享楽的実践主義

Easy Go! Easy Come!!

キャストラ民兵隊補給担当官 LNハーフリング女子天使派ウォーロック3

f:id:Seth:20210904015425p:plain

(Common)「フフフッ」

=====共有PCs/NPCsキャラクターシート Ver.1.0.0=====
※DMからのガイダンス
キャラクターシート内容に質問などがある場合は、掲示板セッション
https://trpgsession.click/community-detail.php?i=commu161473115022
にて、質問、確認、票決依頼などの投稿をお願いします。

Creator’s Name:Seth
Create Date:2021/10/26(火) 
UpDate:-

・共有PCs/NPCs紹介
1458DR10月26日、フォアゴットン レルムズForgotten Realms、
https://forgottenrealms.fandom.com/wiki/Main_Page
フェイルーン大陸Faerûn、
https://forgottenrealms.fandom.com/wiki/Faer%C3%BBn
ソードコースト海岸Sword Coast方面、
https://forgottenrealms.fandom.com/wiki/Sword_Coast
から遥かに大海を隔てたエバーミートEveMeet、
https://forgottenrealms.fandom.com/wiki/Evermeet
で、1385DR以降の魔法疫病によるNPCsエルフ族都市と居住区の
消失後に取り残された小さなNPCsハーフリング集落 (ゴーストワイズ
Ghostwise) で生まれる。
魔法汚染末期と第二次分割の大混乱の中で、NPCs家族、NPCs縁者と
生き別れるが、幸運にもNPCs妖精たちによりその謎の力を復活された
NPCsウォーロック集団に拾われて、その才能もあり幸運にも、或る
NPCウォーロック師匠(天上派The Celestial)の弟子となる。
その後、1478DRに成人(成ハーフリング)したPCは、NPCウォーロック
師匠の命により大陸へ修行?=冒険の旅に出たのであった(厄介払いとも言うw)。
そして大陸に渡りハーフリングなりの冒険の経て、1483DRからちょど
いい感じでそれなりの自由砦城外に住み着き、民兵隊に志願入隊する。
1488DR10月時点で、民兵隊NPCsパトロール部隊の補給担当官と
して、後方支援任務の実戦経験を積んでいる?のであった。


Shared PC/NPC Data
*****************************
共有PCs/NPCs名: キャストラCastlra
小型 LN岩ハーフリング30才
身長105Cm、体重25kg、非力小柄
アライメントAlignmen:Lawful Neutral
種族Race: ハーフリングHalfling (ゴーストワイズGhostwise) SCAG p110
クラスとレベルClass & Level:ウォーロック3(セレスティア)
HD:1d8
背景Background:冒険者
https://sites.google.com/view/playogl/home/backgrounds#h.xva6ayixkrl6
言語 Common共通語、ハーフリング語、天使語Celestial(背景)、
エルフ語(知力INTボーナス)
神格Deities:Yondalla's Children(halfling pantheon)
https://forgottenrealms.fandom.com/wiki/Yondalla%27s_Children
The Halfling Pantheon: 
Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, and Yondalla


+2習熟ボーナス
*種族、背景、クラスによる習熟
**日本語版PHB127pの「背景のカスタマイズ」
 またはDMG289p「背景の自作」よる変更での習熟
***日本語版DMG287pの「クラスの修正」による変更での習熟

Lucky(種族)
When you roll a 1 on an attack roll, ability check, or saving throw, 
you can reroll the die and must use the new roll.

◆筋力Strength 9 -1
-1 ... 筋力判定Strength Ability Checks
-1 ... 筋力セイビングスローStrength Saving Throws
-1 ... 運動Athletics Skill
******ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
45 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 9STRx5
90 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 9STRx10
135 lbs. ... Maximum Lift=Max Carrying(Over Speed 0ft.) 9STRx15

◆敏捷力Dexterity 15 (13+2種族) +2
+2 ... 敏捷力判定Dexterity Ability Checks
道具習熟 日本語版ザナサー本78p
大工道具**(背景)の判定に+習熟ボーナス
習熟済み技能判定となら【有利Advantage】で判定
+2 ... 敏捷力セイビングスローDexterity Saving Throws
+2 ... 手先の早業Sleight of Hand Skill
+2 ... 隠密Stealth Skill**(背景)

◆耐久力Constitution 11 +0
+0 ... 耐久力判定Constitution Ability Checks
+0 ... 耐久力セイビングスローConstitution Saving Throws

◆知力Intelligence 13 +1
+1 ... 知力判定Intelligence Ability Checks
+1 ... 知力セイビングスローIntelligence Saving Throws
+3 ... 魔法学Arcana Skill*(WarLock1)
+1 ... 歴史History Skill
+1 ... 捜査Investigation Skill
+3 ... 自然Nature Skill*(WarLock1)
+1 ... 宗教Religion Skill

◆判断力Wisdom 17 (16+1種族) +3
+3 ... 判断力判定Wisdom Ability Checks
+5 ... 判断力セイビングスローWisdom Saving Throws*
Brave(種族)
You have advantage on saving throws against being frightened.
+3 ... 動物使いAnimal Handling Skill
+3 ... 看破Insight Skill
+3 ... 医術Medicine Skill
+5 ... 知覚Perception Skill**(背景)暗視120ft.(Devil’s Sight)
+5 ... 生存Survival Skill**(背景)

◆魅力Charisma 16 +3
+3 ... 魅力判定Charisma Ability Checks
+5 ... 魅力セイビングスローCharisma Saving Throws*
+3 ... ペテンDeception Skill
+3 ... 威圧Intimidation Skill
+3 ... 芸能Performance Skill
+3 ... 説得Persuasion Skill

受動視認15 =10+5 ... 知覚Perception Skill**(背景)暗視120ft.(Devil’s Sight)

+2 ... イニシアティブ修正値Initiative Modifier =+2敏捷力DEX修正値

AC
AC12=10+2Dex mod.
Spellシールド(リアクション、次の戦闘ラウンドの手番の開始前まで)使用時
AC17=12+5

移動力:30ft.(種族) 
戦闘時には乗馬Riding Horseにバックパックが収納されいるか、
最初にバックパックBackPackは脱いで地面に置く
Halfling Nimbleness.
You can move through the space of any creature that is of a size larger than yours.
戦闘訓練済み乗馬Riding Horse MMp336
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft. /PC/NPC乗手と荷物有り40ft.
******ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
80 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 16STRx5
160 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 16STRx10
240 lbs. ... Maximum Lift=Max Carrying(Over Speed 0ft.) 16STRx15
STRDEXCONINTWISCHA
16 (+3)10 (+0)12 (+1)2 (-4)11 (+0)7 (-2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions
Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


HP  16 = 8+0CONmod+(1d8(4)+0CONMod)x2
HD 3d8 :WarLock3
Healing Light(WarLock1セレスティアル)4d6=1+3WarLock3Lev. HP Healing
小休憩Short Rest:1d8+0Con mod.x Max1
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+1d6HD=Wizard1/2(最小1HD)が回復

遠隔武器
両手ライトクロスボウlight crossbows 80/120ft. 
+4 =+2敏捷力DEX修正値+2習熟ボーナス 
1d8+2 =+2敏捷力DEX修正値 刺突ダメージ

片手短剣Dagger(妙技Finesse) 投げ 20/60ft. 
+4 =+2敏捷力DEX修正値+2習熟ボーナス
1d4+2 +2敏捷力DEX修正値 刺突ダメージ

近接攻撃
短剣Dagger(妙技Finesse) 間合い5ft. 
+4 =+2敏捷力DEX修正値(妙技)+2習熟ボーナス 
1d4+2 +2敏捷力DEX修正値(妙技) 短剣近接 刺突ダメージ

素手(単純武器) 間合い5ft. 日本語版PHB195p
https://roll20.net/compendium/dnd5e/Unarmed%20Strike
+2 = +0筋力STR修正値+2習熟ボーナス 
1+0筋力STR修正値 殴打ダメージ

SpellCasting WarLock3 ウォーロックWarLock魔法
 Pact Magic:セレスティアルThe Celestial 日本語版ザナサー本12p
Spellcasting Focus:水晶Crystal(六角長方形水晶ペンダント)
Spell save DC13 = 8+2習熟ボーナス+3魅力CHA修正値
Spell attack modifier +5= +2習熟ボーナス+3魅力CHA修正値

Cantrips

Eldritch Blast(WarLock1) 
+5 Range Attack roll 120ft.
1d10力場force+3魅力CHA修正値Agonizing Blast(Wsrlock2)+1d6死霊(Hex)

Chill Toucht(WarLock1) 
+5 Range Attack roll 120ft.
1d8死霊necrotic
and can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sacred Flame(WarLock1セレスティアル)
 60ft.
No attack roll,敏捷力DEXセイビングスロー失敗1d8光輝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(WarLock1セレスティアル) 
Touch
bright light in a 20-foot radius and dim light for an additional 20 feet.
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.

Create Bonfire XGE p152(WarLock3:Book of Shadow)
60 feet Concentration, up to 1 minute
No attack roll,NoST,You create a bonfire on ground that you can see within range.
Until the spell ends, the magic bonfire fills a 5-foot cube. 
Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage.
A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Hand PHB p256(WarLock3:Book of Shadow)
Conjuration cantrip
Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: 1 minute 
A spectral, floating hand appears at a point you choose within range. 
The hand lasts for the duration or until you dismiss it as an action. 
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. 
You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. 
You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Sword Burst TCE p115(WarLock3:Book of Shadow)
Self (5-foot radius
No attack roll,NoST,You create a momentary circle of spectral blades that sweep around you. 
All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st
[Spell list added 1st cure wounds, guiding bolt (WarLock1セレスティアル)]
Hex(WarLock1) ボーナス行動 90ft. Concentration, up to 1 hour If Attack roll hit,+1d6死霊ダメージ
Shield(WarLock1) Self 1 round リアクション AC+5 Until the start of your next turn
Witch Bolt(WarLock2) 
30 feet V, S, M (a twig from a tree that has been struck by lightning)
Concentration, up to 1 minute 
Make a ranged spell attack,NoST  2d12 2level spell slotダメージ(+1d6Hex死霊ダメージ) and automatically  use your action on each of your turns for the duration 2d12 2level spell slotダメージ.
A beam of crackling, blue energy lances out toward a creature within range, 
forming a sustained arc of lightning between you and the target. 
Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, 
and on each of your turns for the duration, 
you can use your action to deal 1d12 lightning damage to the target automatically. 
The spell ends if you use your action to do anything else.
The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

2nd
[Spell list added 2nd flaming sphere, lesser restoration (WarLock1セレスティアル)]
Misty Step(WarLock3)
2nd-level conjuration
Casting Time: 1 bonus action 
Range: Self 
Components: V 
Duration: Instantaneous 
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


◆装備品一式と重量(1lb.=453.592g  1ft.=30.48Cm)
*****ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
を使用しているため適応し無い。
→ 見なし重量(DM裁定)
※DM裁定
共有PCs/NPCsの設定の内容から明らかに所有していると思われる
アイテム等は記入(妥当な数量、重量、装備/置き場など)して良い
=============
総重量(装備品のみ)
45.5(188.5+15)lb. = 30.5武装一式+15Holiding Bag(158その他装備一式)
※実際の装備状況はそのシーン毎に異なる。
=============

・魔法アイテム(重量は重量記載明記以外はすべて0lb.としている)
****日本語版ザナザー本126p「アイテムの作成」による変更

無し。

・所持現金(コイン100枚=1lb.ボーチ内やポケットの中など):3gp 3sp 3cp

武装一式 8.5lb.=5+2.5+1

イトクロスボウLight Crossbow PHB p149
Simple weapon, ranged weapon 25 gp, 5 lb.1d8 piercing
ammunition (80/320 ft.), loading, two-handed
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition.
Drawing the ammunition from a quiver, case, or other container is part of the attack.
Loading a one-handed weapon requires a free hand. At the end of the battle,
you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack,
you treat the weapon as an improvised weapon.
A sling must be loaded to deal any damage when used in this way.
Loading.
Because of the time required to load this weapon, 
you can fire only one piece of ammunition from it when you use an action,
bonus action, or reaction to fire it, 
regardless of the number of attacks you can normally make.
Two-Handed.
This weapon requires two hands to use. 
This property is relevant only when you attack with the weapon,
not when you simply hold it.

クロスボウ矢筒Crossbow Bolt Case + Crossbow Bolts (20) 一式2.5lb
PHB p151 Adventuring gear 1 gp, 1 lb.
This wooden case can hold up to twenty crossbow bolts.
クロスボウ ボルトCrossbow Bolts (20) PHB p150
Ammunition 1 gp, 1.5lb.
Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)

ダガーDagger PHB p149 Simple weapon, melee weapon 2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.) 
Finesse.
When making an attack with a finesse weapon, 
you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. 
You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. 
If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, 
you can use either your Strength or your Dexterity, since the dagger has the finesse property.


・その他装備一式 98.5lb.= 4+10+19+6+6+1+III.7+V.82.5

旅行者服Traveler’s Clothes x1 2gp 4lbs.

呪文書鞄Spell Book Bag  HP10,100gp,10lb.(収納物の重量は含まれてない)
https://sites.google.com/view/playogl/home/arts/arcana#h.yew3viectf9i
標準品 中型 非魔法アイテム

上記の呪文書鞄に収容   19lb.=1+10+4+1+2+1
呪文書(携帯用)SpellBook  5 sp, 1lb.
大型呪文書1冊(Book of Shadow) 10gp,10lb.
羊皮紙=スクロールParchment (one sheet)x10  PHB p150 Adventuring gear 1sp,→4lb.=,0.4lb.x10
麻紙Pepper束x1 PHB p157 Trade good 2 gp, →1lb. A4x10ページ相当
羽ペンInk Penx5 PHB p150 Adventuring gear 2cp, →2lb.=0.4x5
インク壺Ink (1-ounce bottle)x2 PHB p150 Adventuring gear 10gp,→1lb.=0.5xx2

呪文構成要素ポーチ 日本語版PHB151p 6lb.
⅕ cubic foot or 6 pounds of gear.

水袋とポーチは腰ベルト周囲へ括り付けて装備
水袋a waterskin 2 sp, 5 lb. (full) PHB p153

ポーチPouch PHB p153
Adventuring gear 5 sp, 1 lb.〜+6lb.
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. 
A compartmentalized pouch for holding spell components is called a component pouch. 
A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.

I.ポーチPouch PHB p153  1 lb.〜+6lb.
お財布=現金入れ用。

II.ポーチPouch x1 5sp,1lbs.〜+6lb.   7lb.
 火口箱Tinderbox x1 5sp,1lbs.
 油Oil (flask) x5 1sp,5lbs.=1x5

III.ポーチPouch x1 5sp,1lbs.〜+6lb.   7lb.
 ハンマーHammer Steel x1 @1gp,3lb.
 ピトンPiton x20 1cp,→1lb.=0.05x20

VI.ポーチPouch x1 5sp,1lbs.〜+6lb. (未所持)

バックパックは背中に背負って装備
V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全82.5lb.   
バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1
A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear. 
You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

**バックパック外に括り付け
** Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)
** ランタン(ブルズアイ)Lantern, bullseye 10gp,2lbs.x1
** ジャベルShovel PHB p150 Adventuring gear 2gp, 5lb.x1
** トーチTorch PHB p153 Adventuring gear 1cp, 1lb.x10=10lb
** 寝袋Bedroll PHB p150 Adventuring gear 1gp, 7lb.x1
** 毛布Blanket PHB p150 Adventuring gear 5sp, 3lb.x1
** 二人用テントTwo-Person Tent PHB p153 2gp, 20lb. x1
** 皮で簡易包装した肉塊Chunk of Meat 3sp PHB p158 3日分相当普通食料(豚、牛肉など肉類中心)10lb.x1 

*バックパック内収納
* 携帯用料理食器類一式Mess Kit PHB p152 Adventuring gear 2sp, 1lb.x1
* ヤカンIron Pot PHB p153 Adventuring gear 2gp, 10lb.x1

* 普通の服Common Clothes PHB p150 Adventuring gear 5sp, 3lb.x1
* 手鏡Steel Mirror PHB p150 Adventuring gear 5gp, 0.5lb.x1
* コットンタオルCotton Cloth (1 sq. yd.30Cm平方)x1 PHB p157 Trade good 5sp →1lb.
* 石鹸Soap PHB p150 Adventuring gear 2cpx1   0.5lb.


