| Arma | Attacco | Danno | Rng |
|---|---|---|---|
| Light Crossbow via CAR | +5 | 1d8+3 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.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Un raggio di energia crepitante sfreccia verso una creatura nel raggio d'azione. Effettua un tiro di attacco a distanza con incantesimo contro il bersaglio. Se colpisci, il bersaglio subisce 1d10 danni da forza. L'incantesimo crea più di un raggio quando raggiungi livelli superiori: due raggi al 5° livello, tre raggi all'11° livello e quattro raggi al 17° livello. Puoi dirigere i raggi verso lo stesso bersaglio o verso bersagli diversi. Effettua un tiro di attacco separato per ogni raggio.
Brandisci l'arma usata per lanciare l'incantesimo e effettui un attacco in mischia con essa contro una creatura entro 5 piedi da te. Se colpisci, il bersaglio subisce gli effetti normali dell'attacco con l'arma, e puoi far saltare fuoco verde dal bersaglio verso un'altra creatura a tua scelta che puoi vedere entro 5 piedi da esso. La seconda creatura subisce danno da fuoco pari al tuo modificatore di capacità di incantesimo. Il danno di questo incantesimo aumenta quando raggiungi determinati livelli. Al 5° livello, l'attacco in mischia infligge un extra 1d8 di danno da fuoco al bersaglio se colpisce, e il danno da fuoco alla seconda creatura aumenta a 1d8 + il tuo modificatore di capacità di incantesimo. Entrambi i tiri per i danni aumentano di 1d8 al 11° livello (2d8 e 2d8) e al 17° livello (3d8 e 3d8).
Poni una maledizione su una creatura che puoi vedere nel raggio d'azione. Finché l'incantesimo non termina, infliggi un danno necrotico aggiuntivo 1d6 al bersaglio ogni volta che lo colpisci con un attacco. Inoltre, scegli un'abilità quando lanci l'incantesimo. Il bersaglio ha svantaggio alle prove di abilità effettuate con l'abilità scelta. Se il bersaglio scende a 0 punti ferita prima che questo incantesimo termini, puoi usare un'azione bonus nel tuo turno successivo per maledire una nuova creatura. Un remove curse lanciato sul bersaglio termina questo incantesimo in anticipo.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
La prossima volta che colpisci con un attacco con arma da mischia durante la durata di questo incantesimo, il tuo attacco infligge un danno psichico extra pari a 1d6. Inoltre, se il bersaglio è una creatura, deve effettuare un tiro salvezza di Saggezza o sarà frightened da te fino al termine dell'incantesimo. Come azione, la creatura può effettuare una prova di Saggezza contro la tua CD di tiro salvezza dell'incantesimo per rafforzare la sua determinazione e porre fine a questo incantesimo.
Incantesimi sempre preparati da classe, sottoclasse o tratto razziale: sono già disponibili e non contano nel limite dei preparati.
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.
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.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See 10 for the general rules of spellcasting and 11 for the warlock spell list.
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | shield, wrathful smite |
| 2nd | blur, branding smite |
| 3rd | blink, elemental weapon |
| 4th | phantasmal killer, staggering smite |
| 5th | banishing smite, cone of cold |
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You can't use this feature again until you finish a short or long rest.
| Seconda Linfa | 1d10+2 HP /SR |
| Slancio d'Azione | 1/SR |
| Attacco Extra | 1× /azione |
| Slot Patto | 1 × slot Lv1 /SR |
| Invocazioni Eldritche | 0 |
| Eldritch Blast | 1 raggio |
| Oggetto | Qtà | Equip. | Peso |
|---|---|---|---|
| Chain Mail | 1 | — | |
| Shield | 1 | — | |
| Light Crossbow | 1 | — | |
| Crossbow Bolts (20) | 1 | — | — |
| Explorer's Pack | 1 | — | 59 lb |
| Hourglass | 1 | — | 1 lb |
| Manacles | 1 | — | 6 lb |
| Half-empty Bottle | 1 | — | — |
| Hunting Trap | 1 | — | 25 lb |
| Setgaming, Gaming Set Matching Your Chosen Proficiency | 1 | — | — |
| Traveler's Clothes | 1 | — | 4 lb |
| Pouch (containing 13 Gp) | 1 | — | — |
Feature: Still Standing
You have weathered ruinous misfortune, and you possess hidden reserves others don't expect. You gain the Alert, Skilled, or Tough feat (your choice). Your choice of feat reflects how you've dealt with the terrible loss that changed your life forever. If you've kept your senses sharp for every opportunity and climbed your way out of misery by seizing the tiniest scrap of hope, choose Alert. If you've redoubled your efforts to reclaim what was once yours, choose Skilled. If you've stoically persevered through your misfortune, select Tough.