Levi Kníde

Art by Markus Hell

**Levi Kníde** es un personaje jugable del segundo grupo de Laquesia, jugado por Markus Hell.

## Información de Personaje

### Inventario

#### Cotidiano

* Glaive
* Handaxe
* Battleaxe
* Alchemist Fire (x2)
* Shield
* Hunting Trap
* Traveller's Clothes
* Noble Outfit
* Fine Clothes
* Winter Clothes
* Viola da Gamba
* Explorer's Pack
* Hunting Trinket
* Waterskin (x2)
* Wood figurine (Levi shaped)
* Music Box (Feywild Trinket)

#### Mágico

* Delicate Flower (Arcane Focus)
* Superior Marai Glaive (+1)
* Greataxe (+1)
* Javelin of Lightning
* Cloak of Many Fashions
* Periapt of Wound Closure
* Tent of Great Comfort
* Goggles of Night
* Chain Mail of Missile Attraction
* Potion of Healing

### Rasgos

#### Trasfondo

* **Outlander - Wanderer**
	+ You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

#### Rasgos Raciales

* **Merfolk Traits**
	+ Su velocidad de nado es igual a su movimiento en tierra (30 ft).
	+ Anfibio. Puede respirar oxígeno y agua.
	+ Máscara de la Naturaleza. Puede intentar ocultarse cuando esté oscurecido levemente por fenómenos naturales, como arbustos, lluvias pesadas, nevadas o niebla.

#### Rasgos de Clase

***Paladin (Oath of the Ancients)***

* **Divine Sense**
	+ The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
	+ You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
* **Lay on Hands**
	+ Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
* **Fighting Style: Blind Fighting**
	+ You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you
* **Divine Smite**
	+ Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
* **Spellcasting**
	+ By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
	You prepare the list of paladin spells that are available for you to cast. Your spellcasting ability for paladin spells is charisma.
	You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
* **Divine Health**
	+ By 3rd level, the divine magic flowing through you makes you immune to disease.
* **Channel Divinity**
	+ When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
	+ **Nature's Wraith.** You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
	+ **Turn the Faithless.** You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
	A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
	If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
	+ **Harness Divine Power.** You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
* **Extra Attack**
	+ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
	The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

***Barbarian***

* **Rage**
	+ In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
	While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.
	Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
	Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
* **Unarmored Defense**
	+ While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

##### Hechizos

* *Cantrips*
	+ ***Primal Savagery***
* *Nivel 1*
	+ ***Ensnaring Strike***
	+ ***Speak with Animals***
	+ ***Divine Favor***
	+ ***Searing Smite***
	+ ***Thunderous Smite***
	+ ***Wrathful Smite***
	+ ***Cure Wounds***
* *Nivel 2*
	+ ***Moonbeam***
	+ ***Misty Step***

#### Dotes

* *Polearm Master*: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.