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The document details the character sheet for Gringar StoneDrake, a Clockwork Sorcerer and Warlock with a background as an archaeologist. It includes information on his abilities, skills, spells, equipment, and personal traits, highlighting his motivations driven by greed and a desire for historical knowledge. The character is built with a focus on spellcasting and exploration, featuring unique abilities tied to his Clockwork Soul and Hexblade pacts.

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Matheus Basilio
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0% found this document useful (0 votes)
26 views8 pages

True2 2

The document details the character sheet for Gringar StoneDrake, a Clockwork Sorcerer and Warlock with a background as an archaeologist. It includes information on his abilities, skills, spells, equipment, and personal traits, highlighting his motivations driven by greed and a desire for historical knowledge. The character is built with a focus on spellcasting and exploration, featuring unique abilities tied to his Clockwork Soul and Hexblade pacts.

Uploaded by

Matheus Basilio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Clockwork Sorcerer 1, Warlo… Archaeologist

CLASS & LEVEL BACKGROUND PLAYER NAME


Gringar StoneDrake
Custom Lineage N
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
STRENGTH Traps don't make me nervous. Idiots who trigger
17 2 30 ft.
-1
traps make me nervous. I have no qualms about

stealing from the dead.


2 PROFICIENCY BONUS

8 PERSONALITY TRAITS

Hit Point Maximum 18


DEXTERITY -1 Strength

2
2 Dexterity Greed. I won't risk my life for nothing. I expect
CURRENT HIT POINTS
4 Constitution some kind of payment. (Any)

0 Intelligence
14
1 Wisdom
IDEALS
6 Charisma
CONSTITUTION
TEMPORARY HIT POINTS
SAVING THROWS

2 2
Ever since I was a child, I've heard stories about a

lost city. I aim to find it, learn its secrets, and earn
14 2 Acrobatics (Dex) my place in the history books.
1 Animal Handling (Wis)

INTELLIGENCE 2 Arcana (Int) BONDS

-1 Athletics (Str)

0 4 Deception (Cha)
NAME ATK DAMAGE/TYPE
I can't leave a room without searching it for secret
2 History (Int)
10 1 Insight (Wis) Eldritch Blast +6 1d10 Force
doors.

4 Intimidation (Cha)
WISDOM
0 Investigation (Int) Chill Touch +6 1d8 Necrotic
FLAWS

1 1

0
Medicine (Wis)

Nature (Int) Fire Bolt +6 1d10 Fire


3 Perception (Wis)
12 Spellcasting
5 Performance (Cha) Mind Sliver DC14 1d6 Psychic
6 Persuasion (Cha) Clockwork Soul
CHARISMA
0 Religion (Int) Restore Balance
Sling +4 1d4+2 Bludgeo…

4 2

4
Sleight of Hand (Dex)

Stealth (Dex)
Magic Stone +6 1d6+4 Bludgeo…
Size

Languages
18 1 Survival (Wis)
Creature Type
SKILLS Absorb Elements 1d6 Triggering
Size

Fey Touched
ATTACKS & SPELLCASTING
13 PASSIVE WISDOM (PERCEPTION) Variable Trait

Languages
5 7
CP SP EP GP PP Feature: Historical Knowledge
TOOL: Mason's Tools, Smith's Tools
Pact Magic
LANGUAGE: Common, Elvish, Dwarven
1 Backpack
ARMOR: Light Armor, Medium Armor, Shields The Hexblade
1 Chápeu Bolado
WEAPON: Martial Weapons, Simple Weapons Expanded Spell List
1 Bubble pipe
Mastiff
OTHER PROFICIENCIES & LANGUAGES
1 Traveler's Clothes
1 Chain Shirt FEATURES & TRAITS
1 Shield
1 Waterskin

EQUIPMENT
NAME ATK DAMAGE/TYPE CP SP EP GP PP
Total: 2 Total: 20
2 20
Sleep 5d8 Effect
1 Pouch RESTORE BALANCE PEDRAS

