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
Kaerlen
属性
秩序にして善(LG)
プレイヤー名
へんくま
最終更新
2014/12/26 10:09
クラス
Wizard (Diviner)
レベル
3
経験値
 
神格
Gond
種族
Rock Gnome
サイズ
中型
年齢
70
性別
身長
4'" 121.92cm
体重
40lb. 18.16kg
パーティ・所属
 
メモ欄
Theme of Research: Time of Trouble, Death of Gods and Immortals, etc
イニシアチブ 【敏捷力】 その他
2
2
 
AC 敏捷 防具 その他
12
10
2
 
 
 
移動速度 基本 防具 アイテム その他
25
25
 
 
 
特殊な移動
 
能力値
現在値 能力値 能力値
修正
8
【筋力】
STR
-1
14
【敏捷力】
DEX
+2
16
【耐久力】
CON
+3
16
【知力】
INT
+3
12
【判断力】
WIS
+1
8
【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】
-1
-1
 
 
【敏捷力】
2
2
 
 
【耐久力】
3
3
 
 
【知力】
5
3
 
2
【判断力】
3
1
 
2
【魅力】
-1
-1
 
 

ヒットポイント
 
最大HP HP現在値
23
 
一時的HP ヒットダイス
 
 
 
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
-1
〈威圧〉
INTIMIDATION
【魅】-1 
 
 
1
〈医術〉
MEDICINE
【判】1 
 
 
-1
〈運動〉
ATHLETICS
【筋】-1 
 
 
2
〈隠密〉
STEALTH
【敏】2 
 
 
2
〈軽業〉
ACROBATICS
【敏】2 
 
 
1
〈看破〉
INSIGHT
【判】1 
 
 
-1
〈芸能〉
PERFORMANCE
【魅】-1 
 
 
3
〈自然〉
NATURE
【知】3 
 
 
5
〈宗教〉
RELIGION
【知】3 
2 レ
 
1
〈生存〉
SURVIVAL
【判】1 
 
 
-1
〈説得〉
PERSUASION
【魅】-1 
 
 
5
〈捜査〉
INVESTIGATION
【知】3 
2 レ
 
1
〈知覚〉
PERCEPTION
【判】1 
 
 
2
〈手先の早業〉
SLEIGHT OF HAND
【敏】2 
 
 
1
〈動物使い〉
ANIMAL HANDLING
【判】1 
 
 
-1
〈ペテン〉
DECEPTION
【魅】-1 
 
 
5
〈魔法学〉
ARCANA
【知】3 
2 レ
 
5
〈歴史〉
HISTORY
【知】3 
2 レ
 

受動【判断力】《知覚》
PASSIVE WISDOM PERCEPION
11
 
攻撃と呪文発動
ATTACKS & SPELLCASTING
攻撃 攻撃
ボーナス
ダメージ 備考
dagger 
4 
1d4+2 
P 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
背景 BACK GROUND
Ssge Alchemist
 
人格的特徴 PERSONALITY TRAITS
There’s nothing I like more than a good mystery.
 
尊ぶもの IDEALS
Self-Improvement. The goal of a life of study is the
betterment of oneself. (Any)
 
関わり深いもの BONDS
I\'ve been searching my whole life for the answer to a
certain question.
 
弱味 FLAWS
Unlocking an ancient mystery is worth the price of a
civilization.
 
その他設定など
 

その他の習熟と言語
OTHER PROFICIENCIES & LANGUAGES
Daggers, darts, slings, quarterstaffs,
light crossbows, tinker’s tools

language Common, Gnomish, Goblin, Orc
 
貨幣 COINS
プラチナム貨(PP)
 
金貨(GP)
10
エレクトラム貨(EP)
 
銀貨(SP)
 
銅貨(CP)
 

貨幣総重量
0.2
lb.
装備 EQUIPMENT
装備名重量数量
dagger
1
1
component pouch
2
1
scholar’s pack(backpack, book of lore, bottle of ink, ink pen, 10 sheet of parchment, little bag of sand, small knife)
10
1
spellbook
3
1
bottle of black ink
 
1
quill
 
1
small knife
 
1
letter from a dead colleague posing a question you
 
1
a set of common clothes
3
1
belt pouch
1
1
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

貨幣・装備総重量
20.2lb.

特徴・特性 FEATURES & TRAITS
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet o f you as if it w ere bright
light, and in darkness as if it were dim light. You can\'t
discern color in darkness, only shades o f gray.

Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.

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

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical
objects, or technological devices, you can add twice your
proficiency bonus, instead o f any proficiency bonus you
normally apply.

Tinker. You have proficiency with artisan’s tools
(tinker’s tools). Using those tools, you can spend 1
hour and 10 gp worth o f materials to construct a Tiny
clockwork device (AC 5, 1 hp). The device ceases
to function after 24 hours (unless you spend 1 hour
repairing it to keep the device functioning), or when
you use your action to dismantle it; at that time, you can
reclaim the materials used to create it. You can have up
to three such devices active at a time.
When you create a device, choose one o f the
following options:

Clockwork Toy. This toy is a clockwork animal, monster,
or person, such as a frog, mouse, bird, dragon, or
soldier. When placed on the ground, the toy m oves
5 feet across the ground on each o f your turns in a
random direction. It makes noises as appropriate
to the creature it represents.

Fire Starter. The device produces a miniature
flame, which you can use to light a candle,
torch, or campfire. Using the device
requires your action.

Music Box. When opened, this music box
plays a single song at a moderate volume.
The box stops playing when it
reaches the song’s end or
when it is closed.



Ritual Castin g
You can cast a wizard spell as a ritual if that spell has
the ritual tag and you have the spell in your spellbook.
You don\'t need to have the spell prepared.

Spell casting Focus
You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your w izard spells.

Arcane Recovery
You have learned to regain some o f your magical energy
by studying your spellbook. Once per day when you
finish a short rest, you can choose expended spell slots
to recover. The spell slots can have a combined level that
is equal to or less than half your wizard level (rounded
up), and none o f the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth o f spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition
When you reach 2nd level, you choose an arcane
tradition, shaping your practice o f magic through one
o f eight schools: Abjuration, Conjuration, Divination,
Enchantment, Evocation, Illusion, Necromancy,
or Transmutation, all detailed at the end o f the
class description.
Your choice grants you features at 2nd level and again
at 6th, 10th, and 14th level.

Divination Savant
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.

Portent
Starting at 2nd level when you choose this school,
glimpses o f the future begin to press in on your
awareness. When you finish a long rest, roll two d20s
and record the numbers rolled. You can replace any
attack roll, saving throw, or ability check made by you or
a creature that you can see with one o f these foretelling
rolls. You must choose to do so before the roll, and you
can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.

呪文 SPELLS

呪文発動クラス
SPELLCASTING CLASS
ウィザード
呪文発動能力値
SPELLCASTING ABILITY
【知】
対呪文セーヴ難易度
SPELLSAVE DC
13
呪文攻撃ボーナス
SPELLATTACK BONUS
+5

0レベル初級呪文 CANTRIP
呪文名
ray of frost
mage hand
prestidigitation
 
 
 
 
 
 
 
 
1レベル呪文
準備
済み
スロット合計
4
使用済みスロット
 
sleep
magic missile
burning hands
mage armor
shield
alarm R
unseen servant R
grease
 
 
 
 
 
 
2レベル呪文
準備
済み
スロット合計
2
使用済みスロット
 
web
phantasmal force
 
 
 
 
 
 
 
 
 
 
 
 
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