編集する キャラクター一覧 チャットパレット生成   D&D5E キャラクターデータベース(安定版)表示フォーム
タグ
キャラクター名
Sting”貫き丸”
属性
真なる中立(TN)
プレイヤー名
シュー
最終更新
2023/10/31 17:38
クラス
Fighter5/Rouge3
レベル
8
経験値
 
神格
 
種族
Autognome
サイズ
小型
年齢
 
性別
 
身長
2'5" 75cm
体重
lb. kg
パーティ・所属
 
メモ欄
 
イニシアチブ 【敏捷力】 その他
3
3
 
AC 敏捷 防具 その他
16
10
3
 
 
3
移動速度 基本 防具 アイテム その他
30ft./6sq.
30
 
 
 
特殊な移動
 
能力値
現在値 能力値 能力値
修正
16
【筋力】
STR
+3
16
【敏捷力】
DEX
+3
14
【耐久力】
CON
+2
8
【知力】
INT
-1
10
【判断力】
WIS
 
10
【魅力】
CHA
 
インスピレーション
 
習熟ボーナス
3

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】
6
3
 
3
【敏捷力】
3
3
 
 
【耐久力】
5
2
 
3
【知力】
-1
-1
 
 
【判断力】
0
0
 
 
【魅力】
0
0
 
 

ヒットポイント
 
最大HP HP現在値
65
 
一時的HP ヒットダイス
 
D10
 
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
0
〈威圧〉
INTIMIDATION
【魅】0 
 
 
0
〈医術〉
MEDICINE
【判】0 
 
 
3
〈運動〉
ATHLETICS
【筋】3 
 
 
6
〈隠密〉
STEALTH
【敏】3 
3 レ
 
6
〈軽業〉
ACROBATICS
【敏】3 
3 レ
 
0
〈看破〉
INSIGHT
【判】0 
 
 
0
〈芸能〉
PERFORMANCE
【魅】0 
 
 
-1
〈自然〉
NATURE
【知】-1 
 
 
-1
〈宗教〉
RELIGION
【知】-1 
 
 
0
〈生存〉
SURVIVAL
【判】0 
 
 
3
〈説得〉
PERSUASION
【魅】0 
3 レ
 
-1
〈捜査〉
INVESTIGATION
【知】-1 
 
 
3
〈知覚〉
PERCEPTION
【判】0 
3 レ
 
3
〈手先の早業〉
SLEIGHT OF HAND
【敏】3 
 
 
0
〈動物使い〉
ANIMAL HANDLING
【判】0 
 
 
3
〈ペテン〉
DECEPTION
【魅】0 
3 レ
 
2
〈魔法学〉
ARCANA
【知】-1 
3 レ
 
-1
〈歴史〉
HISTORY
【知】-1 
 
 

受動【判断力】《知覚》
PASSIVE WISDOM PERCEPION
13
 
攻撃と呪文発動
ATTACKS & SPELLCASTING
攻撃 攻撃
ボーナス
ダメージ 備考
Longbow 
+8 
1d8+3 Piercing 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1 Dark Common Clothes Including a Hood
1 Belt Pouch
1 Leather Armor
1 Longbow
20 Arrows
1 Shield
1 Shortsword
背景 BACK GROUND
犯罪者
 
人格的特徴 PERSONALITY TRAITS
I blow up at the slightest insult. The firstthing I do in a new place is note thelocations of everything valuable—or wheresuch things could be hidden.
 
尊ぶもの IDEALS
Charity. I steal from the wealthy so that Ican help people in need. (Good)
 
関わり深いもの BONDS
Something important was taken from me,and I aim to steal it back.
 
弱味 FLAWS
If there’s a plan, I’ll forget it. If I don’t forgetit, I’ll ignore it.
 
その他設定など
 

その他の習熟と言語
OTHER PROFICIENCIES & LANGUAGES
TOOL:Dragonchess Set, Thieves' Tools
LANGUAGE:Common, Infernal, Thieves' Cant
ARMOR:Heavy Armor, Light Armor, MediumArmor, Shields
WEAPON:Martial weapons, Simple weapons
 
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
Ring of Mind Shielding
 
 
Unbreakable Arrow
 
 
Walloping Ammunition
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

貨幣・装備総重量
0lb.

