能力値上昇:2種類の別々の能力値(君が選択する)が1ずつ上昇す
る。
技能:任意の1つの技能に習熟する。→宗教
特技:任意の1つの特技を得る。→Telekinetic
移動速度:君の基本的な歩行移動速度は30フィートである。
言語:共通語、追加1→オーク語
習熟
鎧:――
武器:ダガー、ダーツ、スリング、クオータースタッフ、ライト・クロスボウ
道具:――
セーヴィング・スロー:【知力】、【判断力】
技能:以下から2つ選択;〈医術〉、〈看破〉、〈宗教〉、〈捜査〉、〈魔法学〉、〈歴史〉→捜査、医術
装備品
・(a)クオータースタッフ、または(b)ダガー
・(a)呪文構成要素ポーチ、または(b)秘術焦点具
・(a)学者パック、または(b)探険家パック
・呪文書
初級呪文
ライト
Mind Sliver
Shape Water
メイジ・ハンド(特技で追加)
プレスティディジテイション
マイナーイリュージョン
呪文書
1st:
バーニング・ハンズ
マジック・ミサイル
スリープ
メイジ・アーマー
シールド
アラーム R
コンプリヘンド・ランゲージ R
ファインド・ファミリア R
サイレントイメージ
ディテクトマジック R
アイデンティファイ R (100gp真珠)
フォッグクラウド
フェザーフォール
Disguise Self
Ray of Sickness
Charm Person
Tasha's Hideous Laughter
Tensors Floating Disk R
アンシーンサーヴァント R
フォッグクラウド
(未)
Ice knife*
Catapult*
Earth Tremor*
Snare*
カラー・スプレー*
2nd:
ウェブ
Tasha'a Mind Whip
シーインヴィジビリティ
インヴィジビリティ
ミスティステップ
ダークヴィジョン
ダークネス
スコーチングレイ
Maximilian's Earthen Grasp
Snilloc's Snowball Storm
Cloud of Daggers
Dragon's Breath
(未)
Skywrite*
Warding Wind*
シャドウ・ブレード*
クラウン・オブ・マッドネス*
3rd:
ファイアボール
ライトニングボルト
スロー
カウンタースペル
ディスペルマジック
Tidal Wave
(未)
Erupting Earth*
Wall of Water*
キャットナップ*
ヒュプノティック・パターン*
メジャー・イメージ*
4th:
エヴァーズブラックテンタクルズ
Raulothim's Psychic Lance
オティルークスレジリエントスフィア
アーケインアイ
(未)
ハリューサナトリ・テレイン*
ファンタズマル・キラー*
5th:
ウォールオブフォース
Synaptic Static
レアリーズテレパシックボンド R
テレキネシス
6th:
ディスインテグレイト
グローブオブインヴァルネラビリティ
コンティンジェンシー
Mental Prison
7th:
フォースケイジ
リヴァースグラヴィティ
テレポート
プレインシフト
準備呪文数:19
(lv+知)
儀式発動
呪文発動の焦点具
秘術回復(1/日、小休憩後、合計7+1lv、6th以下の呪文のみ)
秘術の学派:Order of the Scribes
Wizardly Quill
At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
Awakened Spellbook
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
At 2nd level, while you are holding the book, it grants you the following benefits:
You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
Manifest Mind
At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
Master Scriviner
At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
One with the Word
At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.
Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.
Once you use this reaction, you can't do so again until you finish a long rest.
特技
・Telekinetic
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
・Metamagic Adept
Source: Tasha's Cauldron of Everything
Prerequisite: Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
→Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
→Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Familiar(攻撃不可、beast→celestial、名前:ウルラ)
Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft.
STR 3 (-4)
DEX 13 (+1)
CON 8 (-1)
INT 2 (-4)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +3, Stealth +3
Senses Darkvision 120 Ft., passive Perception 13
Challenge 0 (10 XP)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.
希望レア:Arcane Grimore+2 x
希望アンコモン:Stone of Good Luck x、Broom of Flying x
欲しい呪文
1st:Absorb Elements、False Life、Longstrider、Protection From Evil and Good
2nd:Earthbind、Enhance Ability、Enlarge/Reduce、Gust of Wind、Suggestion
3rd:Fly、Haste、Hypnotic Pattern、Leomund's Tiny Hut、Major Image、Protection From Energy、Thunder Step 、Tongues
4th:Dimension Door、Sickening Radiance、Vitriolic Sphere、Wall of Fire
5th:Passwall
6th:Chain Lightning
7th:Forcecage、Reverse Gravity、Teleport
呪文書(戦利品)
A:不要 →キャンドルキープで譲渡
silent image
disguise self
detect magic
burning hands
fog cloud
ray of sickness
B:不要 →キャンドルキープで譲渡
identify
sleep
charm person
find familiar
magic missile
C:不要 →キャンドルキープで譲渡
cloud of daggers
darkvision
tasha's hideous laughter
detect magic
featherfall
magic missile
mage armor
E:
Ice Knife*
Catapult*
Earth Tremor*
Snare*
Snilloc's Snowball Storm
Skywrite*
Maximilian's Earthen Grasp
Tidal Wave
Erupting Earth*
F:
Warding Wind *
Wall of Water*
Tensors Floating Disk
G:マジカルならず者の呪文書
Shield
Unseen Servant
Fog Cloud
Ray of Sickness*
Shatter*
Melf's Acid Arrow*
Dust Devil*
Dragon's Breath
Tiny Servant*
H:
カラー・スプレー*
ディスガイズ・セルフ
シャドウ・ブレード*
ファンタズマル・フォース
ミラー・イメージ
クラウン・オブ・マッドネス*
キャットナップ*
ヒュプノティック・パターン*
メジャー・イメージ*
ハリューサナトリ・テレイン*
ファンタズマル・キラー*
I:フェオノルの呪文書
1st false life, ray of sickness, mage armor
2nd gentle repose, ray of enfeeblement
3rd bestow curse, counterspell, summon undead, vampiric touch
4th blight
5th cloudkill
6th circle of death
7th finger of death
呪文書き写し:
50gp/呪文lv、2m*呪文lv
その他アイテム:
巻物/シーインヴィジビリティ
巻物/ダークヴィジョン
巻物/ロングストライダー*4x
?巻物? 何か呪文が書かれている(9th lv)
コンティンジェンシーの物質要素(1500gp)
フォースケイジの物質要素(1500gp)
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