・戦闘訓練済みNPC乗馬Riding Horse PHB p157の装備
はみとくつわTack and harness 40 gp, 20 lb.
手綱はこれに含まれる。
軍用鞍一式Military Saddle PHB p157
Tack and harness 20 gp, 30 lb.
A military saddle braces the rider, helping you keep your seat on an active mount in battle.
 It gives you advantage on any check you make to remain mounted.
Saddlebag 4 gp, 8 lb.
容量は左右Backpack1個分づつ。
左のSaddlebag=Backpack1個分に以下を保管。
ランブ台一式
ポーチPouch x1 5sp,1lbs.〜+6lb.   7lb.
 火口箱Tinderbox x1 5sp,1lbs.
 油Oil (flask) x5 1sp,5lbs.=1x5
ポーチ(予備のお財布現金5gp)
生活用品一式(予備の靴、タオル、スリッパなどなど)
食料三日分程度
薬草箱(石鹸類、常備薬=薬草粉末包み、紅茶とかお菓子)一式
 
NPCs個人や図書館などから借りて来た本類一式
呪文書鞄Spell Book Bag予備1本
呪文書(本版)1冊、呪文書(携帯)1冊
着替え一式(冬物、普段着、手袋、下着、靴下、洗濯物入れ袋など一式)


以下、詳細****************

能力値Ability Scoresさいころ振り結果エピデンス
https://trpgsession.click/topic-detail.php?i=topic163135411766
GMセス - 今日 15:42
rep6 4d6kh3 謎のNPC能力値Ability Scores振り! at 2021/10/26#1
#1 (4D6KH3) > 13[1,3,4,6] > 13
#2 (4D6KH3) > 16[1,5,5,6] > 16
#3 (4D6KH3) > 13[1,2,5,6] > 13
#4 (4D6KH3) > 11[1,2,3,6] > 11
#5 (4D6KH3) > 9[2,3,3,3] > 9
#6 (4D6KH3) > 16[4,5,5,6] > 16

========
種族 ハーフリングHalfling (ゴーストワイズGhostwise) SCAG p110
Ability Scores: Dex +2; Wis +1 
Size: Small 
Speed: 25 ft. 
Age.
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment.
Most halflings are lawful good. 
As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. 
They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size.
Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Lucky.
When you roll a 1 on an attack roll, ability check, or saving throw, 
you can reroll the die and must use the new roll.
Brave.
You have advantage on saving throws against being frightened.
Halfling Nimbleness.
You can move through the space of any creature that is of a size larger than yours.
Languages.
You can speak, read, and write Common and Halfling. 
The Halfling language isn't secret, but halflings are loath to share it with others. 
They write very little, so they don't have a rich body of literature. 
Their oral tradition, however, is very strong. 
Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Silent Speech.
You can speak telepathically to any creature within 30 feet of you. 
The creature understands you only if the two of you share a language. 
You can speak telepathically in this way to one creature at a time.

背景 冒険家
技能習熟:好きな技能を自由に3個選択

道具習熟:好きな道具一式を自由に2個選択
言語:好きな言語を1個選択
装備:食料一週間分の食料(保存食)とその運搬用布袋1個


クラス
ウォーロックWa
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st
Proficiencies
Hit Dice: 1d8

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Level Proficiency Bonus   Features                     Cantrips   Spells     Spell     Invocations
                                      Known   Known Slots   Known
1st    +2                           Pact Magic,                2              2            1st  1     -
                                        Spell Versatility,
                                        Otherworldly Patron
2nd   +2                           Eldritch Invocations    2              3            1st  2    2
3rd    +2                           Pact Boon                  2              4            2nd 2    2

Warlock1-3
 Pact Magic:セレスティアルThe Celestial 日本語版ザナサー本12p
Spellcasting Focus:水晶Crystal(六角長方形水晶ペンダント)
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Cantrips
Eldritch Blast(WarLock1)
Chill Toucht(WarLock1)
Sacred Flame(WarLock1セレスティアル)
Light(WarLock1セレスティアル)
Create Bonfire XGE p152(WarLock3:Book of Shadow)
Mage Hand PHB p256(WarLock3:Book of Shadow)
Sword Burst TCE p115(WarLock3:Book of Shadow)
1st
[Spell list added 1st cure wounds, guiding bolt (WarLock1セレスティアル)]
Hex(WarLock1)
Shield(WarLock1)
Witch Bolt(WarLock2)
2nd
[Spell list added 2nd flaming sphere, lesser restoration (WarLock1セレスティアル)]
Misty Step(WarLock3)

この世ならぬ契約相手Otherworldly Patron
セレスティアルThe Celestial 日本語版ザナサー本12p
Your patron is a powerful being of the Upper Planes. 
You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. 
Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. 
You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. 
At times, your heart might also be filled with a longing for the celestial realm of your patron, 
and a desire to wander that paradise for the rest of your days. 
But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
ザ・セレスティアルXGE p54
あなたのパトロンは、上層界の強力な存在である。
あなたは、古代の最高天エンピリアン(古代宇宙論でいう五天中の最高天 《火と光の世界で,後には神と天使の住居と信じられた》)、太陽ソーラー、キリン、ユニコーンなど、永遠の至福の平面に存在する存在と自分を結びつけている。
その存在との契約により、あなたは多元宇宙を照らす聖なる光をほんの少しだけ体験することができます。
そのような力とつながることで、自分の行動や信念に変化が起こります。
アンデッドを殲滅したい、フィーンドを倒したい、無辜の民を守りたいという気持ちが芽生えるかもしれません。
時には、自分のパトロンの天界への憧れが心を満たすこともあるでしょう。
時には自分の守護者の天界への憧れや、その楽園を彷徨いたいという願望もあるでしょう。
しかし、今のところ自分の使命は人間の中にあり、世界の暗い場所に光をもたらすことが自分の盟約であることを知っている。

Expanded Spell List
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level  Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. 
They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.

Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. 
The new spell must be the same level as the spell you replace.


Warlock2
Eldritch Invocations
Agonizing Blast PHB p110
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Devil's Sight PHB p110
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Warlock3
 Pact Boon
Pact of the Tome PHBp108
Your patron gives you a grimoire called a Book of Shadows. 
When you gain this feature, choose three cantrips from any class's spell list. 
The cantrips do not need to be from the same spell list. 
While the book is on your person, you can cast those cantrips at will. 
They don't count against your number of cantrips known. 
Any cantrip you cast with this feature is considered a warlock cantrip for you. 
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. 
This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Create Bonfire XGE p152
Conjuration cantrip
Casting Time: 1 action 
Range: 60 feet 
Components: V, S 
Duration: Concentration, up to 1 minute 
You create a bonfire on ground that you can see within range.
Until the spell ends, the magic bonfire fills a 5-foot cube. 
Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage.
A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter, Nature Cleric
Races: Elf (High)

Mage Hand PHB p256
Conjuration cantrip
Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: 1 minute 
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Arcane Trickster Rogue, Eldritch Knight Fighter, Swarmkeeper Ranger, Swarmkeeper Ranger (Revised), Swarmkeeper Ranger (Spell-less), Psionics (UA) Wizard
Subclasses (legacy): Psychic Warrior (UA) Fighter
Races: Elf (High), Gith (Githyanki), Gith (Githyanki), Gith (Githzerai), Gith (Githzerai), Tiefling (Mammon), Tiefling (Mammon), Tiefling (Mephistopheles), Tiefling (Mephistopheles)
Backgrounds: Dimir Operative

Sword Burst TCE p115
Conjuration cantrip
Casting Time: 1 action 
Range: Self (5-foot radius
Components: V 
Duration: Instantaneous 
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Optional/Variant Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Races: Elf (High)
Optional/Variant Races: Elf (High)

Misty Step PHB p260
2nd-level conjuration
Casting Time: 1 bonus action 
Range: Self 
Components: V 
Duration: Instantaneous 
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

以上



 

1488DR8月22日 突発! 若者達の冒険 遊了!

f:id:Seth:20210824120132j:plain

遺跡内でのPCs/NPCsパーティーにゆっくり迫る敵NPCsボス隊!www

どうも、セスです。
一昨日の日曜午後になりますが、DMセスでDungeons & Dragons 5eキャンペーン オンセ第七回を大変楽しく遊びました!
詳細はいつもの以下の日記で!!

trpgsession.clickこのキャンペーンでは、
「ある意味で、初めてちゃんとNPCで冒険楽しめた!www」
って感じでした(草)
こんな感じで、
「DM自身も冒険を楽しめるんだなぁ〜」
と、久しぶり感じましたです(意外と少ないですよね)
では、次回第8回で再会しましょう!
でわでわ。

リヴォン嬢 LGリボーン(VRGR版) Cleric1

f:id:Seth:20210310185023p:plain

(Common)「いらっしゃいませ!  あっ、お店での癖が出ちゃった!!」

=====共有PCs/NPCsキャラクターシート Ver.1.0.0=====
※DMからのガイダンス
キャラクターシート内容に質問などがある場合は、掲示板セッション
https://trpgsession.click/community-detail.php?i=commu161473115022
にて、質問、確認、票決依頼などの投稿をお願いします。

Creator’s Name:Seth
Create Date:2021/03/10 Cleric1 種族Reborn UA
https://seth.hatenadiary.jp/entry/2021/03/10/185244
UPdate:2021/08/11
種族リボーンRebornを、UA版から公式正式版の
ヴァン リッチェンズ ガイド フォー レイベンロフトVRGR p20
に対応。

・共有PCs/NPCs紹介
1480DR3月10日に、フォアゴットン レルムズForgotten Realms、
https://forgottenrealms.fandom.com/wiki/Main_Page
フェイルーン大陸Faerûn、
https://forgottenrealms.fandom.com/wiki/Faer%C3%BBn
ソードコースト海岸Sword Coast、
https://forgottenrealms.fandom.com/wiki/Sword_Coast
西ハートランズWestern HaertLands、
https://forgottenrealms.fandom.com/wiki/Western_Heartlands
の交易街、自由砦FreeFort
https://sites.google.com/view/playogl/home/worlds/forgotten-realms/freefort
商業地区にあるNPC老鍛冶屋(ドワーフ男)の商店で、突然、
その商店の鎧飾りとして展示している等身大の珍しい少女の
白大理石Alabaster像が、まばらにその白大理石で構成された
身体部位がある「命ある人造体Construct(見た目は14歳位の
少女)」として復活=生まれ変わったのであった。
これはNPC大神Tyrの1480DR頃の何度目かの再復活と重なり、
https://forgottenrealms.fandom.com/wiki/Tyr#Death
その秩序領域Order Domain(ターシャ本31p)からの御神力の
一部が起こした神聖な現象の一つと思われた。

この復活を偶然目撃していたNPC老鍛冶屋は驚いたが、長年の
ドワーフ生でこの世界の色々な驚異には慣れていたため、名前
も思い出せないNPC彼女に"リヴォンLiVon"と名付け、周囲には
昔のNPCs冒険仲間の孫として紹介して、養女として鍛冶見習い
兼隠れNPC大神Tyr神官見習い(NPC彼女は何故か時々ではあるが
NPC大神Tyrの心像は脳裏に浮かぶのであった)として、共に生活
を始めたのであった。

そして1488DR3月中頃、養父であるNPC老鍛冶屋が突然死して
しまい、途方に暮れていたリヴオンLiVonと名付けられたNPC彼女
は、商隊広場南西の外れにある元狩猟小屋に謎のゴーレム少女?
(PCライナさん)が住み着いているとの謎の噂を耳にすると、
NPC養父の葬い済ました後、心は痛んだが店は当分閉店したまま
にして、その噂のPCゴーレム少女に会って話をするために、元狩猟
小屋へ急いだのであった。

しかし、謎のPCゴーレム少女とはすれ違いとなり、結局会えずじまい
となったが、1488DR8月現在、自由砦南門の職人街にて、
武器武具屋本店【鉄髭】(掲示板セッション)
https://trpgsession.click/thread-detail.php?c=commu161473115022&t=thre162071003200
を元気に営んでいる。


Shared PC/NPC Data
*****************************
PC’s Name:リヴォンLiVon
中型 LGリボーン少女?14?? クレリック1
身長171Cm、体重55kg、その他はキャラ絵にある通り
背景Background:ギルド商人 鎧職人Armorer
言語Languages:共通語Common、,ハーフリングHalfling(種族)、
地下共通語UnderCommon(背景)、
ドワーフDwarf語、エルフElven語,ノームGnome語,オーク語Orc(+4INT mod.),
信仰:Deities:大神ティルTyr
https://forgottenrealms.fandom.com/wiki/Tyr
Tyr Order Domain
https://forgottenrealms.fandom.com/wiki/Church_of_Tyr

+2習熟ボーナス
*種族、背景、クラスによる習熟
**日本語版PHB127pの「背景のカスタマイズ」よる変更での習熟
***日本語版DMG287pの「クラスの修正」による変更での習熟


◆筋力Strength 14 +2
+2 ... 筋力判定Strength Ability Checks
+2 ... 筋力セイビングスローStrength Saving Throws
+2 ... 運動Athletics Skill
*****ヴィリアント エンカンバランス
70 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 14STRx5
140 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 14STRx10
210 lbs. ... Maximum Lift=Max Carrying(Speed 0ft.) 14STRx15

◆敏捷力Dexterity 12 (11+1Reborn) +1
+1 ... 敏捷力判定Dexterity Ability Checks
+1 ... 敏捷力セイビングスローDexterity Saving Throws
+1 ... 軽業Acrobatics Skill
+1 ... 手先の早業Sleight of Hand Skill
+1 ... 隠密Stealth Skill

◆耐久力Constitution 10 +0
+0 ... 耐久力判定Constitution Ability Checks
+0 ... 耐久力セイビングスローConstitution Saving Throws

◆知力Intelligence 18 (17+1Reborn) +4
+4 ... 知力判定Intelligence Ability Checks
+4 ... 知力セイビングスローIntelligence Saving Throws
+6 ... 魔法学Arcana Skill* (種族)
+6 ... 歴史History Skilll* (種族)
+4 ... 捜査Investigation Skill
+4 ... 自然Nature Skill
+6 ... 宗教Religion Skilll* (Cleric1)

◆判断力Wisdom 18 (17+1Reborn) +4
+4 ... 判断力判定Wisdom Ability Checks
+6 ... 判断力セイビングスローWisdom Saving Throws*(Cleric)
+4 ... 動物使いAnimal Handling Skill
+6 ... 看破Insight Skill*(BackGround)
+6 ... 医術Medicine Skill* (Cleric)
+4 ... 知覚Perception Skill 暗視DarkVision 60ft.(Reborn)
+4 ... 生存Survival Skill