特徴・特性 FEATURES & TRAITS
Second Wind
You have a limited well of stamina that you candraw on to protect yourself from harm. On yourturn, you can use a bonus action to regain hitpoints equal to 1d10 + your fighter level. Onceyou use this feature, you must finish a short orlong rest before you can use it again.

Fighting Style: Archery
You gain a +2 bonus to attack rolls you makewith ranged weapons.

Armored Casing.
You are encased in thin metal or some otherdurable material. While you aren't wearingarmor, your base Armor Class is 13 + yourDexterity modifier.

Built for Success
You can add a d4 to one attack roll, abilitycheck, or saving throw you make, and you cando so after seeing the d20 but before theeffects of the roll are resolved. You can usethis trait a number of times equal to yourproficiency bonus, and you regain allexpended uses when you finish a long rest.

Mechanical Nature.
You have resistance to poison damage andimmunity to disease, and you have advantageon saving throws against being paralyzed orpoisoned. You don't need to eat, drink, orbreathe.

Sentry's Rest.
When you take a long rest, you spend at least6 hours in an inactive, motionless state,instead of sleeping. In this state, you appearinert, but you aren't unconscious.

Specialized Design.
You gain two tool proficiencies of your choice

Healing Machine
If the Mending spell is cast on you, you canexpend a Hit Die, roll it, and regain a numberof hit points equal to the roll plus yourConstitution modifier (minimum of 1 hit point).In addition, your creator designed you tobenefit from common spells that preserve lifebut that normally don't affect Constructs: CureWounds, Healing Word, and Spare the Dying.

Criminal Contact
You have a reliable and trustworthy contactwho acts as your liaison to a network of othercriminals. You know how to get messages toand from your contact, even over greatdistances; specifically, you know the localmessengers, corrupt caravan masters, andseedy sailors who can deliver messages foryou.

Action Surge
Starting at 2nd level, you can push yourselfbeyond your normal limits for a moment. Onyour turn, you can take one additional actionon top of your regular action and a possiblebonus action. Once you use this feature, youmust finish a short or long rest before you canuse it again.

Extra Attack
Beginning at 5th level, you can attack twice,instead of once, whenever you take the Attackaction on your turn.

Arcane Shot
Once per turn when you fire a magic arrowfrom a shortbow or longbow as part of theAttack action, you can apply one of yourArcane Shot options to that arrow. You decideto use the option when the arrow hits acreature, unless the option doesn’t involve anattack roll. You have two uses of this ability,and you regain all expended uses of it whenyou finish a short or long rest.

Piercing Arrow
You use transmutation magic to give yourarrow an ethereal quality. When you use thisoption, you don’t make an attack roll for theattack. Instead, the arrow shoots forward in aline, which is 1 foot wide and 30 feet long,before disappearing. The arrow passesharmlessly through objects, ignoring cover.Each creature in that line must make aDexterity saving throw. On a failed save, acreature takes damage as if it were hit by thearrow, plus an extra 1d6 piercing damage. Ona successful save, a target takes half as muchdamage. The piercing damage increases to2d6 when you reach 18th level in this class.

Bursting Arrow
You imbue your arrow with force energy drawnfrom the school of evocation. The energydetonates after your attack. Immediately afterthe arrow hits the creature, the target and allother creatures within 10 feet of it take 2d6force damage each. The force damageincreases to 4d6 when you reach 18th level inthis class.

Thieves' Cant
During your rogue training you learned thieves’cant, a secret mix of dialect, jargon, and codethat allows you to hide messages in seeminglynormal conversation. Only another creaturethat knows thieves’ cant understands suchmessages. It takes four times longer to conveysuch a message⁠ than it does to speak thesame idea plainly. In addition, you understanda set of secret signs and symbols used toconvey short, simple messages, such aswhether an area is dangerous or the territoryof a thieves’ guild, whether loot is nearby, orwhether the people in an area are easy marksor will provide a safe house for thieves on therun.

Sneak Attack
Beginning at 1st level, you know how to strikesubtly and exploit a foe’s distraction. Once perturn, you can deal an extra 1d6 damage to onecreature you hit with an attack if you haveadvantage on the attack roll. The attack mustuse a finesse or a ranged weapon. You don’tneed advantage on the attack roll if anotherenemy of the target is within 5 feet of it, thatenemy isn’t incapacitated, and you don’t havedisadvantage on the attack roll. The amount ofthe extra damage increases as you gain levelsin this class, as shown in the Sneak Attackcolumn of the Rogue table.

