⤝ Héroes

Gura's Image

Resumen

Lugar de Origen: Ohmgar

Edad: 12

Raza: Tortle

Clase: Monk

Background: Hermit

Alineamiento: Lawful Good

Características Físicas

Estatura: 5

Peso: 400

Piel (Color): Dark green and brown

Ojos (Color): Brown

Pelo (Color): No hair

Gura (Monk nivel 5)

Gura no tiene backstory.

Personalidad

Rasgos: ???

Ideales: ???

Lazos: ???

Fallas: ???

Aliados y Organizaciones

Gura no forma parte de ninguna organización hasta ahora.

Tortle


What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

Features

Alignment: Lawful Good

Speed: 30

Languages: Common, Aquan

Ability Score Improvements: +2 Strength, +1 Wisdom

Traits

Race Traits

Monk


A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.

Hit Points

Hit Die: d8

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st

Abilities

Primary Abilities: Dexterity, Wisdom

Saving Throw Proficiencies: Strength, Dexterity

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Proficiencies

Skills: Choose 2 skills from Acrobatics, Athletics, History, Insight, Religion, Stealth

Armor and Weapon Proficiencies: Simple weapons and shortswords.

Tool Proficiencies: Choose one type of the artisan's tools or one musical instrument.

Statistics


Shield icon

Armor Class

19

d20 icon

Initiative

+3

d20 icon

Proficiency Bonus

+3

Eye icon

Passive Perception

9

Checkmark icon

Inspiration

Heart icon

Max HP

38

d20 icon

Total HitDie

5d8

Running icon

Speed

40 ft

Ability Scores

Score Ability Ability Modifier Saving Throw
16 Strength +3 +6
16 Dexterity +3 +6
14 Constitution +2 +2
12 Intelligence +1 +1
9 Wisdom -1 -1
10 Charisma 0 0

Skills

Proficient Bonus Skill Name
+6 Acrobatics
-1 Animal Handling
+1 Arcana
+3 Athletics
0 Deception
+4 History
-1 Insight
0 Intimidation
+1 Investigation
-1 Medicine
+1 Nature
-1 Perception
0 Performance
0 Persuasion
+4 Religion
+3 Sleight of Hand
+6 Stealth
+2 Survival

Poderes


∇ Tortle spells:

∇ Monk spells:

Cantrips

Illusion school image Cantrip Minor Illusion

Illusion • S, M

1 action 1 minute 30 feet

Minor Illusion

Illusion Cantrip

Casting Time: 1 action

Range: 30 feet

Components: S, M (A bit of fleece.)

Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Level 2

Evocation school image 2nd Darkness

Evocation • V, M

1 action Up to 10 minutes 60 feet

Darkness

2nd-level evocation (concentration)

Casting Time: 1 action

Range: 60 feet

Components: V, M (Bat fur and a drop of pitch or piece of coal.)

Duration: Up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Transmutation school image 2nd Darkvision

Transmutation • V, S, M

1 action 8 hours Touch

Darkvision

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (Either a pinch of dried carrot or an agate.)

Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Abjuration school image 2nd Pass without Trace

Abjuration • V, S, M

1 action Up to 1 hour Self

Pass without Trace

2nd-level abjuration (concentration)

Casting Time: 1 action

Range: Self

Components: V, S, M (Ashes from a burned leaf of mistletoe and a sprig of spruce.)

Duration: Up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Illusion school image 2nd Silence

Illusion • V, S

1 action Up to 10 minutes 120 feet

Silence

2nd-level illusion (ritual) (concentration)

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.

Sheets