◆魅力Charisma 14 +2
+2 ... 魅力判定Charisma Ability Checks
+4 ... 魅力セイビングスローCharisma Saving Throws*(Cleric)
+2 ... ペテンDeception Skill
+4 ... 威圧Intimidation Skill*(Order Domain)
+2 ... 芸能Performance Skill
+4 ... 説得Persuasion Skill*(BackGround)

受動視認14 =10+4 ... 知覚Perception Skill 暗視DarkVision 60ft.(Reborn)
+1 イニシアチブ

AC
遠距離攻撃時:
両手ライトクロスボウLight Cross Bow
鎧盾無し
AC11 = 10+1Dex修正値
鎧有り(盾無し)
AC15 = 14Scale mail+1Dex修正値
移動力30 ft. バックパックBackPackは脱いで地面に置いている

近接攻撃時:
片手メイスMace+鎧Scale mail+盾Shield
AC17 = 14+1Dex修正値+2Shield
移動力30 ft. バックパックBackPackは脱いで地面に置いている

HP 8 =1d8+0Con mod.
HD:1d8
小休憩Short Rest:1d8+0Con mod.x Max1
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+1d8HD=Cleric1/2(最小1HD)が回復

遠隔攻撃
両手ライトクロスボウLight Cross Bow 80/320 ft. 全一式7.5lb.
+3 =+1敏捷力DEX修正値+2習熟ボーナス
1d8+1敏捷力DEX修正値 刺突ダメージ
ボルト筒込みボルト20本
クリティカル時ダメージ
2d8+1敏捷力DEX修正値 刺突ダメージ

近接攻撃
片手メイスMace+盾Shield
+4 = +2筋力STR修正値+2習熟ボーナス
1d8+2筋力STR修正値 殴打ダメージ
クリティカル時ダメージ
2d8+2筋力STR修正値 殴打ダメージ
素手(単純武器) 間合い5ft. 日本語版PHB195p
https://roll20.net/compendium/dnd5e/Unarmed%20Strike
+4 = +2筋力STR修正値+2習熟ボーナス
1+2筋力STR修正値 殴打ダメージ

呪文Spellcasting Cleric1
NPCティアTyr神のホーリーシンボル ウォーハンマー上に天秤のペンダント
Spell Attack +6 = +4判断力WIS修正値+2習熟ボーナス
Spell DC14 =8+4判断力WIS修正値+2習熟ボーナス

準備呪文数 5個 =+4判断力WIS修正値+1クリレックレベル
呪文スロット Cantrips 1st
3 2
Cantrips
ガイダンス 精神集中最大1分 +1d4技能判定前or後
レシスタンス 精神集中最大1分 +1d4セイビングスロー判定前or後
セイドリック フレイム 60ft. 敏捷力DEXセイビングスロー失敗1d8光輝ダメージ+遮蔽無し、成功ダメージ無し。
1st
ディテクト マジック
ブレス
キュア ウーンズ
ヒーリング ワード

オーダー領域呪文Order Domain Spells
1st
コマンドCommand
ヒロイズムHeroism

オーダー領域Order Domain能力Ablility
Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack.
If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell,
that ally can use their reaction immediately after the spell to make one weapon attack
against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.


◆装備品一式と重量(1lb.=453.592g 1ft.=30.48Cm)
*****ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
を使用しているため適応し無い。
→ 見なし重量(DM裁定)
※DM裁定
共有PCs/NPCsの設定の内容から明らかに所有していると思われる
アイテム等は記入(妥当な数量、重量、装備/置き場など)して良い
=============
総重量 武装
212.5lb. = 61.5武装一式+151その他一式
****日本語版ザナザー本126p「アイテムの作成」による変更
※実際の装備状況はそのシーン毎に異なる。
=============

魔法アイテム(重量は重量記載明記以外はすべて0lb.としている)
****日本語版ザナザー本126p「アイテムの作成」による変更

無し。

・所持現金(コイン100枚=1lb.どこかのポケットの中など):5gp 7sp 5cp

武装武装一式 61.5lb.= 45+6+7.5+4

Scale Mail PHB p144 Medium armor 50 gp, 45 lb. AC 14 + Dex (max 2)
The wearer has disadvantage on Dexterity (Stealth) checks.
まだ未購入=購入予定のPlate Armor and Shield
20 = 18Plate Armor+2Shield
Plate Armor PHB p145 Heavy armor 1,500 gp, 65 lb. AC 18
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

盾Shield 6lb.

イトクロスボウLight Crossbow PHB p149
Simple weapon, ranged weapon 25 gp, 5 lb.1d8 piercing
ammunition (80/320 ft.), loading, two-handed
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition.
Drawing the ammunition from a quiver, case, or other container is part of the attack.
Loading a one-handed weapon requires a free hand. At the end of the battle,
you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack,
you treat the weapon as an improvised weapon.
A sling must be loaded to deal any damage when used in this way.
Loading.
Because of the time required to load this weapon,
you can fire only one piece of ammunition from it when you use an action,
bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.
Two-Handed.
This weapon requires two hands to use.
This property is relevant only when you attack with the weapon,
not when you simply hold it.

クロスボウ矢筒Crossbow Bolt Case + Crossbow Bolts (20) 一式2.5lb
PHB p151 Adventuring gear 1 gp, 1 lb.
This wooden case can hold up to twenty crossbow bolts.
クロスボウ ボルトCrossbow Bolts (20) PHB p150
Ammunition 1 gp, 1.5lb.
Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)

メイスMace PHB p149
Simple weapon, melee weapon 5gp, 4lb.


・その他装備一式 151lb.= 4+20+10+III.7+IV.24.5+V.85.5

旅行者服Traveler's Clothes PHB p150 Adventuring gear 2gp, 4lb.x1 雨着ポンチョPonchoも兼ねる。
NPC大神ティルTyrのホーリーシンボル 直立したウォーハンマーのテッペンに天秤
銀製ペンタント1lb.

体に斜め巻きして装備
麻ロープRope, hempen (50 feet) x2 @1gp/10lbsx2=20lb.
The pack also has 50 feet of hempen rope strapped to the side of it.

水袋とポーチは腰ベルト周囲へ括り付けて装備

水袋a waterskin 2 sp, 5 lb. (full)x2=10lb. PHB p153
ポーチPouch PHB p153
Adventuring gear 5 sp, 1 lb.〜+6lb.
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.
A compartmentalized pouch for holding spell components is called a component pouch.
A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.

III.ポーチPouch x1 @5sp/1lbs.+6lb=7lb.
火口箱Tinderbox x1 @5sp/1lbs.
油Oil (flask) x5 @1sp/1lbs.
ハンマーHammer Steel x1 @1gp/3lb.
ピトンPiton x20 @1cp/0.05lb./1lb.

サックは肩からサックのベルトで斜めがけして装備
IV.サックSack PHB p153 Adventuring gear 1cp, 0.5lb+24lb=24.5lb.
A sack can hold up to 1 cubic foot or 30 pounds of gear.
*サック内に収容
* 保存食Rations (1day) PHB p153 Adventuring gear 5sp, 2lb.x10=20lb.
* パン1斤Loaf of Bread PHB p158 Food and drink 2cp =1保存食Rations (1day)相当2lb.x1
* 高級ワインFine Wine (Bottle) PHB p158 Food and drink 10gp=1保存食Rations (1day)相当2lb.x1

バックパックは背中に背負って装備
V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全85.5lb.
バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1
A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear.
You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

**バックパック外に括り付け
** Crossbow Bolts (20) PHB p150Ammunition 1 gp, 1.5lbx5=7.5lb.
20x5=100ボルト
** ランタン(ブルズアイ)Lantern, bullseye 10gp,2lbs.x1
** ジャベルShovel PHB p150 Adventuring gear 2gp, 5lb.x1
** トーチTorch PHB p153 Adventuring gear 1cp, 1lb.x10=10lb
** 寝袋Bedroll PHB p150 Adventuring gear 1gp, 7lb.x1
** 毛布Blanket PHB p150 Adventuring gear 5sp, 3lb.x1
** 二人用テントTwo-Person Tent PHB p153 2gp, 20lb. x1
** 皮で簡易包装した肉塊Chunk of Meat 3sp PHB p158 3日分相当普通食料(豚、牛肉など肉類中心)10lb.x1

*バックパック内収納
* 食器類一式Mess Kit PHB p152 Adventuring gear 2sp, 1lb.x1
* ヤカンIron Pot PHB p153 Adventuring gear 2gp, 10lb.x1

* 普通の服Common Clothes PHB p150 Adventuring gear 5sp, 3lb.x1
* 手鏡Steel Mirror PHB p150 Adventuring gear 5gp, 0.5lb.x1
* コットンタオルCotton Cloth (1 sq. yd.30Cm平方) PHB p157 Trade good 5spx1 1lb.
* 石鹸Soap PHB p150 Adventuring gear 2cpx1 0.5lb.

・自宅と自分の部屋(PC設定)
武器武具屋本店【鉄髭】
https://trpgsession.click/thread-detail.php?c=commu161473115022&t=thre162071003200
が自宅。
間取りは、一階=商店事務所50x50ft.、商店付き倉庫30x30ft.、
鎧鍛治職人部屋(金庫室有り)30x30ft,
その他(キッチン、ダイニング、物置、洗濯場、トイレなど)30x30ft.
二階=居間20x20ft.、寝室(クローゼット含む)20x20ft.。

二階=居間20x20ft.
ランブ台一式
ポーチPouch x1 5sp,1lbs.〜+6lb. 7lb.
 火口箱Tinderbox x1 5sp,1lbs.
 油Oil (flask) x5 1sp,5lbs.=1x5
キャビネット式の書記台1台+椅子一式
ポーチ(予備のお財布現金7gp)
生活用品一式(予備の靴、タオル、スリッパなどなど)
飲料水壺一式
薬草箱(石鹸類、常備薬=薬草粉末包み、紅茶とかお菓子)一式
部屋掃除道具一式(ハタキ、ホウキ、塵取り、雑巾、たわし、バケツ、ゴミ入れなど)

二階=寝室(クローゼット含む)20x20ft.
ランブ台一式
ベット1台と寝具(枕、毛布などなど)一式
三面鏡台一式
変装道具Disguise kite一式(習熟済み、背景、お化粧品箱)
クローゼット内(吊るし/棚段置き)
豪華な服装一式
着替え一式(冬物、普段着、手袋、下着、靴下、洗濯物入れ袋など一式)


以下、詳細****************

PC作成手順
能力値Ability Scores 4d6でベスト3d6選択の6回振り
https://ccfolia.com/rooms/mLbwpffSr
GMセス - 今日 14:00
rep6 4d6kh3 LiVon Reborn Tyr Order Domain Cleric1能力値Ability Scores1発振り!
#1 (4D6KH3) > 10[1,3,3,4] > 10
#2 (4D6KH3) > 14[3,4,5,5] > 14
#3 (4D6KH3) > 17[1,5,6,6] > 17
#4 (4D6KH3) > 17[4,5,6,6] > 17
#5 (4D6KH3) > 11[1,3,3,5] > 11
#6 (4D6KH3) > 14[1,3,5,6] > 14

種族
リボーンReborn
ヴァン リッチチェクズ ガイド フォー レイベンロフトVRGR p20
Ability Scores: Choose one of:
(a) Choose any +2; choose any other +1
(b) Choose any +1; choose any other +1; choose any other +1
Speed: 30 ft.
Size: Small/Medium
You are Medium or Small. You choose the size when you gain this lineage.
Ancestral Legacy.
If you replace a race with this lineage, you can keep the following elements of that race:
any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation,
you gain proficiency in two skills of your choice.
無死の性質Deathless Nature.
You have escaped death, a fact represented by the following benefits:
* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You have advantage on death saving throws.
* You don't need to eat, drink, or breathe.
* You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
無死の性質Deathless Nature.
あなたは死を免れたという事実は以下の利点に表れている。
* 病気や毒を受けていることに対するセイビングスローに有利を得る、毒のダメージに対する抵抗力を持っている。
* 死亡判定セービングスローに有利を得る。
* 食べる必要も、飲む必要も、呼吸する必要もありません。
* 眠る必要はなく、魔法で眠らせることもできません。
* その間、意識を保ったまま動かない状態で過ごせば、4時間で長い休息を終えることができます。
DM裁定、クレリック呪文スロットル回復には8時間の大休憩が必要。

Knowledge from a Past Life.
You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
前世からの知識Knowledge from a Past Life
You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
あなたは一時的に散発的に過去の幻影を覚えている。
技能を使用する能力チェックを行う際に、追加+1d6ボーナスできる。
この効果は熟練度ボーナスに等しい回数使用することができ、大休息を終えると消費されたすべての使用回数は回復します。
Languages.
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

失われた記憶 1d8
7 存在するはずのない場所をかすかに覚えている。
その光景は何ですか?どんな気持ちになりますか?
生まれ変わった起源 1d8
6 何世代にもわたって石化されていた君は解放された。
しかし、あなたの記憶は薄れ、あなたの身体はかつてのものではなくなっています。

背景
ギルド商人10 鎧屋・鍵屋・鍛冶屋Armorers, locksmiths, and finesmiths
https://5e.tools/backgrounds.html#variant%20guild%20artisan%20(guild%20merchant)_phb
Skill Proficiencies Insight*, Persuasion*
Equipment A set of artisan's tools (one of your choice) or a mule and cart, a letter of introduction from your guild,
a set of traveler's clothes, and a belt pouch containing 15 gp
鍛治道具Smith's Tools PHB p154 Artisan's tools 20 gp, 8 lb.
Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.
Components.
Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.
魔法学と歴史Arcana and History.
Your expertise lends you additional insight when examining metal objects, such as weapons.
捜査Investigation.
You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
修繕Repair.
With access to your tools and an open flame hot enough to make metal pliable,
you can restore 10 hit points to a damaged metal object for each hour of work.
Activity
Sharpen a dull blade DC10
Repair a suit of armor DC15
Sunder a nonmagical metal object DC15
See the Tool Proficiencies entry for more information.
Source: PHB, page 154. Additional information from XGE, page 84.

提案された性格
GMセス - 今日 14:46
1d8 Personality Trait LiVon Reborn Tyr Order Domain Cleric1
(1D8) > 4
GMセス - 今日 14:47
rep3 1d6 Ideal,Bond,Flaw LiVon Reborn Tyr Order Domain Cleric1
#1 (1D6) > 5
#2 (1D6) > 3
#3 (1D6) > 5

Trait 4 I'm full of witty aphorisms and have a proverb for every occasion.
私は気の利いた格言に満ちていて、あらゆる場面での格言を持っています。
Ideal 5 People. I'm committed to the people I care about, not to ideals. (Neutral)
人のことを理想ではなく、大切な人に尽くす。(ニュートラル)
ここは限りなくLGに近いNとします。
Bond 3 I owe my guild a great debt for forging me into the person I am today.
ギルドには、今の自分を作ってくれた大きな恩がある。
ここではギルドでは無く、亡きNPC老宝石商とします。
Flaw 5 I would kill to acquire a noble title.
高貴な称号を手に入れることを熱望している。
ここでは亡きNPC宝石商の願い=高貴な称号を手に入れるを叶えたい、とします。

習熟技能
種族:Arcana,History
背景:Insight, Persuasion
クラス:クレリックCleric1
https://roll20.net/compendium/dnd5e/Cleric
***日本語版DMG287pの「クラスの修正」による変更
鎧Armor: 軽装鎧Light armor, 中装鎧medium armor, ,盾shields
武器Weapons: 単純Simple weapons
道具Tools: 無しNone
Saving Throws: Wisdom, Charisma
Skills: Choose 2(+) from History, Insight, Medicine+, Persuasion, and Religion+
Order Domain ターシャ本31-32p
http://dnd5e.wikidot.com/cleric:order
Armor: 重装鎧Heavy Armorに習熟

Class Level Proficiency Features/Skill
Bonus
Cleric1 +2 Spellcasting,Divine Domain
Medicine,Religion,重装鎧Heavy Armor

Spellcasting PHB p56
As a conduit for divine power, you can cast cleric spells.
See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list.
You learn additional cleric cantrips of your choice at higher levels,
as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.
When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell).
The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots.
With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds,
you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of cleric spells requires time spent in prayer and meditation:
at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells.
The power of your spells comes from your devotion to your deity.
You use your Wisdom whenever a cleric spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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 as a spellcasting focus for your cleric spells.
Divine Domain PHB p56
Choose one domain related to your deity from the list of available domains.
Each domain is detailed in their own feature, and each one provides examples of gods associated with it.
Your choice grants you domain spells and other features when you choose it at 1st level.
It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level,
and additional benefits at 6th, 8th, and 17th levels.
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.