Cunning Action
Starting at 2nd level, your quick thinking andagility allow you to move and act quickly. Youcan take a bonus action on each of your turnsin combat. This action can be used only totake the Dash, Disengage, or Hide action.

Sneak Attack
Beginning at 1st level, you know how to strikesubtly and exploit a foe’s distraction. Once perturn, you can deal an extra 2d6 damage to onecreature you hit with an attack if you haveadvantage on the attack roll. The attack mustuse a finesse or a ranged weapon. You don’tneed advantage on the attack roll if anotherenemy of the target is within 5 feet of it, thatenemy isn’t incapacitated, and you don’t havedisadvantage on the attack roll. The amount ofthe extra damage increases as you gain levelsin this class, as shown in the Sneak Attackcolumn of the Rogue table.

Dread Ambusher
At 3rd level, you master the art of the ambush.You can give yourself a bonus to your initiativerolls equal to your Wisdom modifier. At thestart of your first turn of each combat, yourwalking speed increases by 10 feet, whichlasts until the end of that turn. If you take theAttack action on that turn, you can make oneadditional weapon attack as part of that action.If that attack hits, the target takes an extra 1d8damage of the weapon’s damage type.

Umbral Sight
At 3rd level, you gain darkvision out to a rangeof 60 feet. If you already have darkvision fromyour race, its range increases by 30 feet. Youare also adept at evading creatures that relyon darkvision. While in darkness, you areinvisible to any creature that relies ondarkvision to see you in that darkness.

Sharpshooter
You have mastered ranged weapons and canmake shots that others find impossible. Yougain the following benefits: Attacking at longrange doesn't impose disadvantage on yourranged weapon attack rolls. Your rangedweapon attacks ignore half cover and three-quarters cover. Before you make an attackwith a ranged weapon that you are proficientwith, you can choose to take a -5 penalty tothe attack roll. If the attack hits, you add +10 tothe attack’s damage.

ring of mindshielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

呪文 SPELLS

呪文発動クラス
SPELLCASTING CLASS
 
呪文発動能力値
SPELLCASTING ABILITY
【知】
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
呪文名
Prestidigitation
Transmutation
cantrip
Casting Time:1 action
Range:10 feet
Target:See text
Components:V S
Duration:Up to 1 hour
This spell is a minor magical trick that novicespellcasters use for practice. You create one ofthe following magical effects within range: Youcreate an instantaneous, harmless sensoryeffect, such as a shower of sparks, a puff ofwind, faint musical notes, or an odd odor. Youinstantaneously light or snuff out a candle, atorch, or a small campfire. You instantaneouslyclean or soil an object no larger than 1 cubicfoot. You chill, warm, or flavor up to 1 cubicfoot of nonliving material for 1 hour. You makea color, a small mark, or a symbol appear onan object or a surface for 1 hour. You create anonmagical trinket or an illusory image thatcan fit in your hand and that lasts until the endof your next turn. If you cast this spell multipletimes, you can have up to three of its non-instantaneous effects active at a time, and youcan dismiss such an effect as an action.
 
 
 
 
 
 
 
 
 
 
1レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
Disguise Self
Illusion1
Casting Time:1 action
Range:Self
Target:Self
Components:V S
Duration:1 hour
You make yourself—including your clothing,armor, weapons, and other belongings on yourperson—look different until the spell ends oruntil you use your action to dismiss it. You canseem 1 foot shorter or taller and can appearthin, fat, or in between. You can’t change yourbody type, so you must adopt a form that hasthe same basic arrangement of limbs.Otherwise, the extent of the illusion is up toyou. The changes wrought by this spell fail tohold up to physical inspection. For example, ifyou use this spell to add a hat to your outfit,objects pass through the hat, and anyone whotouches it would feel nothing or would feel yourhead and hair. If you use this spell to appearthinner than you are, the hand of someonewho reaches out to touch you would bump intoyou while it was seemingly still in midair. Todiscern that you are disguised, a creature canuse its action to inspect your appearance andmust succeed on an Intelligence(Investigation) check against your spell saveDC.
 
 
 
 
 
 
 
 
 
 
 
 
 
2レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
4レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
 
 
 
 
5レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
 
 
6レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
 
 
7レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
8レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
9レベル呪文
準備
済み
スロット合計
 
使用済みスロット