (SAG) +4
Natura (INT) +1
Percezione (SAG) +4
Recitazione (CAR) +5
Persuasione (CAR) +7
Religione (INT) +1
Rapidità di Mano (DES) +4
Furtività (DES) +4
Sopravvivenza (SAG) +2
Tratti Razziali
Scurovisione

You have Darkvision with a range of 60 feet.

Lignaggio Elfico

You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Elven Lineages
LineageLevel 1Level 3Level 5
DrowThe range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.Faerie FireDarkness
High ElfYou know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.Detect MagicMisty Step
Wood ElfYour Speed increases to 35 feet. You also know the Druidcraft cantrip.LongstriderPass without Trace
Ascendenza Fatata

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Sensi Acuti

You have proficiency in the Insight, Perception, or Survival skill.

Trance

You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elven Lineage: Drow Sottorazza

Darkvision aumentata a 120 piedi. Conosci il cantrip Dancing Lights. Al livello 3 ottieni Faerie Fire, al livello 5 Darkness (1/Long Rest, o con slot incantesimo).

Talenti

You gain the following benefits.

Pole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4.
Reactive Strike. While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.
Feat
Incantesimi di Classe
Livello 1
Livello 1 — Ammaliamento Concentrazione XPHB 2024
Tempo: 1 azione
Gittata: 30 ft (9 m)
Componenti: V, S, M (a Holy Symbol worth 5+ GP)
Durata: 1 minuto

Benedici fino a tre creature nel raggio. Ogni volta che un bersaglio effettua un tiro di attacco o un tiro salvezza prima che l’incantesimo termini, il bersaglio aggiunge 1d4 al tiro di attacco o al tiro salvezza.

Ai Livelli Superiori.

You can target one additional creature for each spell slot level above 1.

Livello 1 — Ammaliamento XPHB 2024
Tempo: 1 azione
Gittata: 60 ft (18 m)
Componenti: V
Durata: Istantanea

Parli un comando di una sola parola a una creatura che puoi vedere nel raggio d'azione. Il bersaglio deve riuscire a superare un tiro salvezza di Saggezza o eseguire il comando al suo prossimo turno. Scegli il comando tra queste opzioni:

Ai Livelli Superiori.

You can affect one additional creature for each spell slot level above 1.

Livello 1 — Abiurazione XPHB 2024
Tempo: 1 azione
Gittata: Contatto
Componenti: V, S
Durata: Istantanea

Una creatura che tocchi recupera un numero di Hit Points pari a 2d8 più il modificatore della tua capacità di incantesimo.

Ai Livelli Superiori.

The healing increases by 2d8 for each spell slot level above 1.

Livello 1 — Divinazione Concentrazione Rituale XPHB 2024
Tempo: 1 azione
Gittata: Sé (30 ft (9 m) sfera)
Componenti: V, S
Durata: 10 minuti

Per tutta la durata, percepisci la presenza di effetti magici entro 30 piedi da te. Se percepisci tali effetti, puoi compiere l’Magic per vedere un’aura fioca attorno a qualsiasi creatura o oggetto visibile nell’area che porti la magia, e se un effetto è stato creato da un incantesimo, apprendi la 7 dell’incantesimo. L’incantesimo è bloccato da 1 piede di pietra, terra o legno; 1 pollice di metallo; o un sottile foglio di piombo.

Livello 1 — Invocazione XPHB 2024
Tempo: 1 azione bonus
Gittata: Sé
Componenti: V
Durata: Istantanea

Il bersaglio subisce un danno radiante extra 2d8 dall’attacco. Il danno aumenta di 1d8 se il bersaglio è un Diavolo o un Non Morto.

Ai Livelli Superiori.

The damage increases by 2d8 for each spell slot level above 1.