以上

 

 

 

 

 

 

ヴァイキン税収官 LNティーフリング Rouge8

f:id:Seth:20210810044557p:plain

(Common)「税金は、回り回って皆様の役立つものになるのです」

=====共有PCs/NPCsキャラクターシート Ver.1.0.0=====
※DMからのガイダンス
キャラクターシート内容に質問などがある場合は、掲示板セッション
https://trpgsession.click/community-detail.php?i=commu161473115022
にて、質問、確認、票決依頼などの投稿をお願いします。

Creator’s Name:Seth
Create Date:2020/08/09(月) Rouge8
UPdate:-

・共有PCs/NPCs紹介
1456DR8月9日、フォアゴットン レルムズForgotten Realms、
https://forgottenrealms.fandom.com/wiki/Main_Page
フェイルーン大陸Faerûn、
https://forgottenrealms.fandom.com/wiki/Faer%C3%BBn
ソードコースト海岸Sword Coast、
https://forgottenrealms.fandom.com/wiki/Sword_Coast
西ハートランズWestern HaertLands、
https://forgottenrealms.fandom.com/wiki/Western_Heartlands
バルダーズゲートBaldur's Gate、
https://forgottenrealms.fandom.com/wiki/Baldur%27s_Gate
の貧民街で魔法汚染からの避難民として住み着いていたNPCsティー
リングを両親に生まれ育つ。
幼い頃から、街中の揉め事、特に取られ物などを見付け出して取り返す
ことが得意で、10代前半にはその道での賞金稼ぎ稼業を立派にこなして
いた。
22歳の1478DR3月に、ひょんなことから商隊絡みの仕事で自由砦
https://sites.google.com/view/playogl/home/worlds/forgotten-realms/freefort
に立ち寄った時、自由砦商隊広場担当のNPC税収官(前任者)を手助け
したことから、その税収官NPCに大いに気に入られ、幸運にも自由砦
商隊広場担当の税収官のひとりとして推薦されて、明らかにただの
賞金稼ぎよりは実入りの良い、この税収官任命の話を快く受諾したの
であった。
1488DR8月時点で、この10年間の自由砦商隊広場担当の税収官として
のキャリアは、現在32歳となったNPC彼には十分過ぎる幸福をもたら
した(城内に小さいながら一軒家を持ちNPCs両親も呼び寄せ、NPC
もNPCs子供達もいる。十分に成功しているディーフリング生だ!)
リア充、爆発しろ!!!www)。
そして、このキャリアも11年目を迎える1488DR8月末に、初めて
PCs遺跡探索者たちのからの徴税の担当者を、月会から直接命じられた
のであった。
これは吉兆なのか? はたまた不吉な前触れなのか??
NPC彼は、より慎重にこの仕事に取り組むことを決意して、関係資料
を読み漁ることからこの仕事を開始したのであった。


Shared PC/NPC Data
*****************************
共有PCs/NPCs名:ヴァイキン
中型 LNティーフリング男102才 ローグRogue8
身長185Cm、体重80Kg、痩せマッチョ
言語 共通語Common、地獄語(Infernal.種族)、

信仰:セルダレンSeldarineのNPCs神々
https://forgottenrealms.fandom.com/wiki/Seldarine
+3習熟ボーナス
*種族、背景、クラスによる習熟
**日本語版PHB127pの「背景のカスタマイズ」よる変更での習熟
***日本語版DMG287pの「クラスの修正」による変更での習熟

◆筋力Strength 12 +1
+1 ... Strength Ability Checks+1Stone of good luck
+4 ... Strength Saving Throws+1ブレイザーズ+1リング+1Stone of good luck
+1 ... 運動Athletics Skill
*****ヴィリアント エンカンバランス
60 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 12STRx5
120 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 12STRx10
150 lbs. ... Maximum Lift=Max Carrying(Speed 0ft.) 12STRx15

◆敏捷力Dexterity 13 +1
+2 ... Dexterity Ability Checks+1Stone of good luck
+7 ... Dexterity Saving Throws*+1ブレイザーズ+1リング+1Stone of good luck
+4 ... 軽業Acrobatics Skill Rouge1:1
+5 ... 手先の早業Sleight of Hand Skill* Rouge1:2
+1 ... 隠密Stealth Skill

◆耐久力Constitution 11 +0
+1 ... Constitution Ability Checks+1Stone of good luck
+3 ... Constitution Saving Throws+1ブレイザーズ+1リング+1Stone of good luck

◆知力Intelligence 18 (17+1種族) +4
+5 ... Intelligence Ability Checks+1Stone of good luck
+10 ... Intelligence Saving Throws*+1ブレイザーズ+1リング+1Stone of good luck
+4 ... 魔法学Arcana Skill
+4 ... 歴史History Skill
+10 ... 捜査Investigation Skilll* Rouge1:3 Expertise(Rogue1)
+4 ... 自然Nature Skill
+4 ... 宗教Religion Skill

◆判断力Wisdom 15 +2
+3 ... Wisdom Ability Checks+1Stone of good luck
+5 ... Wisdom Saving Throws+1ブレイザーズ+1リング+1Stone of good luck
+2 ... 動物使いAnimal Handling Skill
+8 ... 看破Insight Skill Rouge1:4 Skill Expertise(Rogue1)
+2 ... 医術Medicine Skill
+8 ... 知覚Perception Skill* 暗視(種族) Expertise(Rogue6)
+2 ... 生存Survival Skill

◆魅力Charisma 18 (16+2種族) +4
+5 ... Charisma Ability Checks+1Stone of good luck
+7 ... Charisma Saving Throws+1ブレイザーズ+1リング+1Stone of good luck
+7 ... ペテンDeception Skill* 背景
+4 ... 威圧Intimidation Skill
+4 ... 芸能Performance Skill
+10 ... 説得Persuasion Skill* 背景 Expertise(Rogue6)

受動知覚 16 = 10+6知覚Perception Skill* 暗視
+0.11 … イニシアチブ

AC
片手ハンドクロスボウ or 片手レイピア
AC15 =11+1敏捷力DEX修正値+1MagicArmor+1ブレイザーズ+1リング
+1 Leather Armor DMG p152
Light armor, rare Major tier 10 lb. AC 11 + Dex +1MagicArmor
You have a +1 bonus to AC while wearing this armor.
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil.
The rest of the armor is made of softer and more flexible materials.
移動力30ft.

HP43(8+0+(5+0)x7)
Uncanny Dodge:Rogue5 リアクションでダメージ半減ケース有り
HD8d8
小休憩Short Rest:1d8+0Con mod.x Max8
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+4d8HD=Rouge8/2(最小1HD)が回復

遠隔攻撃
片手ハンドクロスボウHand Cross Bow+2 30/120 ft. 全一式7.5lb.
BAでもう一回攻撃可能=クロスボウの達人Crossbow Expert:3
+6 =+1敏捷力DEX修正値+3習熟ボーナス+2Magic
1d8+3 +1敏捷力DEX修正値+2Magic 刺突ダメージ
1d8+3+4d6 +1敏捷力DEX修正値+2Magic+スニークアタック 刺突ダメージ

特技Feat1 射撃の名手Sharpshooter 日本語版PHB168p Rogue4
You have mastered ranged weapons and can make shots that others find impossible.
You gain the following benefits:
1 Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
2 Your ranged weapon attacks ignore half cover and three-quarters cover.
3 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 the attack hits,
you add +10 to the attack's damage.

特技Feat2 クロスボウの達人Crossbow Expert PHB p165 Rogue8
Thanks to extensive practice with the crossbow, you gain the following benefits:
1 You ignore the loading quality of crossbows with which you are proficient.
2 Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
3 When you use the Attack action and attack with a one-handed weapon,
you can use a bonus action to attack with a hand crossbow you are holding.

片手短剣Dagger+1(妙技Finesse) 投げ 20/60ft.
+5 =+1敏捷力DEX修正値+2習熟ボーナス+1Magic
1d4+2 +1敏捷力DEX修正値+1Magic 刺突ダメージ
1d4+2+4d6 +1敏捷力DEX修正値+1Magic+スニークアタック 刺突ダメージ

近接攻撃
レイピアrapier+1 妙義finesse
+5 = +1敏捷力DEX修正値,+2習熟ボーナス+1Magic
1d8+3 +2敏捷力DEX修正値+1Magic刺突 ダメージ
1d8+3+4d6 +2敏捷力DEX修正値+1Magic刺突+スニークアタック ダメージ

片手短剣Dagger+1(妙技Finesse) 間合い5ft.
+5 =+2敏捷力DEX修正値(妙技)+2習熟ボーナス+1Magic
1d4+3 +2敏捷力DEX修正値(妙技)+1Magic 短剣近接 刺突ダメージ
1d4+3+4d6 +2敏捷力DEX修正値(妙技)+1Magic+スニークアタック 短剣近接 刺突ダメージ

素手(単純武器) 間合い5ft. 日本語版PHB195p
https://roll20.net/compendium/dnd5e/Unarmed%20Strike
+4 = +1筋力STR修正値+3習熟ボーナス
1+1 +1筋力STR修正値 殴打ダメージ


◆装備品一式と重量(1lb.=453.592g 1ft.=30.48Cm)
*****ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
を使用しているため適応し無い。
→ 見なし重量(DM裁定)
※DM裁定
共有PCs/NPCsの設定の内容から明らかに所有していると思われる
アイテム等は記入(妥当な数量、重量、装備/置き場など)して良い
=============
総重量 武装
36.5lb. = 21.5武装一式+15HoldingBack(161その他一式)
****日本語版ザナザー本126p「アイテムの作成」による変更
※実際の装備状況はそのシーン毎に異なる。
=============

・所持現金(コイン100枚=1lb.どこかのポケットの中など):10gp 7sp 7cp

平時11lb.
Fine Clothes PHB p150 Adventuring gear 15gp, 6 lb.
ハンドクロスボウHand Crossbow+2 DMG p213 3 lb
レイピアRapier+1 DMG p213 2lb.
ダカーDagger+1


・魔法アイテム(重量は重量記載明記以外はすべて0lb.としている)
****日本語版ザナザー本126p「アイテムの作成」による変更
1 ****ブレイザーズ オブ プロテクションBracers of Protection
Wondrous item, uncommon (requires attunement) Major tier
You gain a +1 bonus to AC and saving throws while you wear this Bracers.
2 リング オブ プロテクションRing of Protection
Wondrous item, uncommon (requires attunement) Major tier
You gain a +1 bonus to AC and saving throws while you wear this Ring.
3 ストーン オブ グット ラックStone of Good Luck DMG p205
Wondrous item, uncommon (requires attunement) Major tier
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

特別な場合のみ1〜3と小休憩で入れ替える。
4 ウイングド ブーツスWinged Boots DMG p214
Wondrous item, major tier, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed.
You can use the boots to fly for up to 4 hours, all at once or in several shorter flights,
each one using a minimum of 1 minute from the duration. If you are flying when the duration expires,
you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Found On: Magic Item Table F
あなたがこれらのブーツを着用している間、あなたはあなたの歩行速度に等しい飛行速度を得る。
あなたは、すべて一度に、またはいくつかの短いフライトで、それぞれが持続時間から最小1分を使用して、
最大4時間飛行するためにブーツを使用することができる。
持続時間が切れたときに飛行している場合、あなたは着陸するまでのラウンドごとに30フィートの速度で下降します。
ブーツは、彼らが使用されていない12時間ごとに2時間の飛行能力を取り戻します。

5 ホールディングバック
Bag of Holding DMG p153 15 lb.
Wondrous item, uncommon Minor tier
This bag has an interior space considerably larger than its outside dimensions,
roughly 2 feet in diameter at the mouth and 4 feet deep.
The bag can hold up to 500 pounds=500lb., not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed,
and its contents are scattered in the Astral Plane.
If the bag is turned inside out, its contents spill forth, unharmed,
but the bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack,
portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane.
The gate originates where the one item was placed inside the other.
Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane.
The gate then closes.
The gate is one-way only and can't be reopened.


武装一式 21.5lb.=3+2.5+2+1+13

ハンドクロスボウHand Crossbow+2 DMG p213 3 lb.
Weapon, rare Major tier
Martial weapon, ranged weapon
1d6 piercing - ammunition (30/120 ft.), light, loading
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition.
Drawing the ammunition from a quiver, case, or other container is part of the attack.
Loading a one-handed weapon requires a free hand.
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack,
you treat the weapon as an improvised weapon.
A sling must be loaded to deal any damage when used in this way.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading.
Because of the time required to load this weapon,
you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.

クロスボウ矢筒Crossbow Bolt Case PHB p151 Adventuring gear 1 gp, 1 lb.
This wooden case can hold up to twenty crossbow bolts.
クロスボウ ボルトCrossbow Bolts (20) PHB p150Ammunition 1 gp, 1.5lb.

レイピアRapier+1 DMG p213 2lb.
Weapon, uncommon Major tier
Martial weapon, melee weapon 2 lb.
1d8 piercing - finesse
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.
When making an attack with a finesse weapon,
you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
You must use the same modifier for both rolls.

ダガーDagger+1 PHB p149 Simple weapon, melee weapon 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)
Weapon, uncommon Major tier
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.
When making an attack with a finesse weapon,
you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
For example, if you throw a handaxe, you use your Strength, but if you throw a dagger,
you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Studded Leather Armor+1 DMG p152
Light armor, rare Major tier 13 lb. AC 12 + Dex


・その他装備一式 161lb.= 4+20+10+I.6.5+II.3.5+III.7+IV.24.5+V.85.5

水袋とポーチは腰ベルト周囲へ括り付けて装備

水袋a waterskin 2 sp, 5 lb. (full)x2=10lb. PHB p153
ポーチPouch PHB p153
Adventuring gear 5 sp, 1 lb.〜+6lb.
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.
A compartmentalized pouch for holding spell components is called a component pouch.
A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.

I.ポーチPouch 1lb.+5.5lb.=6.5lb
・ヒーリング ポーションPotion of Healing DMG p187 10本
Potion, minor tier, common 50gp, 0.5lb.x10=5lb.
You regain 2d4+2 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
ポーション オブ ポイゾン レジスタンスPotion of Poison Resistance
DMG p188 Potion, minor tier, uncommon
When you drink this potion, you gain resistance to poison damage for 1 hour.

II.ポーチPouch x1 @5sp/1lbs+2.5lb.=3.5lb.
Potion of Poison Resistancex1
Potion of Fire Resistance 200gpx2
Potion of Necrotic Resistance 200gpx2

III.ポーチPouch x1 @5sp/1lbs.+6lb=7lb.
火口箱Tinderbox x1 @5sp/1lbs.
油Oil (flask) x5 @1sp/1lbs.
ハンマーHammer Steel x1 @1gp/3lb.
ピトンPiton x20 @1cp/0.05lb./1lb.

