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キャラクター名
属性
秩序にして善(LG)
中立にして善(NG)
混沌にして善(CG)
秩序にして中立(LN)
真なる中立(N)
混沌にして中立(CN)
秩序にして悪(LE)
中立にして悪(NE)
混沌にして悪(CE)
プレイヤー名
最終更新:2015/12/22 21:46
クラス
レベル
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経験値
種族
サイズ
超小型
小型
中型
大型
超大型
巨大
性別
年齢
身長
ft
inch
cm
体重
lb.
kg.
神格
パーティ・所属
メモ欄
イニシアチブ
【敏捷力】
その他
AC
敏捷
防具
盾
その他
【敏】
【敏】(最大2)
なし
移動速度
基本
防具
アイテム
その他
特殊な移動
能力値
割振
種族
成長
現在値
能力値
能力値
修正
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【筋力】
STR
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【敏捷力】
DEX
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【耐久力】
CON
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【知力】
INT
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→
【判断力】
WIS
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→
【魅力】
CHA
ポイント残:
インスピレーション
習熟ボーナス
セーヴィング・スロー
セーヴ
能力修正
その他
習熟ボーナス(習熟)
【筋力】
【敏捷力】
【耐久力】
【知力】
【判断力】
【魅力】
ヒットポイント
最大HP
HP現在値
一時的HP
ヒットダイス
死亡セーヴ
成功
失敗
技能:SKILLS
技能値
技能名
能力
習熟
その他
〈威圧〉
INTIMIDATION
【魅】
〈医術〉
MEDICINE
【判】
〈運動〉
ATHLETICS
【筋】
〈隠密〉
STEALTH
【敏】
〈軽業〉
ACROBATICS
【敏】
〈看破〉
INSIGHT
【判】
〈芸能〉
PERFORMANCE
【魅】
〈自然〉
NATURE
【知】
〈宗教〉
RELIGION
【知】
〈生存〉
SURVIVAL
【判】
〈説得〉
PERSUASION
【魅】
〈捜査〉
INVESTIGATION
【知】
〈知覚〉
PERCEPTION
【判】
〈手先の早業〉
SLEIGHT OF HAND
【敏】
〈動物使い〉
ANIMAL HANDLING
【判】
〈ペテン〉
DECEPTION
【魅】
〈魔法学〉
ARCANA
【知】
〈歴史〉
HISTORY
【知】
受動【判断力】《知覚》
PASSIVE WISDOM PERCEPION
攻撃と呪文発動
ATTACKS & SPELLCASTING
攻撃
攻撃
ボーナス
ダメージ
型
備考
背景 BACK GROUND
Soldier (Officer)
人格的特徴 PERSONALITY TRAITS
I face problems head-on. A simple, direct solution is the best path to success.
尊ぶもの IDEALS
Greater Good. Our lot is to lay down our lives in defense of others. (Good)
関わり深いもの BONDS
I fight for those who cannot fight for themselves.
弱味 FLAWS
I have little respect for anyone who is not a proven warrior.
その他設定など
ファーヨンディ軍の士官としてアイウーズ軍と戦い、コード神の加護を受け活躍。戦後クレリックとしての道を歩み始めるも、神学論争よりも戦いにこそ生きがいを感じる脳筋であるため、思うままにコード神の正義と戦士としての道を追求すべく、旅立った。 誇り高き戦士であり、呪文使いである。他者を護り、弱きものを護ることこそが真の戦士であると考えている。 指揮官であったころの癖か、自分ではあまり剣を抜かず、呪文での戦い、支援、指揮を行うことが多い。
その他の習熟と言語
OTHER PROFICIENCIES & LANGUAGES
Armor: Light armor, medium armor, heavy armor, shields Weapons: All simple weapons, martial weapons Tools: One type of gaming set (Three-Dragon Ante), vehicles (land, chariot) Languages: Common, Giant
貨幣 COINS
プラチナム貨(PP)
金貨(GP)
エレクトラム貨(EP)
銀貨(SP)
銅貨(CP)
貨幣総重量
lb.
装備 EQUIPMENT
装備名
重量
数量
貨幣・装備総重量:
lb.
特徴・特性 FEATURES & TRAITS
【Racial Traits】 Variant Human Traits: If your campaign uses the optional feat rules from chapter 5, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait. ・Ability Score Increase. Two different abikity scores of your choice increase by 1. ・Skills. You gain Proficiency in one skill of your choice. ・Feat. You gain one feat of your choice. 【Feats】 [Heavy Armor Master] Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: ・Increase your Strength score by 1, to a maximum of 20. ・While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. 【Background Feature】 You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are o f a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. 【Class Feature】 ・Spellcasting [Ritual Casting] You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. [Spellcasting Focus] You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. ・Divine Domain ⇒Tempest [Domain Spells] Each domain has a list of spells-its domain spells- that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. ・Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. [Channel Divinity: Turn Undead] As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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. ・Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ⇒Wis+2 ・Tempest Domain [Tempest Domain Spells] 1st fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague [Bonus Proficiencies] At 1st level, you gain proficiency with martial weapons and heavy armor. [Wrath of the Storm] Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. ⇒4回/日 [Channel Divinity: Destructive Wrath] Starting at 2nd level, you can use your Channel Divinity to wield the power o f the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
呪文 SPELLS
呪文発動クラス
SPELLCASTING CLASS
呪文発動能力値
SPELLCASTING ABILITY
【筋】
【敏】
【耐】
【知】
【判】
【魅】
対呪文セーヴ難易度
SPELLSAVE DC
呪文攻撃ボーナス
SPELLATTACK BONUS
0レベル初級呪文 CANTRIP
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Light Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after m aking the saving throw. The spell then ends.
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one w illing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check o f its choice. It can roll the die before or after making the ability check. The spell then ends.
1レベル呪文
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Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave o f thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area o f effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Fog Cloud 1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind o f moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Cure Wounds 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature o f your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a W isdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet o f you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.
Bless 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling o f holy water) Duration: Concentration, up to 1 minute You bless up to three creatures o f your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. A t Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence o f magic within 30 feet o f you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school o f magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet of lead, or 3 feet o f wood or dirt.
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Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point o f your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell\'s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Gust of Wind 2nd-level evocation Casting Time: 1 action Range: Sel f (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line o f strong w ind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each o f your turns before the spell ends, you can change the direction in which the line blasts from you.
Prayer of Healing 2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures o f your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Silence 2nd-level illusion (ritual) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, 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.
Locate Object 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet o f you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object o f a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or w eapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results o f a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: ・Weal, for good results ・Woe, for bad results ・Weal and woe, for both good and bad results ・Nothing, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting o f additional spells or the loss or gain o f a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
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4レベル呪文
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5レベル呪文
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6レベル呪文
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7レベル呪文
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8レベル呪文
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9レベル呪文
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