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
ヨイチ
属性
秩序にして善(LG)
プレイヤー名
へんくま
最終更新
2024/05/19 10:04
クラス
ファイター(サムライ)
レベル
10
経験値
 
神格
Eight Million Gods
種族
ハイエルフ
サイズ
中型
年齢
132
性別
身長
5'11" 180.34cm
体重
147.57lb. 67kg
パーティ・所属
 
メモ欄
 
イニシアチブ 【敏捷力】 その他
5
5
 
AC 敏捷 防具 その他
18
10
5
2
 
1
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
8
【筋力】
STR
-1
20
【敏捷力】
DEX
+5
16
【耐久力】
CON
+3
10
【知力】
INT
 
14
【判断力】
WIS
+2
10
【魅力】
CHA
 
インスピレーション
 
習熟ボーナス
4

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】
4
-1
1
4
【敏捷力】
6
5
1
 
【耐久力】
8
3
1
4
【知力】
1
0
1
 
【判断力】
7
2
1
4
【魅力】
1
0
1
 

ヒットポイント
 
最大HP HP現在値
94
 
一時的HP ヒットダイス
 
10d10
 
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 
 
 
2
〈医術〉
MEDICINE
【判】2 
 
 
-1
〈運動〉
ATHLETICS
【筋】-1 
 
 
5
〈隠密〉
STEALTH
【敏】5 
 
 
9
〈軽業〉
ACROBATICS
【敏】5 
4 レ
 
6
〈看破〉
INSIGHT
【判】2 
4 レ
 
0
〈芸能〉
PERFORMANCE
【魅】0 
 
 
0
〈自然〉
NATURE
【知】0 
 
 
0
〈宗教〉
RELIGION
【知】0 
 
 
6
〈生存〉
SURVIVAL
【判】2 
4 レ
 
6
〈説得〉
PERSUASION
【魅】0 
4 レ
2
0
〈捜査〉
INVESTIGATION
【知】0 
 
 
6
〈知覚〉
PERCEPTION
【判】2 
4 レ
 
5
〈手先の早業〉
SLEIGHT OF HAND
【敏】5 
 
 
2
〈動物使い〉
ANIMAL HANDLING
【判】2 
 
 
0
〈ペテン〉
DECEPTION
【魅】0 
 
 
0
〈魔法学〉
ARCANA
【知】0 
 
 
4
〈歴史〉
HISTORY
【知】0 
4 レ
 

受動【判断力】《知覚》
PASSIVE WISDOM PERCEPION
16
 
攻撃と呪文発動
ATTACKS & SPELLCASTING
攻撃 攻撃
ボーナス
ダメージ 備考
longbow+2 
+13 
1d8+9 
piercing 
Ammunition, (range 150/600), heavy, two-handed 
rapier 
+9 
1d8+5 
piercing 
Finesse 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
+8 1d8+19でspirit+accuracy

ダメージ期待値
有利なし:AC21まではSharpshooter優位
有利:AC25まではSharpshooter優位

アローの鏃にライトをかけておく

ドワーフに対する説得有利
毒セーヴ有利
毒ダメージにに抵抗

Second Wind 休息で回復
Action Surge 休息で回復
Fighting Spirit 3/day
Indomitable 1/day

spirit回数0のとき、イニシアチヴ時に1になる
背景 BACK GROUND
Courtier

Source: Sword Coast Adventurer's Guide

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A set of fine clothes and a pouch containing 5gp
 
人格的特徴 PERSONALITY TRAITS
I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist.
成すべきことは正しくあるべきだ。私は完璧主義者である。
 
尊ぶもの IDEALS
Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
寛容さ。私は、自ら与えられた才能をもって、世界に利益をもたらさんとする。
 
関わり深いもの BONDS
One day I will return to my house and prove that I am the greatest samurai of them all.
いつか我が家に戻り、最も優れたサムライであることを証明したい。
 
弱味 FLAWS
I'm never satisfied with what I have – I always want more.
己に満足することがない。もっと高みへと至れるはずだ。
 
その他設定など
東方から来たサムライ。修行の旅の最中で、当主として相応しい実力を身に着けて故郷へ戻り、主君に仕えることを目指している。

その他の習熟と言語
OTHER PROFICIENCIES & LANGUAGES
言語:共通語、エルフ語、Kozakuran、Han、ドワーフ語(ベルト)
 
貨幣 COINS
プラチナム貨(PP)
 
金貨(GP)
5
エレクトラム貨(EP)
 
銀貨(SP)
 
銅貨(CP)
 

貨幣総重量
0.1
lb.
装備 EQUIPMENT
装備名重量数量
a set of fine clothes
6
1
a pouch
1
1
studded leather
10
1
longbow+2
2
1
rapier
2
1
whip
3
1
handaxe ×2
2
2
a dungeoneer
 
 
 a backpack
5
1
 a crowbar
5
1
 a hammer
3
1
 10 pitons
0.25
10
 10 torches
1
10
 a tinderbox
1
1
 10 days of rations
2
10
 a waterskin
5
1
 50 feet of hempen rope
10
1
20 arrows ×10 うち10本silvered 100gp
1
10
Bracers of Archery (attunement)
 
 
Cloak of Protection (attunement)
 
 
Belt of Dwarvenkind (attunement)
 
 
 
 
 
Holy Water (flask)
1
2
Acid (vial)
1
1
 
 
 
potion of heroism
 
1
potion of flying
 
1
potion of speed
 
1
potion of healing
 
5
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

貨幣・装備総重量
102.6lb.

特徴・特性 FEATURES & TRAITS
Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Keen Senses. You have proficiency in the Perception skill.

Languages. You can speak, read, and write Common and Elven.


Ability Score Increase. Your Intelligence score increases by 1.

Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
→Light

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Extra Language. You can read, speak, and write one additional language of your choice.


Class Features
As a fighter, you gain the following class features.

Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
→Acrobatics、Survival

Equipment
(a) chain mail or (b)* leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b)* two martial weapons
(a) a light crossbow and 20 bolts or (b)* two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
→Samurai

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
→Sharpshooter(4th)
→Elven Accuracy(6th)
→Dex+2(8th)

Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

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.


Sharpshooter
・Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
・Your ranged weapon attacks ignore half and three-quarters cover.
・Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Elven Accuracy
・Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
→Dex
・Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice

Samurai
・Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
→History

・Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetype feature (Samurai):
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.


マジックアイテム
(レア)
・longbow+2
・Belt of Dwarvenkind (requires attunement)

(候補)
Ring of Resistance
Amulet of Health
Ring of Free Action
Periapt of Proof against Poison

(アンコモン)
・Bracers of Archery (requires attunement)
・Cloak of Protection (requires attunement)

(購入)
・potion of heroism 800gp
・potion of flying 800gp
・potion of speed 800gp
・potion of healing 50gp *8

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
Light
 
 
 
 
 
 
 
 
 
 
1レベル呪文
準備
済み
スロット合計
 
使用済みスロット
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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