サックは肩からサックのベルトで斜めがけして装備
IV.サックSack PHB p153 Adventuring gear 1cp, 0.5lb+24lb=24.5lb.
A sack can hold up to 1 cubic foot or 30 pounds of gear.
*サック内に収容
* 保存食Rations (1day) PHB p153 Adventuring gear 5sp, 2lb.x10=20lb.
* パン1斤Loaf of Bread PHB p158 Food and drink 2cp =1保存食Rations (1day)相当2lb.x1
* 高級ワインFine Wine (Bottle) PHB p158 Food and drink 10gp=1保存食Rations (1day)相当2lb.x1

バックパックは背中に背負って装備
V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全85.5lb.
バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1
A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear.
You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

**バックパック外に括り付け
** Crossbow Bolts (20) PHB p150Ammunition 1 gp, 1.5lbx5=7.5lb.
20x5=100ボルト
** ランタン(ブルズアイ)Lantern, bullseye 10gp,2lbs.x1
** ジャベルShovel PHB p150 Adventuring gear 2gp, 5lb.x1
** トーチTorch PHB p153 Adventuring gear 1cp, 1lb.x10=10lb
** 寝袋Bedroll PHB p150 Adventuring gear 1gp, 7lb.x1
** 毛布Blanket PHB p150 Adventuring gear 5sp, 3lb.x1
** 二人用テントTwo-Person Tent PHB p153 2gp, 20lb. x1
** 皮で簡易包装した肉塊Chunk of Meat 3sp PHB p158 3日分相当普通食料(豚、牛肉など肉類中心)10lb.x1

*バックパック内収納
* 食器類一式Mess Kit PHB p152 Adventuring gear 2sp, 1lb.x1
* ヤカンIron Pot PHB p153 Adventuring gear 2gp, 10lb.x1
* 普通の服Common Clothes PHB p150 Adventuring gear 5sp, 3lb.x1
* 手鏡Steel Mirror PHB p150 Adventuring gear 5gp, 0.5lb.x1
* コットンタオルCotton Cloth (1 sq. yd.30Cm平方) PHB p157 Trade good 5spx1 1lb.
* 石鹸Soap PHB p150 Adventuring gear 2cpx1 0.5lb.

・自宅(PC設定)
自由砦南中流地区に東南角地30x30ftに石造二階建ての邸宅を所有して、
自分と妻の両親との4家族同居生活している。
執務室兼書斎
室内の天井/壁/床は落ち着いた木目調装飾
天井にはモダンなシャンデリア式ランブ
床上は十分に厚い絨毯
二面の壁側は税務関係本50冊程度の巻物100本程度の本棚
簡素な造りの木製大机と椅子一式
モダンなランプ台一式
それなりの筆記用具一式

以下、詳細****************

PC作成手順
Player’s Handbook日本語版
能力値Ability Scores 4d6でベスト3d6選択の6回振り
https://ccfolia.com/rooms/mLbwpffSr
GMセス - 今日 19:40
rep6 4d6kh3 謎のNPC能力値Ability Scores振り! at 2021/08/10
#1 (4D6KH3) > 17[2,5,6,6] > 17
#2 (4D6KH3) > 13[1,4,4,5] > 13
#3 (4D6KH3) > 11[2,2,4,5] > 11
#4 (4D6KH3) > 12[1,2,4,6] > 12
#5 (4D6KH3) > 16[3,4,6,6] > 16
#6 (4D6KH3) > 15[3,4,5,6] > 15

種族
Tiefling (Variant; Devil's Tongue) SCAG p118
Ability Scores: Int +1; Choose Dex or Cha +2
Size: Medium
Speed: 30 ft.
Age.
Tieflings mature at the same rate as humans but live a few years longer.
Alignment.
Tieflings might not have an innate tendency toward evil, but many of them end up there.
Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size.
Tieflings are about the same size and build as humans. Your size is Medium.
Darkvision.
Thanks to your infernal heritage, 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.
Hellish Resistance.
You have resistance to fire damage.
Devil's Tongue.
You know the vicious mockery cantrip.
When your reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait.
When you reach 5th level, you can cast the enthrall spell once with this trait.
You must finish a long rest to cast these spells once again with this trait.
Charisma is your spellcasting ability for them.
This trait replaces the Infernal Legacy trait.
※日本語版DMG285p「種族/亜種族の自作」に従いHellish ResistanceとDevil's Tongueを、
以下のデビルの探し屋Devil's Finderの内容と入れ替える。
デビルの探し屋Devil's Finder
1レベルで、知覚Perceptionに習熟を得る。
3レベルで、ロケイト オブジェクトLocate Object(2レベル呪文として)を最大1回/1日、
使用できるようになる。
7レベルで、ロケイト オブジェクトLocate Object(2レベル呪文として)を最大1回/1日と
ロケイト クリチャーLocate Creaturet(4レベル呪文として)を最大1回/1日、
または、
ロケイト オブジェクトLocate Object(2レベル呪文として)を最大2回/1日、使用できるようになる。
14レベルで、ロケイト オブジェクトLocate Object(2レベル呪文として)を最大2回/1日と
ロケイト クリチャーLocate Creaturet(4レベル呪文として)を最大1回/1日、
または、
ロケイト オブジェクトLocate Object(2レベル呪文として)を最大3回/1日、使用できるようになる。
20レベルで、ロケイト オブジェクトLocate Object(2レベル呪文として)を最大3回/1日と
ロケイト クリチャーLocate Creaturet(4レベル呪文として)を最大2回/1日、
使用できるようになる。
この能力Ablilityの基本能力値Ability Scoresは魅力CHA。
大休憩Long Restを取ると使用した回数を回復できる。
Languages.
You can speak, read, and write Common and Infernal.
Appearance.
Your tiefling might not look like other tieflings.
Rather than having the physical characteristics described in the Player's Handbook,
choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue;
catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery
or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
GMセス - 今日 23:31
1d4+1 NPCティーフリングの特徴個数決め! (1D4+1) > 2[2]+1 > 3
small horns
fangs
catlike eyes

Locate Object PHB p256
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 of 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 of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
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.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Subclasses: Aberrant Mind Sorcerer, Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter, Seeker (UA) Warlock
Subclasses (legacy): Archivist Artificer (Revisited), Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Half-Orc (Mark of Finding), Human (Mark of Finding)

Locate Creature PHB p256
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you.
You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Subclasses: Aberrant Mind Sorcerer, Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter, Land (Swamp) Druid, Land Druid, Order Cleric, City (UA) Cleric, Raven Queen (UA) Warlock, Seeker (UA) Warlock
Subclasses (legacy): Archivist Artificer (Revisited), Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer, Order (UA) Cleric
Races: Half-Orc (Mark of Finding), Human (Mark of Finding)


背景
Urban Bounty Hunter SCAG p153
1 Skill Proficiencies Choose two from among Deception, Insight, Persuasion, and Stealth
2 Tool Proficiencies Choose two from among one type of gaming set, one musical instrument, and thieves' tools
3 Equipment A set of clothes appropriate to your duties and a pouch containing 20 gp
4 Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through.
These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society.
This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
5 Suggested Characteristics
Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

習熟技能
種族:Perception
背景:Deception, Persuasion
ゲーム道具(カードCards)(one type of gaming set)
クラス:ローグRogue1
***日本語版DMG287pの「クラスの修正」による変更
軽装鎧Armor: light armor
武器Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
道具Tools: thieves' tools
セイビングスローSaving Throws: Dexterity, Intelligence
技能Skills: Choose 4(+) from Acrobatics+, Athletics, Deception, Insight+, Intimidation,
Investigation+, Perception, Performance, Persuasion, Sleight of Hand+, and Stealth.

Lel. Class Level Proficiency Features/Skill
Bonus
1 Rogue1 +2 Expertise(Insight,Investigation)
Sneak Attack,Thieves' Cant
Animal Handling,Athletics,Perception
2 Rogue2 +2 Cunning Action
3 Rogue3 +2 Roguish Archetype(Inquisitive ザナサー本45p)
Steady Aim
4 Rogue4 +2 Sharpshooter(Feat1),
5 Rogue5 +3 Uncanny Dodge
6 Rogue6 +3 Expertise(Perception,Persuasion)
7 Rogue7 +3 Evasion
8 Rogue8 +3 Crossbow Expert(Feat2)
(Sneak Attack+4d6)

Expertise PHB p94
At 1st level, choose two of your skill proficiencies,
or one of your skill proficiencies and your proficiency with thieves' tools.
Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack PHB p94
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it,
that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant PHB p94
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon,
and code that allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves' cant understands such messages.
It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages,
such as whether an area is dangerous or the territory of a thieves' guild,
whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action PHB p94
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly.
You can take a bonus action on each of your turns in combat.
This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype PHB p94
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Inquisitive ザナサー本45p)
http://dnd5e.wikidot.com/rogue:inquisitive

Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies.
Whenever you make a Wisdom (Insight) check to determine whether a creature is lying,
treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature
or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them.
As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated,
contested by the target's Charisma (Deception) check.
If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll,
but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Aim TCE p62
3rd-level rogue optional feature
As a bonus action, you give yourself advantage on your next attack roll on the current turn.
You can use this bonus action only if you haven't moved during this turn,
and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement PHB p94 -> Sharpshooter(Feat1)

Uncanny Dodge PHB p94
Starting at 5th level, when an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack's damage against you.

Expertise PHB p94
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Evasion PHB p94
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects,
such as a red dragon's fiery breath or an ice storm spell.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement PHB p94 -> Crossbow Expert(Feat2)

 

以上

 

 

プリシャナ調停官 NGエルドリン Bard4

f:id:Seth:20210808231432p:plain

(Common)「ご要件は、何でしょうか♪?」

 

=====共有PCs/NPCsキャラクターシート Ver.1.0.0=====
※DMからのガイダンス
キャラクターシート内容に質問などがある場合は、掲示板セッション
https://trpgsession.click/community-detail.php?i=commu161473115022
にて、質問、確認、票決依頼などの投稿をお願いします。

Creator’s Name:Seth
Create Date:2020/08/08(日) Bard4
UPdate:-

共有PCs/NPCs紹介
1386DR10月1日、フォアゴットン レルムズForgotten Realms、
https://forgottenrealms.fandom.com/wiki/Main_Page
フェイルーン大陸Faerûn、
https://forgottenrealms.fandom.com/wiki/Faer%C3%BBn
エバーミートEvermeet、
https://forgottenrealms.fandom.com/wiki/Evermeet
にて、NPCsエルドリン(サン エルフ)を両親に生まれる。
幼い頃から、くちケンカ上等、物語好きStoryteller=デタラメ
話で周囲を困惑させて、長じては雄弁の楽派College of
Eloquenceターシャ本35pで論議の技を磨き、呆れる周囲を
尻目に、100歳の成エルフを迎えると、この広い世界を実際に
その目で見るために、吟遊詩人として旅に出たのであった。
そして、1485DR秋、何気なく立ち寄った自由砦
https://sites.google.com/view/playogl/home/worlds/forgotten-realms/freefort
で、色々と困っているNPCs人達を、その論議の巧みさと
話の巧さにより助けたことによって、以来、自由砦の調停官
として、色々な困りごとにあっているが、公の場での論議
不慣れな多くのNPCs人々を助けているのであった。


Shared PC/NPC Data
*****************************
共有PCs/NPCs名:プリシャナPryshanna
NGエルドリン女102才 Bard4
身長175Cm、体重60kg、その他はキャラ絵にある通り
言語 共通語Commonエルフ語(Eldrin,Sun Elf.種族)、
ドワーフ語(知力INT+1)
信仰:セルダレンSeldarineのNPCs神々
https://forgottenrealms.fandom.com/wiki/Seldarine
+2習熟ボーナス
*種族、背景、クラスによる習熟
**日本語版PHB127pの「背景のカスタマイズ」よる変更での習熟
***日本語版DMG287pの「クラスの修正」による変更での習熟

◆筋力Strength 13 +1
+2 ... Strength Ability Checks+1Stone of good luck
+4 ... Strength Saving Throws+1クローク+1リング+1Stone of good luck
+1 ... 運動Athletics Skill
*****ヴィリアント エンカンバランス
65 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 13STRx5
130 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 13STRx10
195 lbs. ... Maximum Lift=Max Carrying(Speed 0ft.) 13STRx15

◆敏捷力Dexterity 15 (13+2種族) +2
+3 ... Dexterity Ability Checks+1Stone of good luck
+7 ... Dexterity Saving Throws*+1クローク+1リング+1Stone of good luck
+4 ... 軽業Acrobatics Skill* (背景)
+4 ... 手先の早業Sleight of Hand Skill*(Bard1:1)
+2 ... 隠密Stealth Skill

◆耐久力Constitution 10 +0
+1 ... Constitution Ability Checks+1Stone of good luck
+3 ... Constitution Saving Throws+1クローク+1リング+1Stone of good luck

◆知力Intelligence 13 +1
+2 ... Intelligence Ability Checks+1Stone of good luck
+4 ... Intelligence Saving Throws+1クローク+1リング+1Stone of good luck
+1 ... 魔法学Arcana Skill
+1 ... 歴史History Skill
+1 ... 捜査Investigation Skill
+1 ... 自然Nature Skill
+1 ... 宗教Religion Skill

◆判断力Wisdom 15 +2
+3 ... Wisdom Ability Checks+1Stone of good luck
+5 ... Wisdom Saving Throws+1クローク+1リング+1Stone of good luck
+2 ... 動物使いAnimal Handling Skill
+6 ... 看破Insight Skill*(Bard1:2) Expertise1:Bard3
+2 ... 医術Medicine Skill
+4 ... 知覚Perception Skill* 暗視(種族)
+2 ... 生存Survival Skill

◆魅力Charisma 18(16+1種族+1Skill Expert) +4
+5 ... Charisma Ability Checks+1Stone of good luck
+9 ... Charisma Saving Throws*+1クローク+1リング+1Stone of good luck
+6 ... ペテンDeception Skill*(Bard1:3)
+6 ... 威圧Intimidation Skill*Skill Expertで習熟
+8 ... 芸能Performance Skill* 背景 Expertise2:Bard3
+8 ... 説得Persuasion Skill* Bard4 Skill ExpertでExpertise

受動知覚 16 = 10+4知覚Perception Skill*+2習熟ボーナス 暗視
+2 … イニシアチブ

平時
AC14 =10+2Dex修正値+1クローク+1リング
Fine Clothes PHB p150
移動力30ft.

武装
リラ両手楽器持ち or ライトクロスボウ両手 or 片手レイピア
AC17 =12+2敏捷力DEX修正値+1MagicArmor++1クローク+1リング
+1 Studded Leather Armor DMG p152
移動力30ft.

