Ardlings are supernal beings who are either born on the Upper Planes or have one or more ancestors who originated there. Their bright souls shine with the light of immortal beings who call the Upper Planes home.
An ardling has a head resembling that of an animal, typically one with virtuous associations. Depending on the animal, the ardling might also have soft fur, downy feathers, or supple bare skin. The ardling’s celestial legacy determines the animal it resembles.
An ardling gains a measure of magical power from their celestial legacy, as well as the ability to manifest spectral wings. An ardling’s moral and ethical outlook is self-determined, however, not fixed by ancestry.
The three celestial legacies are as follows:
Exalted.
The fierce passions of Arborea, the heroic heart of Ysgard, and the wondrous nature of the Beastlands call to ardlings who have the Exalted celestial legacy. Their celestial ancestors are heroic champions of the Chaotic Good planes.
suggested animals: Cat, eagle, goat, mule
1Lv: Thaumaturgy, 3Lv: Divine Favor, 5Lv: Lesser Restoration
Heavenly.
The blissful harmony of Arcadia, the unwavering justice of Mount Celestia, and the bucolic paradise of Bytopia touch the souls of ardlings who have the Heavenly celestial legacy. Their celestial ancestors are staunch defenders of the Lawful Good planes.
suggested animals: Elephant, owl, pig, stork
1Lv: Light, 3Lv: Cure Wounds, 5Lv: Zone of Truth
Idyllic.
The Idyllic celestial legacy connects ardlings not only to the Beastlands and Bytopia but also to the eternal compassion of Elysium. Their celestial ancestors are paragons of kindness who hail from the Neutral Good planes.
suggested animals: Bear, dog, raven, toad
1Lv: Guidance, 3Lv: Healing Word, 5Lv: Animal Messenger
ーー>dogを選択
ARDLING TRAITS
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small
(about 3–4 feet tall), chosen when you select
this Race
Speed: 30 feet
Life Span: 200 years on average
As an Ardling, you have these special traits. Angelic Flight. As a Bonus Action, you sprout
spectral wings for a moment and fly up to a number of feet equal to your Speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.*
Celestial Legacy.
You are the recipient of a celestial legacy that grants you magical abilities. Choose a legacy from the Celestial Legacies table: Exalted, associated with Chaotic Good planes; Heavenly, associated with Lawful Good planes; or Idyllic, associated with Neutral Good planes. You gain the initial benefit of the chosen legacy: a cantrip that you learn. You also choose the animal you most closely resemble; the table provides a few suggestions for each legacy (you don’t gain wings by choosing an animal that can fly).
Starting at 3rd level and again at 5th level, you gain the ability to cast a higher-level Spell with this trait, as shown on the table. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the legacy).
Damage Resistance.
You have Resistance to Radiant Damage.
ARDLINGS OF MANY WORLDS
Ardlings bring a little bit of the Upper Planes with them wherever they go. On many worlds, the first ardlings used the magic of their celestial legacies to inspire and heal others.
By virtue of their celestial legacies, some ardlings strive to make the world a better place. Others use their supernal gifts to be the best version of themselves they can be. Still others are delighted to have a connection to the Upper Planes without the responsibility of always having to do the right thing.
CHARACTER BACKGROUNDS
Your character’s Background is a collection of characteristics that represent the place and occupation that were most formative for the character before they embarked on a life of adventure.
When you choose a Background, you have three options
- Build a Background by using the rules in the “Build Your Background” section.
- Select a premade Background from the “Sample Backgrounds” section.
- Select a premade Background from the “Sample Backgrounds” section and then
customize it with the rules in the “Build Your Background” section.
No matter which Background you choose, consider these questions from your character’s viewpoint:
• How does your Background influence your current worldview?
• Do you embrace or reject your Background?
• Did you form any relationships during your
Background that endure today?
ACOLYTE
Ability Scores: +2 Wisdom, +1 Intelligence
Skill Proficiencies: Insight, Religion
Tool Proficiency: Calligrapher’s Supplies Language: Celestial
Feat: Magic Initiate (Divine)
You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed hallowed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.
MAGIC INITIATE
1st-Level Feat
Prerequisite: None
Repeatable: Yes, but you must choose a different Spell list each time
You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane,* Divine,* or Primal.* You gain the following benefits related to that choice:
Two Cantrips. You learn two cantrips of your choice from the Spell list.
1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.* You can also cast the Spell using any Spell Slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting.
Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.
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Equipment
Book (Prayers)
Calligrapher's Supplies
Holy Symbol
Parchment (10 sheets)
Robe
3 GP
クレリック
hp: 8+【耐久力】修正値
嵐の領域
領域呪文:サンダーウェイヴ、フォッグ・クラウド(1Lv)
嵐の怒り(1Lv):5ft以内の敵がヒットを与えたらリアクションで的に【敏捷力】セーヴを行わせることができる。失敗したら2d8[電撃]or[雷鳴]ダメージ、成功したら半分。【判断力】修正値回数分。大休憩リソース。
呪文準備数【判断力】修正値+クレリック・レベル
=3+1=4
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