1 Dagger
Wrathful Smite DC14 1d6 Psychic
1 Staff
Total: 1 Total: 1
1 Sling
Staff (One-Handed) 1 1d6-1 Bludgeoning 1 Wooden Case 1 1
1 A map to a ruin or dungeon HEXBLADE CURSE GIFT OF ALACRITY

Staff (Two-Handed) 1 1d8-1 Bludgeoning 6 Parchment


1 Ink Pen
Total: 1 Total: 20
Dagger +4 1d4+2 piercing 1 Ink
1 Spell Scroll (Absorb Elements) 1 20
1 Miner's Pick MISTY STEP

1 Oil
1 Espada Velha
Total: Total:
1 Mastiff (Carrying Capacity: 195 lb.)
1 (Dq pra baixo ta nas bolsas do cachorro)

ATTACKS & SPELLCASTING 1 Tinderbox


10 Torch
1 Mess Kit
Total: Total:
10 Rations (1 day)
1 Hempen Rope (50 feet)
1 Bedroll
1 Shovel
1 Bullseye Lantern
1 Two-Person Tent
1 A 1-pound egg with a bright red shell

EQUIPMENT
CHARISMA 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Chill Touch

Fire Bolt

Mind Sliver 4 0 7 0
Minor Illusion

Mage Hand

Eldritch Blast
5 0 8 0
Magic Stone

1 3 9 0

Absorb Elements

Alarm

Gift of Alacrity (Feat) ( 1 uso de Graça)

Grease

Sleep

Shield

Unseen Servant

Wrathful Smite

Comprehend Languages

2 0

Misty Step (Feat) ( 1 uso de Graça)


FEATURES & TRAITS
Spellcasting Clockwork Soul Size
An event in your past, or in the life of a parent or ancestor, The cosmic force of order has suffused you with magic. You are Small or Medium (your choice).
left an indelible mark on you, infusing you with arcane That power arises from Mechanus or a realm like it-a plane
magic. This font of magic, whatever its origin, fuels your of existence shaped entirely by clockwork efficiency. You, Languages

spells. See chapter 10 for the general rules of spellcasting or someone from your lineage, might have become You can speak, read, and write Common and one other

and chapter 11 for the sorcerer spell list. Cantrips[–] At 1st entangled in the machinations of the modrons, the orderly language that you and your DM agree is appropriate for

level, you know four cantrips of your choice from the beings who inhabit Mechanus. Perhaps your ancestor even your character.

sorcerer spell list. You learn an additional sorcerer cantrip took part in the Great Modron March. Whatever its origin
Creature Type
of your choice at 4th level and another at 10th level. Spell within you, the power of order can seem strange to others,
You are a humanoid. You determine your appearance and
Slots[–] The Sorcerer table shows how many spell slots but for you, it is part of a vast and glorious system.
whether you resemble any of your kin.
you have to cast your sorcerer spells of 1st level and Clockwork Magic TCE p68[–] 1st-level Clockwork Soul
higher. To cast one of these sorcerer spells, you must feature You learn additional spells when you reach certain
Size
expend a slot of the spell's level or higher. You regain all levels in this class, as shown on the Clockwork Spells
You are Small or Medium (your choice).
expended spell slots when you finish a long rest. For table. Each of these spells counts as a sorcerer spell for
example, if you know the 1st-level spell burning hands and you, but it doesn't count against the number of sorcerer Fey Touched
have a 1st-level and a 2nd-level spell slot available, you spells you know. Whenever you gain a sorcerer level, you Your exposure to the Feywild's magic has changed you,
can cast burning hands using either slot. Spells Known of can replace one spell you gained from this feature with granting you the following benefits: - You learn the misty
1st Level and Higher[–] You know two 1st-level spells of another spell of the same level. The new spell must be an step spell and one 1st-level spell of your choice. The 1st-
your choice from the sorcerer spell list. You learn an abjuration or a transmutation spell from the sorcerer, level spell must be from the divination or enchantment
additional sorcerer spell of your choice at each level except warlock, or wizard spell list. Clockwork SpellsSorcerer school of magic. You can cast each of these spells without
12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells Level | Spells | 1st | alarm, protection from evil and good | expending a spell slot. Once you cast either of these spells
must be of a level for which you have spell slots. For 3rd | aid, lesser restoration | 5th | dispel magic, protection in this way, you can't cast that spell in this way again until
instance, when you reach 3rd level in this class, you can from energy | 7th | freedom of movement, summon you finish a long rest. You can also cast these spells using
learn one new spell of 1st or 2nd level. Additionally, when construct | 9th | greater restoration, wall of force | In spell slots you have of the appropriate level. The spells'
you gain a level in this class, you can choose one of the addition, consult the Manifestations of Order table and spellcasting ability is the ability increased by this feat.
sorcerer spells you know and replace it with another spell choose or randomly determine a way your connection to
from the sorcerer spell list, which also must be of a level order manifests while you are casting any of your sorcerer Variable Trait
for which you have spell slots. Spellcasting Ability[–] spells. Manifestations of Orderd6 | Manifestation | 1 | You gain one of the following options of your choice: (a)
Charisma is your spellcasting ability for your sorcerer Spectral cogwheels hover behind you. | 2 | The hands of a darkvision with a range of 60 feet or (b) proficiency in one
spells, since the power of your magic relies on your ability clock spin in your eyes. | 3 | Your skin glows with a brassy skill of your choice.
to project your will into the world. You use your Charisma sheen. | 4 | Floating equations and geometric objects
whenever a spell refers to your spellcasting ability. In overlay your body. | 5 | Your spellcasting focus temporarily Languages

