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
Flavius
属性
混沌にして善(CG)
プレイヤー名
へんくま
最終更新
2015/12/22 16:54
クラス
Cleric
レベル
4
経験値
 
神格
Kord
種族
Human
サイズ
中型
年齢
30
性別
身長
5'10" 180cm
体重
198.23lb. 90kg
パーティ・所属
 
メモ欄
能\力値は規定値割り振りorポイント購入27ポイント 装備品は「1Lv作成の標準に加えて350gp」あるいは「450gpで購入」 
イニシアチブ 【敏捷力】 その他
-1
-1
 
AC 敏捷 防具 その他
19
10
0
7
2
 
移動速度 基本 防具 アイテム その他
30
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
8
【敏捷力】
DEX
-1
14
【耐久力】
CON
+2
8
【知力】
INT
-1
18
【判断力】
WIS
+4
12
【魅力】
CHA
+1
インスピレーション
 
習熟ボーナス
2

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

ヒットポイント
 
最大HP HP現在値
31
 
一時的HP ヒットダイス
 
4d8
 
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
3
〈威圧〉
INTIMIDATION
【魅】1 
2 レ
B
6
〈医術〉
MEDICINE
【判】4 
2 レ
C
5
〈運動〉
ATHLETICS
【筋】3 
2 レ
B
-1
〈隠密〉
STEALTH
【敏】-1 
 
 
-1
〈軽業〉
ACROBATICS
【敏】-1 
 
 
6
〈看破〉
INSIGHT
【判】4 
2 レ
C
1
〈芸能〉
PERFORMANCE
【魅】1 
 
 
-1
〈自然〉
NATURE
【知】-1 
 
 
-1
〈宗教〉
RELIGION
【知】-1 
 
 
4
〈生存〉
SURVIVAL
【判】4 
 
 
1
〈説得〉
PERSUASION
【魅】1 
 
 
-1
〈捜査〉
INVESTIGATION
【知】-1 
 
 
6
〈知覚〉
PERCEPTION
【判】4 
2 レ
H
-1
〈手先の早業〉
SLEIGHT OF HAND
【敏】-1 
 
 
4
〈動物使い〉
ANIMAL HANDLING
【判】4 
 
 
1
〈ペテン〉
DECEPTION
【魅】1 
 
 
-1
〈魔法学〉
ARCANA
【知】-1 
 
 
-1
〈歴史〉
HISTORY
【知】-1 
 
 

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
Longsword 
5 
1d8+3 
slashing 
 
Club 
5 
1d4+3 
bludgeoning 
 
Dagger 
5 
1d4+3 
piercing 
 
Javelin 30/120 
5 
1d6+3 
piercing 
 
 
 
 
 
 
 
 
 
 
 
 
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)
3
金貨(GP)
 
エレクトラム貨(EP)
 
銀貨(SP)
4
銅貨(CP)
 

貨幣総重量
0.14
lb.
装備 EQUIPMENT
装備名重量数量
Splint 200gp Str15 Disadvantage
60
1
Shield 10gp
6
1
Longsword 15gp Versatile1d10
3
1
 
 
 
Holy Symbol 5gp emblem, shield
 
1
 
 
 
Three-Dragon Ante 1gp
 
1
 
 
 
Explorer’s Pack 10gp
 
 
backpack
5
1
bedroll
7
1
mess kit
1
1
tinderbox
1
1
torch
1
10
rations
2
10
waterskin
5
1
hempen rope 50ft
10
1
 
 
 
Cloths, common 5sp
3
1
Pouch 5sp
1
1
 
 
 
Potion of Healing 50gp*3
0.5
3
 
 
 
Club 1sp Light
2
1
Dagger 2gp Finesse, Light, Thrown20/60
1
1
Javelin 5sp Thrown30/120
2
1
 
 
 
specially marked sticks 25gp
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

貨幣・装備総重量
132.13lb.

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
Cleric
呪文発動能力値
SPELLCASTING ABILITY
【判】
対呪文セーヴ難易度
SPELLSAVE DC
14
呪文攻撃ボーナス
SPELLATTACK BONUS
6

0レベル初級呪文 CANTRIP
呪文名
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
準備
済み
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使用済みスロット
 
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.
 
 
 
 
 
 
 
2レベル呪文
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済み
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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.
 
 
 
 
 
 
 
 
3レベル呪文
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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
準備
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使用済みスロット