HP23(8+0+(5+0)x3)
HD4d8
小休憩Short Rest:1d8+0Con mod.x Max4
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+2d8HD=Bard4/2(最小1HD)が回復

遠隔攻撃
イトクロスボウLight Cross Bow+1 80/320 ft. 全一式7.5lb.
+5 =+2敏捷力DEX修正値+2習熟ボーナス+1Magic
1d8+2敏捷力DEX修正値+1Magic 刺突ダメージ

片手短剣Dagger+1(妙技Finesse) 投げ 20/60ft.
+5 =+2敏捷力DEX修正値+2習熟ボーナス+1Magic
1d4+3 +2敏捷力DEX修正値+1Magic 刺突ダメージ

近接攻撃
レイピアrapier+1 技巧finesse
+5 = +2敏捷力DEX修正値,+2習熟ボーナス+1Magic
1d8+2敏捷力DEX修正値+1Magic刺突ダメージ

短剣Dagger+1(妙技Finesse) 間合い5ft.
+5 =+2敏捷力DEX修正値(妙技)+2習熟ボーナス+1Magic
1d4+3 +2敏捷力DEX修正値(妙技)+1Magic  短剣近接 刺突ダメージ

素手(単純武器) 間合い5ft. 日本語版PHB195p
https://roll20.net/compendium/dnd5e/Unarmed%20Strike
+3 = +1筋力STR修正値+2習熟ボーナス
1+1筋力STR修正値 殴打ダメージ

Spellcasting Bard Spells
Spell attack modifier:+6 = +4魅力CHA修正値+2習熟ボーナス
DC 14 = 8+4魅力CHA修正値+2習熟ボーナス
Cantrips Known Spells Known Spell Slots 1st 2nd
3 7 4 3
Spells Known
Cantrips
Mage Hand PHB p256
Mending PHB p259
Vicious MockeryPHB p285
1st
Comprehend Languages PHB p224
Identify PHB p252
Sleep PHB p276
Tasha's Hideous Laughter PHB p280
2nd
Phantasmal Force PHB p264
Calm Emotions PHB p221
Zone of Truth PHB p289


◆装備品一式と重量(1lb.=453.592g 1ft.=30.48Cm)
*****ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
を使用しているため適応し無い。
→ 見なし重量(DM裁定)
※DM裁定
共有PCs/NPCsの設定の内容から明らかに所有していると思われる
アイテム等は記入(妥当な数量、重量、装備/置き場など)して良い
=============
総重量 武装
40lb. = 25武装一式+15(HoldingBack161その他一式)
****日本語版ザナザー本126p「アイテムの作成」による変更
※実際の装備状況はそのシーン毎に異なる。
=============

・所持現金(コイン100枚=1lb.どこかのポケットの中など):17gp 9sp 9cp

・魔法アイテム(重量は重量記載明記以外はすべて0lb.としている)
****日本語版ザナザー本126p「アイテムの作成」による変更
1 クローク オブ プロテクションCloak of Protection
Wondrous item, uncommon (requires attunement) Major tier
You gain a +1 bonus to AC and saving throws while you wear this Cloak.
2 リング オブ プロテクションRing of Protection
Wondrous item, uncommon (requires attunement) Major tier
You gain a +1 bonus to AC and saving throws while you wear this Ring.
3 Stone of Good Luck DMG p205
Wondrous item, uncommon (requires attunement) Major tier
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

特別な場合のみ1〜3と小休憩で入れ替える。
4 ウイングド ブーツスWinged Boots DMG p214
Wondrous item, major tier, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed.
You can use the boots to fly for up to 4 hours, all at once or in several shorter flights,
each one using a minimum of 1 minute from the duration. If you are flying when the duration expires,
you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Found On: Magic Item Table F
あなたがこれらのブーツを着用している間、あなたはあなたの歩行速度に等しい飛行速度を得る。
あなたは、すべて一度に、またはいくつかの短いフライトで、それぞれが持続時間から最小1分を使用して、
最大4時間飛行するためにブーツを使用することができる。
持続時間が切れたときに飛行している場合、あなたは着陸するまでのラウンドごとに30フィートの速度で下降します。
ブーツは、彼らが使用されていない12時間ごとに2時間の飛行能力を取り戻します。

5 ホールディングバック
Bag of Holding DMG p153 15 lb.
Wondrous item, uncommon Minor tier
This bag has an interior space considerably larger than its outside dimensions,
roughly 2 feet in diameter at the mouth and 4 feet deep.
The bag can hold up to 500 pounds=500lb., not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed,
and its contents are scattered in the Astral Plane.
If the bag is turned inside out, its contents spill forth, unharmed,
but the bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack,
portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane.
The gate originates where the one item was placed inside the other.
Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane.
The gate then closes.
The gate is one-way only and can't be reopened.


平時10lb.
Fine Clothes PHB p150 Adventuring gear 15gp, 6 lb.
リラLyre PHB p154 Instrument 30 gp, 2 lb.
レイピアRapier+1 DMG p213 2lb.

武装

武装一式 25lb.=2+5+2+2+1+13

リラLyre PHB p154 Instrument 30 gp, 2 lb.

ライト クロスボウLight Crossbow+1 DMG p213
Weapon, uncommon Major tier
Simple weapon, ranged weapon 5 lb.
1d8 piercing - ammunition (80/320 ft.), loading, two-handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
A sling must be loaded to deal any damage when used in this way.
Loading.
Because of the time required to load this weapon,
you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.
Two-Handed.
This weapon requires two hands to use.
This property is relevant only when you attack with the weapon, not when you simply hold it.

クロスボウ矢筒Crossbow Bolt Case PHB p151 Adventuring gear 1 gp, 1 lb.
This wooden case can hold up to twenty crossbow bolts.
Crossbow Bolts (20) PHB p150Ammunition 1 gp, 1.5lb.

レイピアRapier+1 DMG p213 2lb.
Weapon, uncommon Major tier
Martial weapon, melee weapon 2 lb.
1d8 piercing - finesse
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.
When making an attack with a finesse weapon,
you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
You must use the same modifier for both rolls.

ダガーDagger+1 PHB p149 Simple weapon, melee weapon 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)
Weapon, uncommon Major tier
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.
When making an attack with a finesse weapon,
you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
For example, if you throw a handaxe, you use your Strength, but if you throw a dagger,
you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Studded Leather Armor+1 DMG p152
Light armor, rare Major tier 13 lb. AC 12 + Dex
AC 12 + Dex
You have a +1 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.


・その他装備一式 161lb.= 4+20+10+I.6.5+II.3.5+III.7+IV.24.5+V.85.5

水袋とポーチは腰ベルト周囲へ括り付けて装備

水袋a waterskin 2 sp, 5 lb. (full)x2=10lb. PHB p153
ポーチPouch PHB p153
Adventuring gear 5 sp, 1 lb.〜+6lb.
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.
A compartmentalized pouch for holding spell components is called a component pouch.
A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.

I.ポーチPouch 1lb.+5.5lb.=6.5lb
・ヒーリング ポーションPotion of Healing DMG p187 10本
Potion, minor tier, common 50gp, 0.5lb.x10=5lb.
You regain 2d4+2 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
ポーション オブ ポイゾン レジスタンスPotion of Poison Resistance
DMG p188 Potion, minor tier, uncommon
When you drink this potion, you gain resistance to poison damage for 1 hour.

II.ポーチPouch x1 @5sp/1lbs+2.5lb.=3.5lb.
Potion of Poison Resistancex1
Potion of Fire Resistance 200gpx2
Potion of Necrotic Resistance 200gpx2

III.ポーチPouch x1 @5sp/1lbs.+6lb=7lb.
火口箱Tinderbox x1 @5sp/1lbs.
油Oil (flask) x5 @1sp/1lbs.
ハンマーHammer Steel x1 @1gp/3lb.
ピトンPiton x20 @1cp/0.05lb./1lb.

サックは肩からサックのベルトで斜めがけして装備
IV.サックSack PHB p153 Adventuring gear 1cp, 0.5lb+24lb=24.5lb.
A sack can hold up to 1 cubic foot or 30 pounds of gear.
*サック内に収容
* 保存食Rations (1day) PHB p153 Adventuring gear 5sp, 2lb.x10=20lb.
* パン1斤Loaf of Bread PHB p158 Food and drink 2cp =1保存食Rations (1day)相当2lb.x1
* 高級ワインFine Wine (Bottle) PHB p158 Food and drink 10gp=1保存食Rations (1day)相当2lb.x1

バックパックは背中に背負って装備
V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全85.5lb.
バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1
A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear.
You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

**バックパック外に括り付け
** Crossbow Bolts (20) PHB p150Ammunition 1 gp, 1.5lbx5=7.5lb.
20x5=100ボルト
** ランタン(ブルズアイ)Lantern, bullseye 10gp,2lbs.x1
** ジャベルShovel PHB p150 Adventuring gear 2gp, 5lb.x1
** トーチTorch PHB p153 Adventuring gear 1cp, 1lb.x10=10lb
** 寝袋Bedroll PHB p150 Adventuring gear 1gp, 7lb.x1
** 毛布Blanket PHB p150 Adventuring gear 5sp, 3lb.x1
** 二人用テントTwo-Person Tent PHB p153 2gp, 20lb. x1
** 皮で簡易包装した肉塊Chunk of Meat 3sp PHB p158 3日分相当普通食料(豚、牛肉など肉類中心)10lb.x1

*バックパック内収納
* 食器類一式Mess Kit PHB p152 Adventuring gear 2sp, 1lb.x1
* ヤカンIron Pot PHB p153 Adventuring gear 2gp, 10lb.x1

* 普通の服Common Clothes PHB p150 Adventuring gear 5sp, 3lb.x1
* 手鏡Steel Mirror PHB p150 Adventuring gear 5gp, 0.5lb.x1
* コットンタオルCotton Cloth (1 sq. yd.30Cm平方) PHB p157 Trade good 5spx1 1lb.
* 石鹸Soap PHB p150 Adventuring gear 2cpx1 0.5lb.

・自分の部屋(PC設定)
商隊広場東歓楽街の南地区にあるターバン「孔雀亭」2階の東南角部屋一室で下宿している。
勿論、出演者も兼ねている。
間取り20x15ft.のクローゼット付き1K
キャビネット式の書記台1台+椅子一式
ランブ台一式
ポーチPouch x1 5sp,1lbs.〜+6lb. 7lb.
 火口箱Tinderbox x1 5sp,1lbs.
 油Oil (flask) x5 1sp,5lbs.=1x5
ポーチ(予備のお財布現金5gp)
ベット1台と寝具(枕、毛布などなど)一式
生活用品一式(予備の靴、タオル、スリッパなどなど)
薬草箱(石鹸類、常備薬=薬草粉末包み、紅茶とかお菓子)一式

三面鏡台一式
変装道具Disguise kite一式(習熟済み、背景、お化粧品箱)
クローゼット内
豪華な服装一式を複数(衣装類、帽子なども含む)(背景)
着替え一式(冬物、普段着、手袋、下着、靴下、洗濯物入れ袋など一式)
部屋掃除道具一式(ハタキ、ホウキ、塵取り、雑巾、たわし、バケツ、ゴミ入れなど)


以下、詳細****************

PC作成手順
Player’s Handbook日本語版
能力値Ability Scores 4d6でベスト3d6選択の6回振り
https://ccfolia.com/rooms/mLbwpffSr
GMセス - 先週 木曜日 23:16
rep6 4d6kh3 謎のNPC能力値Ability Scores振り! at 2021/08/05
#1 (4D6KH3) > 13[3,4,4,5] > 13
#2 (4D6KH3) > 15[1,4,5,6] > 15
#3 (4D6KH3) > 13[1,3,4,6] > 13
#4 (4D6KH3) > 13[3,3,4,6] > 13
#5 (4D6KH3) > 16[4,4,6,6] > 16
#6 (4D6KH3) > 10[1,2,2,6] > 10

種族
ELF(Eladrin)
https://forgottenrealms.fandom.com/wiki/Eladrin

ELF(Fey Eladrin)
https://forgottenrealms.fandom.com/wiki/Fey_eladrin

Elf (Eladrin) モンデンカイネン本MTF p61
Ability Scores: Dex +2; Cha +1
Size: Medium
Speed: 30 ft.
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 toward the gentler aspects of chaos.
They value and protect others' freedom as well as their own, and they are more often good than not.
Size.
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
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.
Keen Senses.
You have proficiency in the Perception skill.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
(The Common word for such meditation is "trance.") While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have become reflexive through years of practice.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Languages.
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar.
Elven literature is rich and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their repertoires.
Fey Step.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.
Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season;
if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
* Autumn DC14 = 8+4魅力CHA修正値+2習熟ボーナス
Immediately after you use your Fey Step,
up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw
or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

背景
Entertainer PHB p130
1 Skill Proficiencies Acrobatics, Performance
2 Tool Proficiencies Disguise kit, one type of musical instrument
3 Equipment A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

習熟技能
種族: 知覚Perception(Keen Senses)
背景:Acrobatics, Performance、変装道具Disguise kit,
クラス:バード1
***日本語版DMG287pの「クラスの修正」による変更
鎧Armor: 軽装鎧Light armor
武器Weapons: 単純Simple weapons,hand crossbows, longswords, rapiers, shortswords
道具Tools: three musical instruments of your choice、声楽、リラ、フルート
Saving Throws: Dexterity, Charisma
Skills: Choose any 3.

クラス
Class Level Proficiency Features/Skill
Bonus
Bard1 +2 Bardic Inspiration,Spellcasting
Insight,Persuasion
Bard2 +2 Divine Smite,Spellcasting,
Fighting Style(Defense AC+1)
Bard3 +2 Bard College(College of Eloquence TCE p29:Silver Tongue),
Expertise
Bard4 +2 Ability Score Improvement(Feat:Skill Expert),Bardic Versatility(無し)


Bardic Inspiration PHB p51
You can inspire others through stirring words or music.
To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.
That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check,
attack roll, or saving throw it makes.
The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die,
but must decide before the DM says whether the roll succeeds or fails.
Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once).
You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class.
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Spellcasting
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Bard College PHB p51
At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges.
Your choice grants you features at 3rd level and again at 6th and 14th level.
College of Eloquence TCE p29
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time.
When you make a Charisma (Persuasion) or Charisma (Deception) check,
you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
3rd-level College of Eloquence feature
You can spin words laced with magic that unsettle a creature and cause it to doubt itself.
As a bonus action, you can expend one use of your Bardic Inspiration
nd choose one creature you can see within 60 feet of you.
Roll the Bardic Inspiration die.
The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

SKILL EXPERT*** ターシャ本80p
You have honed your proficiency with particular skills, granting you the following benefits:
• Increase one ability score of your choice by1,to a maximum of 20.
• You gain proficiency in one skill of your choice.
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means
your proficiency bonus is doubled for any ability check you make with it. The skill you choose
must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your profi- ciency bonus.

スキル・エキスパート※
特定の技能に磨きをかけたあなたには、以下のようなメリットがあります。
1 好きな能力値Ability Scores一つを選択して1点増加、最大で20まで上げることができる。
2 1で選択した能力値Ability Scoresでまだ習熟して無い技能から好きな技能を
 1つ選択して習熟を得る。
3 1で選択した能力値Ability Scoresで既に習熟している技能を1つ選ぶ。
(2で習熟させた技能でも良い)
上で選択した技能は専門知識化expertiseを得る。
専門知識化expertiseとは、
 その技能を使って行う能力判定時に適応する
 習熟ボーナスが2倍となる。
 但し、その対象の技能は、既に習熟ボーナスを2倍にする「専門知識化」などの効果を
 得ていてはいけない。

Expertise PHB p51
At 3rd level, choose two of your skill proficiencies.
Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.