Livello 1 — Abiurazione Concentrazione XPHB 2024
Tempo: 1 azione
Gittata: Contatto
Componenti: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
Durata: 10 minuti

Fino alla fine dell'incantesimo, una creatura consenziente che tocchi è protetta contro creature che siano Aberrazioni, Celestiali, Elementali, Fate, Fiendi o Non Morti. Tale protezione conferisce diversi benefici. Le creature di questi tipi hanno Svantaggio ai tiri per colpire contro il bersaglio. Inoltre, il bersaglio non può essere posseduto da esse, né può ottenere la condizione Incantato o Spaventato a causa di esse. Se il bersaglio è già posseduto, Incantato o Spaventato da una creatura di questo tipo, il bersaglio ha Vantaggio a ogni nuovo tiro salvezza contro l'effetto pertinente.

Livello 1 — Abiurazione Concentrazione XPHB 2024
Tempo: 1 azione bonus
Gittata: 60 ft (18 m)
Componenti: V, S, M (a prayer scroll)
Durata: 10 minuti

Un campo scintillante circonda una creatura a tua scelta entro la portata, concedendole un bonus di +2 alla CA per la durata.

sempre preparati

Incantesimi sempre preparati da classe, sottoclasse o tratto razziale: sono già disponibili e non contano nel limite dei preparati.

Paladin
Livello 1 — Invocazione XPHB 2024
Tempo: 1 azione bonus
Gittata: Sé
Componenti: V
Durata: Istantanea

Il bersaglio subisce un danno radiante extra 2d8 dall’attacco. Il danno aumenta di 1d8 se il bersaglio è un Diavolo o un Non Morto.

Ai Livelli Superiori.

The damage increases by 2d8 for each spell slot level above 1.

Oath of the Noble Genies
Livello 1 — Invocazione XPHB 2024
Tempo: 1 azione
Gittata: 90 ft (27 m)
Componenti: V, S, M (a diamond worth 50+ GP)
Durata: Istantanea

Lanci un globo di energia contro un bersaglio entro portata. Scegli Acido, Freddo, Fuoco, Fulmine, Veleno o Tuono per il tipo di globo che crei, quindi effettua un tiro di attacco a distanza contro il bersaglio. Se colpisci, il bersaglio subisce 3d8 danni del tipo scelto. Se ottieni lo stesso risultato su due o più dei d8, il globo salta verso un altro bersaglio a tua scelta entro 30 piedi dal bersaglio originale. Effettua un tiro di attacco contro il nuovo bersaglio e tira nuovamente i danni. Il globo non può saltare di nuovo a meno che non lanci l’incantesimo usando uno slot di incantesimo di 2° livello o superiore.

Ai Livelli Superiori.

The damage increases by 3d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Trucchetto — Trasmutazione XPHB 2024
Tempo: 1 azione
Gittata: 30 ft (9 m)
Componenti: V, S
Durata: Istantanea

Eserciti il controllo sugli elementi, creando uno dei seguenti effetti nel raggio d'azione.

Livello 1 — Invocazione XPHB 2024
Tempo: 1 azione bonus
Gittata: Sé
Componenti: V
Durata: Istantanea

Il tuo colpo risuona con un tuono udibile entro 300 piedi da te, e il bersaglio subisce 2d6 danni da tuono extra dall’attacco. Inoltre, se il bersaglio è una creatura, deve riuscire a superare un tiro salvezza di Forza o viene spinto a 10 piedi di distanza da te e subisce la condizione Prone.

Ai Livelli Superiori.

The damage increases by 2d6 for each spell slot level above 1.

Drow (tratto razziale)
Livello 1 — Invocazione Concentrazione XPHB 2024
Tempo: 1 azione
Gittata: 60 ft (18 m)
Componenti: V
Durata: 1 minuto

Gli oggetti in un Cube di 20 piedi entro portata sono contornati da luce blu, verde o viola (a tua scelta). Ogni creatura nel Cube è anch'essa contornata se fallisce un tiro salvezza di Destrezza. Per la durata, oggetti e creature colpite emanano Dim Light in un raggio di 10 piedi e non possono beneficiare della condizione Invisible. I tiri di Attack contro una creatura o un oggetto colpito hanno Advantage se l'attaccante può vederlo.