addition, you use your Charisma modifier when setting the takes the form of a Tiny clockwork mechanism. | 6 | The You can speak, read, and write Common and one other

saving throw DC for a sorcerer spell you cast and when ticking of gears or ringing of a clock can be heard by you language that you and your DM agree is appropriate for

making an attack roll with one. Spell save DC = 8 + your and those affected by your magic. | Restore Balance TCE your character.

proficiency bonus + your Charisma modifier Spell attack p68[–] 1st-level Clockwork Soul feature Your connection
Feature: Historical Knowledge
modifier = your proficiency bonus + your Charisma to the plane of absolute order allows you to equalize
When you enter a ruin or dungeon, you can correctly
modifier Spellcasting Focus[–] You can use an arcane chaotic moments. When a creature you can see within 60
ascertain its original purpose and determine its builders,
focus as a spellcasting focus for your sorcerer spells. feet of you is about to roll a d20 with advantage or
whether those were dwarves, elves, humans, yuan-ti, or
disadvantage, you can use your reaction to prevent the roll
some other known race. In addition, you can determine the
from being affected by advantage and disadvantage. You
monetary value of art objects more than a century old.
can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

Restore Balance
Your connection to the plane of absolute order allows you
to equalize chaotic moments. When a creature you can see
within 60 feet of you is about to roll a d20 with advantage
or disadvantage, you can use your reaction to prevent the
roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Pact Magic The Hexblade Expanded Spell List
Your arcane research and the magic bestowed on you by You have made your pact with a mysterious entity from the The Hexblade lets you choose from an expanded list of
your patron have given you facility with spells. See chapter Shadowfell—a force that manifests in sentient magic spells when you learn a warlock spell. The following spells
10 for the general rules of spellcasting and chapter 11 for weapons carved from the stuff of shadow. The mighty are added to the warlock spell list for you. Hexblade
the warlock spell list. Cantrips[–] You know two cantrips sword Blackrazor is the most notable of these weapons, Expanded SpellsSpell Level | Spells | 1st | shield, wrathful
of your choice from the warlock spell list. You learn which have been spread across the multiverse over the smite | 2nd | blur, branding smite | 3rd | blink, elemental
additional warlock cantrips of your choice at higher levels, ages. The shadowy force behind these weapons can offer weapon | 4th | phantasmal killer, staggering smite | 5th |
as shown in the Cantrips Known column of the Warlock power to warlocks who form pacts with it. Many hexblade banishing smite, cone of cold |
table. Spell Slots[–] The Warlock table shows how many warlocks create weapons that emulate those formed in the
spell slots you have to cast your warlock spells of 1st Shadowfell. Others forgo such arms, content to weave the Mastiff

through 5th level. The table also shows what the level of dark magic of that plane into their spellcasting. Because Montaria Speed: 40, Carrying Capacity: 195 lb.