Identify PHB p252
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Classes: Artificer, Bard, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Aberrant Mind Sorcerer, Arcane Trickster Rogue, Eldritch Knight Fighter, Forge Cleric, Knowledge Cleric
Subclasses (legacy): Knowledge (PSA) Cleric
Races: Human (Mark of Making)


Mage Hand PHB p256
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object,
open an unlocked door or container, stow or retrieve an item from an open container,
or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Arcane Trickster Rogue, Eldritch Knight Fighter, Swarmkeeper Ranger, Swarmkeeper Ranger (Revised), Swarmkeeper Ranger (Spell-less), Psionics (UA) Wizard
Subclasses (legacy): Psychic Warrior (UA) Fighter
Races: Elf (High), Gith (Githyanki), Gith (Githyanki), Gith (Githzerai), Gith (Githzerai), Tiefling (Mammon), Tiefling (Mammon), Tiefling (Mephistopheles), Tiefling (Mephistopheles)
Backgrounds: Dimir Operative

Mending PHB p259
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link,
two halves of a broken key, a torn cloak, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension,
you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct,
but the spell can't restore magic to such an object.
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter, Nature Cleric
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Elf (High), Human (Mark of Making)

Vicious MockeryPHB p285
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (though it need not understand you),
it must succeed on a Wisdom saving throw or take 1d4 psychic damage
and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4),
and 17th level (4d4).
Classes: Bard
Races: Tiefling (Variant; Devil's Tongue)
Backgrounds: Rakdos Cultist

Comprehend Languages PHB p224
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Classes: Bard, Sorcerer, Warlock, Wizard
Subclasses: Aberrant Mind Sorcerer, Arcane Trickster Rogue, Eldritch Knight Fighter, City (UA) Cleric
Subclasses (legacy): Archivist Artificer (Revisited)
Races: Gnome (Mark of Scribing)

Tasha's Hideous Laughter PHB p280
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny
and falls into fits of laughter if this spell affects it.
The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated
and unable to stand up for the duration.
A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw.
The target has advantage on the saving throw if it's triggered by damage.
On a success, the spell ends.
Classes: Bard, Wizard
Subclasses: Aberrant Mind Sorcerer, Arcane Trickster Rogue, Eldritch Knight Fighter, Great Old One Warlock
Races: Tiefling (Abyssal)

Sleep PHB p276
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Classes: Bard, Sorcerer, Wizard
Subclasses: Aberrant Mind Sorcerer, Arcane Trickster Rogue, Archfey Warlock, Eldritch Knight Fighter, Redemption Paladin, Twilight Cleric
Subclasses (legacy): Noble Genie (UA) Warlock, Redemption (UA) Paladin, Twilight (UA) Cleric
Races: Halfling (Mark of Hospitality)
Backgrounds: Dimir Operative


Calm Emotions PHB p221
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people.
Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Classes: Bard, Cleric
Subclasses: Aberrant Mind Sorcerer, Archfey Warlock, Divine Soul Sorcerer, Redemption Paladin
Subclasses (legacy): Aberrant Mind (UA) Sorcerer, Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Halfling (Mark of Hospitality), Human (Mark of Handling)
Backgrounds: Azorius Functionary, Selesnya Initiate

Phantasmal Force PHB p264
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Classes: Bard, Sorcerer, Wizard
Subclasses: Arcane Trickster Rogue, Archfey Warlock, Eldritch Knight Fighter, Genie Warlock, Great Old One Warlock, Undead Warlock
Subclasses (legacy): Genie (UA) Warlock, Noble Genie (UA) Warlock, Undead (UA) Warlock


Zone of Truth PHB p289
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Classes: Bard, Cleric, Paladin
Subclasses: Crown Paladin, Devotion Paladin, Divine Soul Sorcerer, Monster Slayer Ranger, Monster Slayer Ranger (Revised), Order Cleric
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer, Monster Slayer (UA) Ranger, Monster Slayer (UA) Ranger (Revised)
Races: Human (Mark of Sentinel)
Backgrounds: Orzhov Representative

 

以上

 

 

ドワーノ判事閣下 LNゴールドドワーフ Paladin5

f:id:Seth:20210807134616p:plain

(Common)「静粛に! 静粛に!!」

 

=====共有PCs/NPCsキャラクターシート Ver.1.0.0=====
※DMからのガイダンス
キャラクターシート内容に質問などがある場合は、掲示板セッション
https://trpgsession.click/community-detail.php?i=commu161473115022
にて、質問、確認、票決依頼などの投稿をお願いします。

Creator’s Name:Seth
Create Date:2020/08/06(金) Paladin5
UPdate:-

・共有PCs/NPCs紹介
1306DR8月6日Thunder Blessingの年、
https://forgottenrealms.fandom.com/wiki/Thunder_Blessing
に、フォアゴットン レルムズForgotten Realms、
https://forgottenrealms.fandom.com/wiki/Main_Page
フェイルーン大陸Faerûn、
https://forgottenrealms.fandom.com/wiki/Faer%C3%BBn
ソードコースト海岸Sword Coast、
https://forgottenrealms.fandom.com/wiki/Sword_Coast
西ハートランズWestern HaertLands、
https://forgottenrealms.fandom.com/wiki/Western_Heartlands
のNPCsゴールドドワーフ部族Clanの一つに生まれる。
その後、1358DR厄災の年、
https://forgottenrealms.fandom.com/wiki/Time_of_Troubles
の後、自由砦FreeFort、
https://sites.google.com/view/playogl/home/worlds/forgotten-realms/freefort
の建築に自らのNPCs金ドワーフ部族が参加すると同時に自由砦市民
の1ドワーフとなる。
そして魔法崩壊、魔法汚染、第二次分割の前後の130有余年間に及ぶ
自由砦での活動を通して、身体が弱かったため自由砦郊外と商隊広場
全域のNPCs判事Judgeの1NPCドワーフとして、自由砦南門のすぐ
側に設置されている公開裁判所兼刑場=青空広場と俗称されている
(野外に柵で囲われている簡易の広場(NPCs民兵隊のNPCs衛兵たち
やNPCs刑吏たちもいる)で、柵内に大石造りのステージ(NPC判事の
丈夫な木製の机と椅子、ハンマー台などが設置される、雨天時は天幕
のみ張られる)があり、柵外のNPCs自由砦市民たちやNPCs商隊の
人々などへ自由に公開(NPCs聴衆が裁判などの事案の証人としても
扱われる)された状態で、自由砦全域の刑罰の執行や裁判や調停など
事案が処理される、で、その経験豊かな辣腕を振い治安維持に貢献
している。

自由砦の判事とは、月会にて推薦/解任の議題としてNPC城代により
任命/解任される。
NPCs判事の権限は、NPC城代に代わり軍事と税務以外の諸々の案件
を処理する全権利を有し、月会とNPC城代に対して報告義務とその
責任を負う。
商隊広場全域では、民兵隊がNPCs判事の命令の執行および手伝い、
護衛などする義務と責任を負っている。


Shared PC/NPC Data
*****************************
共有PCs/NPCs名:ドワーノ
LN中型ゴールドドワーフ男182才
パラディン5
暗視
言語 ドワーフ語(Dwarvish.種族)、エルフ語とノーム語(背景)
共通語Common、
信仰:NPCモラーディンMoradin神
https://forgottenrealms.fandom.com/wiki/Moradin
+3習熟ボーナス
*種族、背景、クラスによる習熟
**日本語版PHB127pの「背景のカスタマイズ」よる変更での習熟
***日本語版DMG287pの「クラスの修正」による変更での習熟

◆筋力Strength 15 +2
+2 ... Strength Ability Checks
+4 ... Strength Saving Throws+1クローク+1リング
+2 ... 運動Athletics Skill
*****ヴィリアント エンカンバランス
75 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 15STRx5
150 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 15STRx10
225 lbs. ... Maximum Lift=Max Carrying(Speed 0ft.) 15STRx15

◆敏捷力Dexterity 12 +1
+1 ... Dexterity Ability Checks
+3 ... Dexterity Saving Throws+1クローク+1リング
+1 ... 軽業Acrobatics Skill
+1 ... 手先の早業Sleight of Hand Skill
+1 ... 隠密Stealth Skill

◆耐久力Constitution 9(5+2ゴールドドワーフ+2Paladin4) -1
-1 ... Constitution Ability Checks
+1 ... Constitution Saving Throws+1クローク+1リング

◆知力Intelligence 13 +1
+1 ... Intelligence Ability Checks
+3 ... Intelligence Saving Throws+1クローク+1リング
+4 ... 魔法学Arcana Skill*
+4 ... 歴史History Skill*
+1 ... 捜査Investigation Skill
+1 ... 自然Nature Skill
+1 ... 宗教Religion Skill

◆判断力Wisdom 18(17+1ゴールドドワーフ) +4
+4 ... Wisdom Ability Checks
+9 ... Wisdom Saving Throws*+1クローク+1リング
+4 ... 動物使いAnimal Handling Skill
+7 ... 看破Insight Skill*
+4 ... 医術Medicine Skill
+4 ... 知覚Perception Skill
+4 ... 生存Survival Skill

◆魅力Charisma 19(18+1Skill Expert) +4
+4 ... Charisma Ability Checks
+9 ... Charisma Saving Throws*+1クローク+1リング
+4 ... ペテンDeception Skill
+4 ... 威圧Intimidation Skill
+4 ... 芸能Performance Skill
+10 ... 説得Persuasion Skill* Paladin4 Skill Expert

受動知覚15 = 10+5知覚Perception Skill 暗視
+1 … イニシアチブ

平時
AC14 =10+1Dex修正値+1Fighting Style(Defense AC+1)+1クローク+1リング
移動力25ft.

武装
片手武器+Plate Armor+1+Shield+2盾持ち時
AC26 =18+1MagicArmor+1Fighting Style(Defense AC+1)+2Shield+2MagicShield+1クローク+1リング
両手武器+Plate Armo+1盾無し時
AC22 =18+1MagicArmor+1Fighting Style(Defense AC+1)+2Shield+2MagicShield+1クローク+1リング

HP34(10-1+1+(6-1+1)x4)(種族+1/レベル)
HD5d10
小休憩Short Rest:1d10-1Con mod(最小1HP).x Max5
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+2d10HD=Paladin5/2(最小1HD)が回復


遠隔攻撃
ヘビィークロスボウHeavy Cross Bow+2 100/400 ft. 全一式20.5lb.
+6 =+1敏捷力DEX修正値+3習熟ボーナス+2Magic x1
1d10+1敏捷力DEX修正値+2Magic+2Bracers of Archery 刺突ダメージ
+2 Heavy Crossbow DMG p213
Weapon, rare Major tier
Martial weapon, ranged weapon 18 lb.
1d10 piercing - ammunition (100/400 ft.), heavy, loading, two-handed
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition.
Drawing the ammunition from a quiver, case, or other container is part of the attack.
Loading a one-handed weapon requires a free hand. At the end of the battle,
you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack,
you treat the weapon as an improvised weapon.
A sling must be loaded to deal any damage when used in this way.
Heavy.
Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons.
A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Loading.
Because of the time required to load this weapon,
you can fire only one piece of ammunition from it when you use an action, bonus action,
or reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed.
This weapon requires two hands to use.
This property is relevant only when you attack with the weapon, not when you simply hold it.

近接攻撃
ウォーハンマーWar Hammper+2
+7 = +2Str mod,+3習熟ボーナス+2Magic x2Extra Attack(Paladin5) x2 Paldin5 Extra Attack
1d6+2Str mod+2Magic殴打ダメージ
+2 Warhammer DMG p213
Weapon, rare Major tier
Martial weapon, melee weapon 2 lb.
1d8 bludgeoning - versatile (1d10)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Versatile.
This weapon can be used with one or two hands.
A damage value in parentheses appears with the property
—the damage when the weapon is used with two hands to make a melee attack.
素手(単純武器) 間合い5ft. 日本語版PHB195p
https://roll20.net/compendium/dnd5e/Unarmed%20Strike
+5 = +2筋力STR修正値+3習熟ボーナス
1+2筋力STR修正値 殴打ダメージ


Spellcasting Paladin Spells
Spell attack modifier:+7 = +4魅力CHA修正値+3習熟ボーナス
DC 15 = 8+4魅力CHA修正値+3習熟ボーナス
Spell Slots Paladin5
1st 2nd
4 2
Paladin5 as Known Spells
6 = +4魅力CHA修正値+2(Paladin5/2)

以下のSpell listsの内容は、当前にその状況によって変わる。
平時
1st
Ceremony XGE p151
Detect Poison and Disease PHB p231
Detect Magic PHB p231
Protection from Evil and Good PHB p270
2nd
Zone of Truth PHB p289(Paladin3:Crown Paladin)
Find Steed PHB p240

武装
1st
Protection from Evil and Good PHB p270
Bless PHB p219
Heroism PHB p250
2nd
Warding Bond PHB p287(Paladin3:Crown Paladin)
Lesser Restoration PHB p255
Find Steed PHB p240

=======NPC乗馬(呪文Find Steedにより召喚)
騎乗戦闘 日本語版PHB198p
Celestial War Horse
軍馬Warhorse MM p340
Celestial,Large beast, unaligned

+2習熟ボーナス
STR18 (+4) ***セイビングスロー習熟
****DEX16 (+2)
****CON14 (+2) ***セイビングスロー習熟
INT6 (-2) Find Steed PHB p240
WIS12 (+1)
***CHA10 (0)

****日本語版DMG273-283p「モンスターの作成/改造」による変更
AC14 = 12+2敏捷力DEX修正値
バーディングLeather Barding 日本語版PHB155p
Barding is armor designed to protect an animal's head, neck, chest, and body.
Any type of armor shown on the Armor table in this chapter can be purchased as barding.
The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened
]by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Variant: Warhorse Armor
An armored warhorse has an AC based on the type of barding worn
(see the Player's Handbook for more information on barding).
The horse's AC includes its Dexterity modifier, where applicable.
Barding doesn't alter the horse's challenge rating.
Barding AC
Leather 12
Studded leather 13
Ring mail 14
Scale mail 15
Chain mail 16
Splint 17
Plate 18

はみとくつわTack and harness 40 gp, 20 lb.
手綱はこれに含まれる。
軍用鞍一式Military Saddle PHB p157
Tack and harness 20 gp, 30 lb.
A military saddle braces the rider, helping you keep your seat on an active mount in battle.
It gives you advantage on any check you make to remain mounted.
Saddlebag 4 gp, 8 lb.
容量は左右Backpack1個分づつ。

****Hit Points 48 (6d10(6) + 2)x6
****HD6d10
小休憩Short Rest:1d10+2Con mod.x Max6
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+3d10HD=HD6/2(最小1HD)が回復
移動力Speed 60 ft.

受動視認Senses passive Perception 11
言語Languages —無し
Challenge 1/2 (100 XP)

蹄Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.

踏み潰し突撃Trampling Charge.
If the horse moves at least 20 feet straight toward a creature
and then hits it with a hooves attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or be knocked prone.
If the target is prone,the horse can make another attack with its hooves against it as a bonus action.


