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Basic Information
Character Name : Lug Lamfada Height :
Player Name : Cristian Marquezim Weight :
Character Race : Leprechaun Eyes : Amarelo
Alignment : Leal Neutro Hair : Ruivo
Deity : Size : Médio
Total Level : 1 Speed : 9 metros
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Character Class Information
Class and Level : Guerreiro 1
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Inspiration AC Initiative Speed
0
Health points Hit dice Proficiently
12/12 1d10 +2
Stats
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 16 14 10 10 12
Saving throw
+3 +3 +4 +0 +0 +1
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Attack/spell Attack bonus Damage/type
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Skills
Acrobatics (dex)
Animal handling (wis)
Arcana (int)
-Athletics (str)
-Deception (cha)
History (int)
Insight (wis)
Intimidation (cha)
Investigation (int)
Medicine (wis)
Nature (int)
-Perception (wis)
Performance (cha)
Persuasion (cha)
Religion (int)
Sleight of hand (dex)
Stealth (dex)
-Survival (wis)
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Person
Personality traits
Ideals
Honor. A deal is a deal, and I would never break one.
Bonds
Flaws
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Features and traits
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.
Charm Resistant. You can add your pro ciency bonus to saving throws against being charmed. If you have pro ciency in such a saving throw, your pro ciency bonus is doubled against being charmed.
Gold Magic. You can use gold as the material component for any spell, replacing the value of any material component with gold of the same value. If the material component has no listed value, you can use 1 gp in place of it.
Heritage (Fey). You are humanoid, but you are considered to be a fey whenever it is detrimental for you.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result even if it’s a 1.
Soul Sense. You can cast detect evil and good at will, but each casting lasts only until the end of your next turn. is version of the spell can detect any creature that has an alignment of evil or good. However, the spell identi es a creature’s type only if that type is aberration, celestial, elemental, fey, end, or undead. Intelligence is your spellcasting ability for this spell.
Uncanny Escape. Starting at 3rd level, you can cast misty step once per day, using only somatic components. However, you must be hidden to do so. When you reach 7th level, you regain the ability to cast this version of misty step each time you finish a short or long rest.
Fighting Style (Great Weapon Fighting). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind. 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.
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Equipment and Money
- leather, longbow, and 20 arrows
- two martial weapons
- two handaxes
- an explorer's pack
- A musical instrument (one of your choice)
- a set of traveler's clothes
- three trinkets (Tiny electrum whistle that only Fey can hear, Silvered pinecone, Rucksack in which one potato magically appears each day at dawn)
- a pouch containing 8gp
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Other features and Languages
One type of musical instrument
Languages. You speak, read, and write Common, Sylvan and Fae.
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Spells
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quarta-feira, 16 de fevereiro de 2022
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