those slots is; all of your spell slots are the same level. To the Raven Queen is known to have forged the first of these
cast one of your warlock spells of 1st level or higher, you weapons, many sages speculate that she and the force are
must expend a spell slot. You regain all expended spell one and that the weapons, along with hexblade warlocks,
slots when you finish a short or long rest. For example, are tools she uses to manipulate events on the Material
when you are 5th level, you have two 3rd-level spell slots. Plane to her inscrutable ends. Hexblade's Curse XGE
To cast the 1st-level spell witch bolt, you must spend one p55[–] Starting at 1st level, you gain the ability to place a
of those slots, and you cast it as a 3rd-level spell. Spells baleful curse on someone. As a bonus action, choose one
Known of 1st Level and Higher[–] At 1st level, you know creature you can see within 30 feet of you. The target is
two 1st-level spells of your choice from the warlock spell cursed for 1 minute. The curse ends early if the target dies,
list. The Spells Known column of the Warlock table shows you die, or you are incapacitated. Until the curse ends, you
when you learn more warlock spells of your choice of 1st gain the following benefits: - You gain a bonus to damage
level and higher. A spell you choose must be of a level no rolls against the cursed target. The bonus equals your
higher than what's shown in the table's Slot Level column proficiency bonus. - Any attack roll you make against the
for your level. When you reach 6th level, for example, you cursed target is a critical hit on a roll of 19 or 20 on the
learn a new warlock spell, which can be 1st, 2nd, or 3rd d20. - If the cursed target dies, you regain hit points equal
level. Additionally, when you gain a level in this class, you to your warlock level + your Charisma modifier (minimum
can choose one of the warlock spells you know and replace of 1 hit point). You can't use this feature again until you
it with another spell from the warlock spell list, which also finish a short or long rest. Hex Warrior XGE p55[–] At 1st
must be of a level for which you have spell slots. level, you acquire the training necessary to effectively arm
Spellcasting Ability[–] Charisma is your spellcasting yourself for battle. You gain proficiency with medium
ability for your warlock spells, so you use your Charisma armor, shields, and martial weapons. The influence of your
whenever a spell refers to your spellcasting ability. In patron also allows you to mystically channel your will
addition, you use your Charisma modifier when setting the through a particular weapon. Whenever you finish a long
saving throw DC for a warlock spell you cast and when rest, you can touch one weapon that you are proficient with
making an attack roll with one. Spell save DC = 8 + your and that lacks the two-handed property. When you attack
proficiency bonus + your Charisma modifier Spell attack with that weapon, you can use your Charisma modifier,
modifier = your proficiency bonus + your Charisma instead of Strength or Dexterity, for the attack and damage
modifier Spellcasting Focus[–] You can use an arcane rolls. This benefit lasts until you finish a long rest. If you
focus as a spellcasting focus for your warlock spells. 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.
SPELLS
Chill Touch Minor Illusion Eldritch Blast
Necromancy cantrip Illusion cantrip Evocation cantrip
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet Range: 120 feet
Target: Target: Target: A creature within range
Components: V S Components: S M Components: V S
Duration: 1 round Duration: 1 minute Duration: Instantaneous
Description: Description: Description:
You create a ghostly, skeletal hand in the space of a You create a sound or an image of an object within range A beam of crackling energy streaks toward a creature
creature within range. Make a ranged spell attack against that lasts for the duration. The illusion also ends if you within range. Make a ranged spell attack against the target.
the creature to assail it with the chill of the grave. On a hit, dismiss it as an action or cast this spell again. If you create On a hit, the target takes 1d10 force damage. The spell
the target takes 1d8 necrotic damage, and it can't regain hit a sound, its volume can range from a whisper to a scream. creates more than one beam when you reach higher levels:
points until the start of your next turn. Until then, the hand It can be your voice, someone else's voice, a lion's roar, a two beams at 5th level, three beams at 11th level, and four
clings to the target. If you hit an undead target, it also has beating of drums, or any other sound you choose. The beams at 17th level. You can direct the beams at the same
disadvantage on attack rolls against you until the end of sound continues unabated throughout the duration, or you target or at different ones. Make a separate attack roll for
your next turn. This spell's damage increases by 1d8 when can make discrete sounds at different times before the spell each beam.
you reach 5th level (2d8), 11th level (3d8), and 17th level ends. If you create an image of an object—such as a chair,
(4d8). muddy footprints, or a small chest—it must be no larger Magic Stone