Trucchetto — Illusione Concentrazione XPHB 2024
Tempo: 1 azione
Gittata: 120 ft (36 m)
Componenti: V, S, M (a bit of phosphorus)
Durata: 1 minuto

Crei fino a quattro luci di dimensione torcia entro gittata, facendole apparire come torce, lanterne o sfere luminose che fluttuano per tutta la durata. In alternativa, combini le quattro luci in una singola forma Media luminosa vagamente umanoide. Qualunque forma tu scelga, ogni luce emette Dim Light in un raggio di 3 metri. Come Bonus Action, puoi spostare le luci fino a 18 metri in uno spazio entro gittata. Una luce deve trovarsi entro 6 metri da un’altra luce creata da questo incantesimo, e una luce svanisce se supera la gittata dell’incantesimo.

Privilegi di Paladino (Lv 4)
Lv 1Senso del Divino

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind Cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lv 1Imponi le Mani

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 paladin level × 5.

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.

Lv 1Lancio di Incantesimi

You have learned to cast spells through prayer and meditation. See 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.

Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+.

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.

If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Lv 1Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Lv 2Castigo Divino

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Lv 2Stile di Combattimento

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Lv 2Lancio di Incantesimi

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See 10 for the general rules of spellcasting and 11 for the paladin spell list.

Preparing and Casting Spells.

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 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 a 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability.

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. 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 paladin spell you cast and when making an attack roll with one.

Spell.
Spell.
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your paladin spells.
Lv 2Paladin's Smite

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Lv 3Incanalare Divinità

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.

Lv 3Channel Divinity: Harness Divine Power

optional feature}

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Lv 3Salute Divina

By 3rd level, the divine magic flowing through you makes you immune to disease.

Lv 3Giuramento Sacro

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells.

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Lv 3Senso del Divino

As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Lv 3Paladin Subclass

You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.

Breaking Your Oath

A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

Lv 4Martial Versatility

optional feature}

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Sottoclasse: Giuramento dei Genii Nobili
Lv 3Dao's Crush

Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.

Lv 3Djinni's Escape

You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.

Lv 3Efreeti's Fury

The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.

Lv 3Elemental Smite

Immediately after you cast Divine Smite, you can expend one use of your XPHB and invoke one of the following effects.

Lv 3Genie Spells

When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3Chromatic Orb, Elementalism, Thunderous Smite
5Mirror Image, Phantasmal Force
9Fly, Gaseous Form
13Conjure Minor Elementals, Summon Elemental
17Banishing Smite, Contact Other Plane
Lv 3Genie's Splendor

When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.

You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.

Lv 3Marid's Surge

The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.

Lv 3Oath of the Noble Genies

Brandish the Elemental Splendor of Genies

Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.

Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:

  • Sow the seeds of creation amid the ashes of destruction.
  • Lead with splendor and grace.
  • Respect the elements, and fear their wrath.
Paladino (Lv 4)
Imponi le Mani20 HP totali /LR
Canalizzare Divinità1/LR
Raggio Aura10 ft
Equipaggiamento iniziale
150 GP ×150
Inventario
Peso:24 lb / 180 lb OK
Oggetto Qtà Equip. Peso
Chain Mail 1 —
Shield 1 —
Longsword 1 —
Javelin 6 —
Holy Symbol 1 — —
Priest's Pack 1 — 24 lb
Borsa
≈ 9 mo
9
Oro
Aspetto Fisico
Età 169
Altezza 1.70
Peso 85
Genere Maschio
Occhi Viola
Pelle Sì
Capelli Pure
Allineamento Caotico Buono
Presentazione

Backstory Triste

Background: Genie Touched
Competenze nelle abilità
Perception Persuasion
Strumenti
Glassblower's Tools
Storia del Personaggio
1 Creaz.
Creazione Personaggio 2026-06-01
+10 PF massimo d10
2 Creaz.
Livello 2 — Paladin 2026-06-01
+10 PF Tiro d10
3 Creaz.
Livello 3 — Paladin 2026-06-01
+1 PF Tiro d10
4 Creaz.
Livello 4 — Paladin 2026-06-01
+2 PF Tiro d10