| Arma | Attacco | Danno | Rng |
|---|---|---|---|
| Mace via FOR | +1 | 1d6-1 bludgeoning | — |
| Light Crossbow via DES | +4 | 1d8+2 piercing | 80/320 |
Aasimar mature at the same rate as humans but live a few years longer.
Aasimar are built like well-proportioned humans. Your size is Medium.
Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
You have resistance to necrotic and radiant damage.
You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
You can speak, read, and write Common and Celestial.
Nessun talento o ASI selezionato.
L'incantesimo cattura parte dell'energia in arrivo, riducendone l'effetto su di te e immagazzinandola per il tuo prossimo attacco in mischia. Hai resistenza al tipo di danno scatenante fino all'inizio del tuo prossimo turno. Inoltre, la prima volta che colpisci con un attacco in mischia nel tuo prossimo turno, il bersaglio subisce un danno extra 1d6 del tipo di danno scatenante, e l'incantesimo termina.
When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Ogni oggetto in un cubo di 6 metri di lato entro portata è contornato da luce blu, verde o viola (a tua scelta). Qualsiasi creatura nell’area quando l’incantesimo viene lanciato è anch’essa contornata da luce se fallisce un tiro salvezza di Destrezza. Per la durata, oggetti e creature colpite emanano luce fioca in un raggio di 3 metri. Qualsiasi tiro di attacco contro una creatura o un oggetto colpito ha vantaggio se l’attaccante può vederlo, e la creatura o l’oggetto colpito non può beneficiare dell’essere invisible.
Fino a dieci bacche appaiono nella tua mano e sono infuse di magia per la durata. Una creatura può usare la sua azione per mangiare una bacca. Mangiare una bacca ripristina 1 punto ferita, e la bacca fornisce nutrimento sufficiente a sostenere una creatura per un giorno. Le bacche perdono la loro potenza se non vengono consumate entro 24 ore dal lancio di questo incantesimo.
Crei un frammento di ghiaccio e lo scagli contro una creatura entro portata. Effettua un attacco con incantesimo a distanza contro il bersaglio. Se colpisci, il bersaglio subisce 1d10 danni perforanti. Che tu colpisca o meno, il frammento esplode. Il bersaglio e ogni creatura entro 5 piedi da esso devono riuscire a superare un tiro salvezza di Destrezza o subire 2d6 danni da freddo.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 2d6 for each slot level above 1st.
Fino alla fine dell'incantesimo, una creatura consenziente che tocchi è protetta contro certi tipi di creature: aberrazioni, celestiali, elementali, fate, diavoli e non morti. La protezione conferisce diversi benefici. Creature di questi tipi hanno svantaggio alle prove di attacco contro il bersaglio. Inoltre, il bersaglio non può essere incantato, spaventato o posseduto da esse. Se il bersaglio è già incantato, spaventato o posseduto da una creatura di questo tipo, ha vantaggio a ogni nuovo tiro salvezza contro l'effetto pertinente.
Incantesimi sempre preparati da classe, sottoclasse o tratto razziale: sono già disponibili e non contano nel limite dei preparati.
Benedici fino a tre creature a tua scelta nel raggio d'azione. Ogni volta che un bersaglio effettua un tiro di attacco o un tiro salvezza prima che l'incantesimo termini, il bersaglio può tirare un d4 e aggiungere il risultato al tiro di attacco o al tiro salvezza.
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.
Una creatura che tocchi recupera un numero di punti ferita pari a 1d8 + il tuo modificatore di capacità di incantesimo. Questo incantesimo non ha effetto su non morti o costrutti.
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.
Tocchi una creatura e puoi porre fine a una malattia o a una condizione che la affligge. La condizione può essere accecato, assordito, paralizzato o avvelenato.
Tocchi un oggetto che non superi i 3 metri in qualsiasi dimensione. Fino alla fine dell'incantesimo, l'oggetto emette luce brillante in un raggio di 6 metri e luce fioca per altri 6 metri. La luce può essere del colore che preferisci. Coprire completamente l'oggetto con qualcosa di opaco blocca la luce. L'incantesimo termina se lo lanci di nuovo o se lo interrompi con un'azione. Se prendi come bersaglio un oggetto tenuto o indossato da una creatura ostile, tale creatura deve superare un tiro salvezza su Destrezza per evitare l'incantesimo.
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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.
As a conduit for divine power, you can cast cleric spells. See 10 for the general rules of spellcasting and 11 for a selection of cleric spells.
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.
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).
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | bless, cure wounds |
| 3rd | lesser restoration, spiritual weapon |
| 5th | beacon of hope, revivify |
| 7th | death ward, guardian of faith |
| 9th | mass cure wounds, raise dead |
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.
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful CD 15 Wisdom (Perception) check but can't decipher it without magic.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See 10 for the general rules of spellcasting and 11 for the druid spell list.
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid 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 druid, 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 also change your list of prepared spells when you finish a long rest. Preparing a new list of druid 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 druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
optional feature}
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
| Level | Max. CR | Limitations | Example |
|---|---|---|---|
| 2nd | 1/4 | No flying or swimming speed | Wolf |
| 4th | 1/2 | No flying speed | Crocodile |
| 8th | 1 | — | Giant eagle |
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
The effect of the spirit's aura depends on the type of spirit you summon from the options below.
| Canalizzare Divinità | 1/LR |
| Forma Selvatica | CR 1/4 (no volo) (2/SR) |
| Oggetto | Qtà | Equip. | Peso |
|---|---|---|---|
| Shield | 1 | — | |
| Shield | 1 | — | |
| Mace | 1 | — | |
| Scale Mail | 1 | — | |
| Light Crossbow | 1 | — | |
| Holy Symbol | 1 | — | — |
| Focusspellcastingholy | 1 | — | — |
| Crossbow Bolts (20) | 1 | — | — |
| Priest's Pack | 1 | — | 24 lb |
| Map or Scroll Case | 1 | — | 1 lb |
| Blanket | 1 | — | 3 lb |
| Common Clothes | 1 | — | 3 lb |
| Herbalism Kit | 1 | — | 3 lb |
| 500 | 1 | — | — |
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.