than a 5-foot cube. The image can't create sound, light, Transmutation cantrip
Fire Bolt smell, or any other sensory effect. Physical interaction with Casting Time: 1 bonus action
Evocation cantrip the image reveals it to be an illusion, because things can Range: Touch
Casting Time: 1 action pass through it. If a creature uses its action to examine the Target:
Range: 120 feet sound or image, the creature can determine that it is an Components: V S
Target: illusion with a successful Intelligence (Investigation) check Duration: 1 minute
Components: V S against your spell save DC. If a creature discerns the Description:
Duration: Instantaneous illusion for what it is, the illusion becomes faint to the You touch one to three pebbles and imbue them with
Description: creature. magic. You or someone else can make a ranged spell attack
You hurl a mote of fire at a creature or object within range. with one of the pebbles by throwing it or hurling it with a
Make a ranged spell attack against the target. On a hit, the Mage Hand sling. If thrown, a pebble has a range of 60 feet. If someone
target takes 1d10 fire damage. A flammable object hit by Conjuration cantrip else attacks with a pebble, that attacker adds your
this spell ignites if it isn't being worn or carried. This Casting Time: 1 action spellcasting ability modifier, not the attacker's, to the attack
spell's damage increases by 1d10 when you reach 5th level Range: 30 feet roll. On a hit, the target takes bludgeoning damage equal to
(2d10), 11th level (3d10), and 17th level (4d10). Target: A point you choose within range 1d6 + your spellcasting ability modifier. Whether the attack
Components: V S hits or misses, the spell then ends on the stone. If you cast
Mind Sliver Duration: 1 minute this spell again, the spell ends on any pebbles still affected
Enchantment cantrip Description: by your previous casting.
Casting Time: 1 action A spectral, floating hand appears at a point you choose
Range: 60 feet within range. The hand lasts for the duration or until you Absorb Elements
Target: One creature you can see within range dismiss it as an action. The hand vanishes if it is ever more Abjuration 1
Components: V than 30 feet away from you or if you cast this spell again. Casting Time: 1 reaction, which you take when you take
Duration: 1 round You can use your action to control the hand. You can use acid, cold, fire, lightning, or thunder damage
Description: the hand to manipulate an object, open an unlocked door or Range: Self
You drive a disorienting spike of psychic energy into the container, stow or retrieve an item from an open container, Target:
mind of one creature you can see within range. The target or pour the contents out of a vial. You can move the hand Components: S
must succeed on an Intelligence saving throw or take 1d6 up to 30 feet each time you use it. The hand can’t attack, Duration: 1 round
psychic damage and subtract 1d4 from the next saving activate magic items, or carry more than 10 pounds. Description:
throw it makes before the end of your next turn. This The spell captures some of the incoming energy, lessening
spell's damage increases by 1d6 when you reach certain its effect on you and storing it for your next melee attack.
levels: 5th level (2d6), 11th level (3d6), and 17th level You have resistance to the triggering damage type until the
(4d6). start of your next turn. Also, the first time you hit with a
melee attack on your next turn, the target takes an extra
1d6 damage of the triggering type, and the spell ends.
At Higher Levels: 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.
Alarm Sleep Unseen Servant
Abjuration 1 Enchantment 1 Conjuration 1
Casting Time: 1 minute Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 90 feet Range: 60 feet
Target: Target: Each creature inside a 20-foot-radius sphere Target:
Components: V S M centered on a point within range Components: V S M
Duration: 8 hours Components: V S M Duration: 1 hour
Description: Duration: 1 minute Description:
You set an alarm against unwanted intrusion. Choose a Description: This spell creates an invisible, mindless, shapeless,
door, a window, or an area within range that is no larger This spell sends creatures into a magical slumber. Roll 5d8; Medium force that performs simple tasks at your command
than a 20-foot cube. Until the spell ends, an alarm alerts the total is how many hit points of creatures this spell can until the spell ends. The servant springs into existence in an