◆装備品一式と重量(1lb.=453.592g 1ft.=30.48Cm)
*****ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
を使用しているため適応し無い。
→ 見なし重量(DM裁定)
※DM裁定
共有PCs/NPCsの設定の内容から明らかに所有していると思われる
アイテム等は記入(妥当な数量、重量、装備/置き場など)して良い
=============
総重量 武装
108.5lb. = 93.5武装一式+15HoldingBack(158その他装備一式)
****日本語版ザナザー本126p「アイテムの作成」による変更
※実際の装備状況はそのシーン毎に異なる。
=============

・所持現金(コイン100枚=1lb.どこかのポケットの中など):10gp 7sp 7cp

・魔法アイテム(重量は重量記載明記以外はすべて0lb.としている)

1 クローク オブ プロテクションCloak of Protection
Wondrous item, uncommon (requires attunement) Major tier
You gain a +1 bonus to AC and saving throws while you wear this Cloak.
2 リング オブ プロテクションRing of Protection
Wondrous item, uncommon (requires attunement) Major tier
You gain a +1 bonus to AC and saving throws while you wear this Ring.
3 Bracers of Archery DMG p156
Wondrous item, uncommon (requires attunement) Major tier
While wearing these bracers, you have proficiency with the longbow and shortbow,
and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

特別な場合のみ1〜3と小休憩で入れ替える。
4 ウイングド ブーツスWinged Boots DMG p214
Wondrous item, major tier, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed.
You can use the boots to fly for up to 4 hours, all at once or in several shorter flights,
each one using a minimum of 1 minute from the duration. If you are flying when the duration expires,
you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Found On: Magic Item Table F
あなたがこれらのブーツを着用している間、あなたはあなたの歩行速度に等しい飛行速度を得る。
あなたは、すべて一度に、またはいくつかの短いフライトで、それぞれが持続時間から最小1分を使用して、
最大4時間飛行するためにブーツを使用することができる。
持続時間が切れたときに飛行している場合、あなたは着陸するまでのラウンドごとに30フィートの速度で下降します。
ブーツは、彼らが使用されていない12時間ごとに2時間の飛行能力を取り戻します。

5 ホールディングバック
Bag of Holding DMG p153 15 lb.
Wondrous item, uncommon Minor tier
This bag has an interior space considerably larger than its outside dimensions,
roughly 2 feet in diameter at the mouth and 4 feet deep.
The bag can hold up to 500 pounds=500lb., not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed,
and its contents are scattered in the Astral Plane.
If the bag is turned inside out, its contents spill forth, unharmed,
but the bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack,
portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane.
The gate originates where the one item was placed inside the other.
Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane.
The gate then closes.
The gate is one-way only and can't be reopened.

平時 13lb.=6+2+5
判事服Fine Clothes PHB p150 Adventuring gear 15gp, 6 lb.
裁判用木槌x1 WarHammper相当 2lb.
本書類一式 Book PHB p151 Adventuring gear 25gp, 5lb.
A book might contain poetry, historical accounts, information pertaining to a particular field of lore,
diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures.
A book of spells is a spellbook.

武装時 93.5lb.=20.5+2+71

ヘビィークロスボウHeavy Cross Bow+2 100/400 ft. 全一式20.5lb.
Crossbow Bolt Case PHB p151 Adventuring gear1 gp, 1 lb.
This wooden case can hold up to twenty crossbow bolts.
Crossbow Bolts (20) PHB p150 Ammunition 1 gp, 1.5lb.

ウォーハンマーWar Hammper+2 DMG p213 2lb.
Weapon, rare Major tier
Martial weapon, melee weapon
1d8 bludgeoning - versatile (1d10)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Versatile.
This weapon can be used with one or two hands.
A damage value in parentheses appears with the property—the damage
when the weapon is used with two hands to make a melee attack.

Plate Armor+1&SHeld+2 65+6=71lb.
+1 Plate Armor DMG p152
Heavy armor, rare Major tier 65 lb. Plate Armor=AC18
You have a +1 bonus to AC while wearing this armor.
Plate consists of shaped, interlocking metal plates to cover the entire body.
A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor.
Buckles and straps distribute the weight over the body.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

+2 Shield (*) DMG p200
Generic variant, rare Major tier 6lb.
*This generic variant has the same name and source as the item +2 shield.
While holding this shield, you have a +2 bonus to AC.
This bonus is in addition to the shield's normal bonus to AC.
Base items.
This item variant can be applied to the following base items:
* Shield (+2 Shield)


・その他装備一式 158lb.= 4+20+10+I.6.5+II.3.5+III.7+IV.24.5+V.82.5

旅行者服Traveler's Clothes PHB p150 Adventuring gear 2gp, 4lb.x1 雨着ポンチョPonchoも兼ねる。

体に斜め巻きして装備
麻ロープRope, hempen (50 feet) x2 @1gp/10lbsx2=20lb.
The pack also has 50 feet of hempen rope strapped to the side of it.

-水袋とポーチは腰ベルト周囲へ括り付けて装備

水袋a waterskin 2 sp, 5 lb. (full)x2=10lb. PHB p153

ポーチPouch PHB p153
Adventuring gear 5 sp, 1 lb.〜+6lb.
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.
A compartmentalized pouch for holding spell components is called a component pouch.
A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.

I.ポーチPouch 1lb.+5.5lb.=6.5lb
・ヒーリング ポーションPotion of Healing DMG p187 10本
Potion, minor tier, common 50gp, 0.5lb.x10=5lb.
You regain 2d4+2 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
ポーション オブ ポイゾン レジスタンスPotion of Poison Resistance
DMG p188 Potion, minor tier, uncommon
When you drink this potion, you gain resistance to poison damage for 1 hour.

II.ポーチPouch x1 @5sp/1lbs+2.5lb.=3.5lb.
Potion of Poison Resistancex1
Potion of Fire Resistance 200gpx2
Potion of Necrotic Resistance 200gpx2

III.ポーチPouch x1 @5sp/1lbs.+6lb=7lb.
火口箱Tinderbox x1 @5sp/1lbs.
油Oil (flask) x5 @1sp/1lbs.
ハンマーHammer Steel x1 @1gp/3lb.
ピトンPiton x20 @1cp/0.05lb./1lb.

サックは肩からサックのベルトで斜めがけして装備
IV.サックSack PHB p153 Adventuring gear 1cp, 0.5lb+24lb=24.5lb.
A sack can hold up to 1 cubic foot or 30 pounds of gear.
*サック内に収容
* 保存食Rations (1day) PHB p153 Adventuring gear 5sp, 2lb.x10=20lb.
* パン1斤Loaf of Bread PHB p158 Food and drink 2cp =1保存食Rations (1day)相当2lb.x1
* 高級ワインFine Wine (Bottle) PHB p158 Food and drink 10gp=1保存食Rations (1day)相当2lb.x1

バックパックは背中に背負って装備
V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全82.5lb.
バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1
A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear.
You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

**バックパック外に括り付け
** Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)
** ランタン(ブルズアイ)Lantern, bullseye 10gp,2lbs.x1
** ジャベルShovel PHB p150 Adventuring gear 2gp, 5lb.x1
** トーチTorch PHB p153 Adventuring gear 1cp, 1lb.x10=10lb
** 寝袋Bedroll PHB p150 Adventuring gear 1gp, 7lb.x1
** 毛布Blanket PHB p150 Adventuring gear 5sp, 3lb.x1
** 二人用テントTwo-Person Tent PHB p153 2gp, 20lb. x1
** 皮で簡易包装した肉塊Chunk of Meat 3sp PHB p158 3日分相当普通食料(豚、牛肉など肉類中心)10lb.x1

*バックパック内収納
* 食器類一式Mess Kit PHB p152 Adventuring gear 2sp, 1lb.x1
* ヤカンIron Pot PHB p153 Adventuring gear 2gp, 10lb.x1
* 普通の服Common Clothes PHB p150 Adventuring gear 5sp, 3lb.x1
* 手鏡Steel Mirror PHB p150 Adventuring gear 5gp, 0.5lb.x1
* コットンタオルCotton Cloth (1 sq. yd.30Cm平方) PHB p157 Trade good 5spx1 1lb.
* 石鹸Soap PHB p150 Adventuring gear 2cpx1 0.5lb.

・自宅(PC設定)
自由砦南ドワーフ地区に東南角地50x50ftに石造三階建ての邸宅を所有して、
自分のドワーフ血族10家族程度と同居生活している。
NPCドワーノ判事閣下の執務室兼書斎
サンルーム式採光部屋
室内の天井/壁/床は総大理石装飾
天井にはシャンデリア式ランブ
床上は分厚い絨毯
二面の壁側は法律書関係本100冊程度の巻物300本の本棚
立派なローズウッド製大机と椅子一式
高価なガラスランプ台一式(点灯消火機構+オイルタンク機能付き)
高価な筆記用具一式


以下、詳細****************

PC作成手順
Player’s Handbook日本語版
能力値Ability Scores 4d6でベスト3d6選択の6回振り
https://ccfolia.com/rooms/mLbwpffSr
GMセス - 2021/07/31
rep6 4d6kh3 謎のNPC能力値Ability Scores振り! #1
#1 (4D6KH3) > 17[2,5,6,6] > 17
#2 (4D6KH3) > 18[4,6,6,6] > 18
#3 (4D6KH3) > 5[1,1,2,2] > 5
#4 (4D6KH3) > 12[1,3,3,6] > 12
#5 (4D6KH3) > 13[2,3,5,5] > 13
#6 (4D6KH3) > 15[3,5,5,5] > 15

種族 ゴールドドワーフGold Dwarf
https://forgottenrealms.fandom.com/wiki/Gold_dwarf
Gold Dwarf (= Hill Dwarf PHB p20)
Ability Scores: Con +2; Wis +1
Size: Medium
Speed: 25 ft.
Age.
Dwarves mature at the same rate as humans,
but they're considered young until they reach the age of 50.
On average, they live about 350 years.
Darkvision.
1 Dwarven Resilience.
You have advantage on saving throws against poison,
and you have resistance against poison damage.
2 Dwarven Combat Training.
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
3 Tool Proficiency.
You gain proficiency with the artisan's tools of your choice:
Smith's tools, brewer's supplies, or mason's tools.
4 Stonecunning.
Whenever you make an Intelligence (History) check related to the origin of stonework,
you are considered proficient in the History skill and add double your proficiency bonus
to the check, instead of your normal proficiency bonus.
5 Languages.
You can speak, read, and write Common and Dwarvish.
Dwarven Toughness.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


背景
**日本語版PHB127pの「背景のカスタマイズ」よる変更
賢者Saga 日本語版PHB133p
習熟技能Skill Proficiencies Arcana, History
言語:Two of your choice
道具習熟Equipment A bottle of black ink, a quill, a small knife,
a letter from a dead colleague posing a question you have not yet been able to answer,
a set of common clothes, and a belt pouch containing 10 gp
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information,
you often know where and from whom you can obtain it.
Usually, this information comes from a library, scriptorium, university, or a sage or other learned
person or creature.
Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place,
or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

習熟技能
種族:無し
背景:Arcana, History
クラス:パラディンPaladin1
***日本語版DMG287pの「クラスの修正」による変更
鎧Armor: 軽装鎧Light armor, 中装鎧medium armor, 重装鎧heavy armor,盾shields
武器Weapons: Simple weapons, martial weapons
道具Tools: 無しNone
セイビングスローSaving Throws: Wisdom, Charisma
技能Skills: Skills:Choose 2(+) from Athletics, Insight+, Intimidation,
Medicine, Persuasion+, and Religion.

クラス
Class Level Proficiency Features/Skill
Bonus
Paladin1 +2 Divine Sense,Lay on Hands
Insight,Persuasion
Paladin2 +2 Divine Smite,Spellcasting,
Fighting Style(Defense AC+1)
Paladin3 +2 Divine Health,
Sacred Oath(Crown Paladin聖なる誓い=鎮護の誓い)
             日本語版ソード・コースト冒険者ガイド134-135p
Paladin4 +2 Ability Score Improvement(Con+2),Martial Versatility(無し)
Paladin5 +3 Extra Attack

Divine Sense PHB p82
As an action, you can open your awareness to detect such forces. Until the end of your next turn,
you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
You know the type (celestial, fiend, or undead) of any being whose presence you sense,
but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier.
When you finish a long rest, you regain all expended uses.

Lay on Hands PHB p82
You have a pool of healing power that replenishes when you take a long rest.
With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool
to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease
or neutralize one poison affecting it.
You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands,
expending hit points separately for each one.
This feature has no effect on undead and constructs.

Spellcasting PHB p82
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells.
To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list.
When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell).
The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots.
With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination.
If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability

Bless PHB p219
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of 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.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Classes: Cleric, Paladin
Subclasses: Divine Soul Sorcerer, Life Cleric, Onomancy (UA) Wizard, Solidarity (PSA) Cleric
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer

Detect Magic PHB p231
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 of magic within 30 feet of 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 of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Aberrant Mind Sorcerer, Arcana Cleric, Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter, Watchers Paladin
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Firbolg, Half-Elf (Mark of Detection)
Eldritch Invocations: Eldritch Sight

Purify Food and Drink PHB p270
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Classes: Artificer, Cleric, Druid, Paladin
Subclasses: Divine Soul Sorcerer, Alchemist Artificer (Revisited)
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Halfling (Mark of Hospitality)

Zone of Truth PHB p289
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Classes: Bard, Cleric, Paladin
Subclasses: Crown Paladin, Devotion Paladin, Divine Soul Sorcerer, Monster Slayer Ranger, Monster Slayer Ranger (Revised), Order Cleric
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer, Monster Slayer (UA) Ranger, Monster Slayer (UA) Ranger (Revised)
Races: Human (Mark of Sentinel)
Backgrounds: Orzhov Representative

Ceremony XGE p151
1st-level abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement.
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water.
You touch one vial of water and cause it to become holy water.
Coming of Age.
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication.
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite.
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding.
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Classes: Cleric, Paladin
Subclasses: Divine Soul Sorcerer
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Optional/Variant Classes (legacy): Druid

Detect Poison and Disease PHB p231
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Classes: Cleric, Druid, Paladin, Ranger
Subclasses: Divine Soul Sorcerer
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Half-Elf (Mark of Detection)
Backgrounds: Simic Scientist

Protection from Evil and Good PHB p270
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits.
Creatures of those types have disadvantage on attack rolls against the target.
The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature,
the target has advantage on any new saving throw against the relevant effect.
Classes: Cleric, Paladin, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Clockwork Soul Sorcerer, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Horizon Walker Ranger, Horizon Walker Ranger (Revised), Monster Slayer Ranger, Monster Slayer Ranger (Revised), Protection (UA) Cleric
Subclasses (legacy): Clockwork Soul (UA) Sorcerer, Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer, Horizon Walker (UA) Ranger, Horizon Walker (UA) Ranger (Revised), Monster Slayer (UA) Ranger, Monster Slayer (UA) Ranger (Revised)
Optional/Variant Classes: Druid
Optional/Variant Classes (legacy): Druid, Sorcerer

Heroism PHB p250
1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Classes: Bard, Paladin
Subclasses: Battle Smith Artificer, Glory Paladin, Order Cleric, Peace Cleric, Giant Soul (UA) (Hill) Sorcerer
Subclasses (legacy): Love (UA) Cleric, Order (UA) Cleric, Unity (UA) Cleric, Battle Smith Artificer (Revisited)
Backgrounds: Boros Legionnaire

Find Steed PHB p240
2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.)
The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type.
Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit.
While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Classes: Paladin

Lesser Restoration PHB p255
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it.
The condition can be blinded, deafened, paralyzed, or poisoned.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Classes (legacy): Artificer, Artificer (Revisited)
Subclasses: Celestial Warlock, Clockwork Soul Sorcerer, Devotion Paladin, Divine Soul Sorcerer, Life Cleric
Subclasses (legacy): Celestial (UA) Warlock, Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Aasimar, Halfling (Mark of Healing)

Warding Bond PHB p287
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
Duration: 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Classes: Cleric
Subclasses: Battle Smith Artificer, Crown Paladin, Divine Soul Sorcerer, Peace Cleric, Solidarity (PSA) Cleric
Subclasses (legacy): Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer, Love (UA) Cleric, Unity (UA) Cleric, Battle Smith Artificer (Revisited)
Optional/Variant Classes: Paladin
Optional/Variant Classes (legacy): Paladin, Ranger
Races: Human (Mark of Sentinel)
Backgrounds: Selesnya Initiate


Divine Health PHB p82
By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath PHB p82
When you reach 3rd level, you swear the oath that binds you as a paladin forever.
Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it.
Now you choose from the list of available oaths.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Those features include oath spells and the Channel Divinity feature.

 


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