you whenever a Tiny or larger creature touches or enters affect. Creatures within 20 feet of a point you choose unoccupied space on the ground within range. It has AC
the warded area. When you cast the spell, you can within range are affected in ascending order of their current 10, 1 hit point, and a Strength of 2, and it can't attack. If it
designate creatures that won't set off the alarm. You also hit points (ignoring unconscious creatures). Starting with drops to 0 hit points, the spell ends. Once on each of your
choose whether the alarm is mental or audible. A mental the creature that has the lowest current hit points, each turns as a bonus action, you can mentally command the
alarm alerts you with a ping in your mind if you are within creature affected by this spell falls unconscious until the servant to move up to 15 feet and interact with an object.
1 mile of the warded area. This ping awakens you if you spell ends, the sleeper takes damage, or someone uses an The servant can perform simple tasks that a human servant
are sleeping. An audible alarm produces the sound of a action to shake or slap the sleeper awake. Subtract each could do, such as fetching things, cleaning, mending,
hand bell for 10 seconds within 60 feet. creature's hit points from the total before moving on to the folding clothes, lighting fires, serving food, and pouring
creature with the next lowest hit points. A creature's hit wine. Once you give the command, the servant performs
Gift of Alacrity (Feat) ( 1 uso de Graça) points must be equal to or less than the remaining total for the task to the best of its ability until it completes the task,
Divination 1 that creature to be affected. Undead and creatures immune then waits for your next command. If you command the
Casting Time: 1 minute to being charmed aren't affected by this spell. servant to perform a task that would move it more than 60
Range: Touch At Higher Levels: When you cast this spell using a spell feet away from you, the spell ends.
Target: slot of 2nd level or higher, roll an additional 2d8 for each
Components: V S slot level above 1st. Wrathful Smite
Duration: 8 hours Evocation 1
Description: Shield Casting Time: 1 bonus action
You touch a willing creature. For the duration, the target Abjuration 1 Range: Self
can add 1d8 to its initiative rolls. Casting Time: 1 reaction, which you take when you are hit Target:
by an attack or targeted by the magic missile spell Components: V
Grease Range: Self Duration: Concentrationup to 1 minute
Conjuration 1 Target: Description:
Casting Time: 1 action Components: V S The next time you hit with a melee weapon attack during
Range: 60 feet Duration: 1 round this spell's duration, your attack deals an extra 1d6 psychic
Target: Each creature in a 10-foot square centered on a Description: damage. Additionally, if the target is a creature, it must
point within range An invisible barrier of magical force appears and protects make a Wisdom saving throw or be frightened of you until
Components: V S M you. Until the start of your next turn, you have a +5 bonus the spell ends. As an action, the creature can make a
Duration: 1 minute to AC, including against the triggering attack, and you take Wisdom check against your spell save DC to steel its
Description: no damage from magic missile. resolve and end this spell.
Slick grease covers the ground in a 10-foot square centered
on a point within range and turns it into difficult terrain for Comprehend Languages
the duration. When the grease appears, each creature Divination 1
standing in its area must succeed on a Dexterity saving Casting Time: 1 action
throw or fall prone. A creature that enters the area or ends Range: Self
its turn there must also succeed on a Dexterity saving Target: Self
throw or fall prone. Components: V S M
Duration: 1 hour
Description:
For the duration, you understand the literal meaning of any
spoken language that you hear. You also understand any
written language that you see, but you must be touching the
surface on which the words are written. It takes about 1
minute to read one page of text. This spell doesn’t decode
secret messages in a text or a glyph, such as an arcane sigil,
that isn’t part of a written language.
Misty Step (Feat) ( 1 uso de Graça)
Conjuration 2
Casting Time: 1 bonus action
Range: Self
Target:
Components: V
Duration: Instantaneous
Description:
Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.

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