=====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:2020/08/05(木) Ranger8
UPdate:-
・共有PCs/NPCs紹介
1338DR8月5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
ウォーターディープWaterDeep近郊、
https://forgottenrealms.fandom.com/wiki/Waterdeep
のハイエルフ部族のNPC父に、ウォーターディープWaterDeep
のグリフォン キャヴァレリーGriffon Cavalry、
https://forgottenrealms.fandom.com/wiki/Griffon_Cavalry
のアアーシマール(Protector Aasimar)NPC母との間に生まれ育つ。
まずはNPCエルフ父の元で基本=弓を学び、そしてNPCアアーシ
マール母の元で乗馬(いきなりNPCグリフォンは見つからなかった)
を学び、20歳の成人後は、どうやら寿命はNPC父エルフ系らしく、
その後、厄災の年、魔法崩壊、魔法汚染、第二次分割の前後の100
有余年間に及ぶ武者修行を生き延びて、1468DR夏頃から自由砦、
https://sites.google.com/view/playogl/home/worlds/forgotten-realms/freefort
の民兵隊パトロール隊の隊長となり、以来、自由砦の外、その西東
の交易路沿いに暮らす多くのNPCs住民たちの生命と財産、平和を
守り続けている。
そのしなやかでスレンダーな身体はNPCハイエルフ父から、
燃えるような金髪と緑の瞳はNPCアアーシマールN母から譲り受け、
「野にあっても上品高貴、質実剛健、大胆不敵、
だが、
親しみやすいざっくばらんなパトロール隊の女隊長」
として、自由砦の交易路沿いのNPC住民たちには絶大の人気と信頼
を得ている。
また自由砦当局と自由砦民兵隊パトーロル隊は、
「ほぼ同等の力関係」
にあり、
「パトロール隊は自由砦内の事には一切口を挟まない、
故に、
自由砦当局もパトロール隊の事には一切口を挟まない、
が、
自由砦当局側が交易路の安全確保のために、
パトロール隊へ支援、協力する義務を負う」
という不文律が出来上がっている。
その自由砦民兵隊パトロール隊の最高責任者兼指揮官が
NPC彼女なのだ。
Shared PC/NPC Data
*****************************
共有PCs/NPCs名:レビノ
中型 NGハイエルフアアーシマールハーフ女150才 Ranger8
身長177Cm、体重63kg、柔軟なスレンダーボティー
言語 エルフ語(ハイエルフ、種族)、天界語(Celestial、背景)
共通語Common、ドワーフ語(知力INT+1)
巨人語(トロール,Ranger1.Favored Enemy)
地下共通語とゴブリン語(Ranger1,Deft Explorer)
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 13 +1
+1 ... Strength Ability Checks
+6 ... Strength Saving Throws*+1クローク+1リング
+4 ... 運動Athletics Skill*
荷重表Encumbrance variant(鎧装備の筋力制限無し) 日本語版PHB176p
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
無荷重65lb.=29.4835kg以下 ノーペナルティー
中荷重65lb.=29.4835kgより大〜 130lb.=58.967kg以下 移動力-10ft.最小5ft.
重荷重130lb.=58.967kgより大 〜195lb.=88.4505kg以下 移動力-20ft.最小5ft. すべての行動判定が【不利DisAdvantage】
行動不可荷重195lb.=88.4505kgより上 移動不能=移動力0ft.行動不能
◆敏捷力Dexterity 20 (16+2種族+2(8レベル)) +5
+5 ... Dexterity Ability Checks
+10 ... Dexterity Saving Throws*+1クローク+1リング
+5 ... 軽業Acrobatics Skill
+5 ... 手先の早業Sleight of Hand Skill
+5 ... 隠密Stealth Skill
◆耐久力Constitution 10 +0
+0 ... Constitution Ability Checks
+2 ... 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
+1 ... 魔法学Arcana Skill
+1 ... 歴史History Skill
+1 ... 捜査Investigation Skill
+4 ... 自然Nature Skill**
+1 ... 宗教Religion Skill
◆判断力Wisdom 15 +2
+2 ... Wisdom Ability Checks
+4 ... Wisdom Saving Throws+1クローク+1リング
+5 ... 動物使いAnimal Handling Skill*
+2 ... 看破Insight Skill
+2 ... 医術Medicine Skill
+8 ... 知覚Perception Skill* Ranger1,Deft Explorer
+8 ... 生存Survival Skill** Range6 ,Deft Explorer
◆魅力Charisma 13+1
+2 ... Charisma Ability Checks
+4 ... Charisma Saving Throws+1クローク+1リング
+2 ... ペテンDeception Skill
+4 ... 威圧Intimidation Skill
+2 ... 芸能Performance Skill
+4 ... 説得Persuasion*** Skill
受動知覚 18 = 10+8知覚Perception Skill* 暗視
+5 … イニシアチブ
遠隔攻撃時:両手ロングボウ+2+Studded Leather Armor+1
AC20 =12+5敏捷力DEX修正値+1MagicArmor+1クローク+1リング
本人移動力30ft.
騎乗移動力Speed 60ft.
近接攻撃時:片手シミター+2+Studded Leather Armor+1+Shield+2
AC24 =12+5敏捷力DEX修正値+1MagicArmor+2Shild+2MagicShield+1クローク+1リング
HP68(10+2+(6+2)x2+(6+2)x5)
HD8d10
小休憩Short Rest:1d10+1Con 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+4d10HD=Ranger8/2(最小1HD)が回復
=======NPC乗馬(NPCレビノ本人の所有軍馬)
騎乗戦闘 日本語版PHB198p
NPC乗馬 サンチョ号
軍馬Warhorse MM p340
Large beast, unaligned
***+3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
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)
習熟ボーナスProficiency Bonus +2
蹄Hooves.
Melee Weapon Attack: +7 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.
騎乗戦闘 日本語版PHB198p
特技Fea2 騎乗戦闘者Mounted Combatant 日本語版PHB166-167p
You are a dangerous foe to face while mounted.
While you are mounted and aren't incapacitated, you gain the following benefits:
1 You have advantage on melee attack rolls against any unmounted creature
that is smaller than your mount.
2 You can force an attack targeted at your mount to target you instead.
3 If your mount is subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage,
it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
本人遠隔攻撃
両手ロングボウLong Bow+2 150/600 ft. 全一式3lb.
+12 =+5敏捷力DEX修正値+3習熟ボーナス+2Fighting Style(Archery)+2Magic
x2Ranger5 Extra Attack+Horde Breaker.:5ft.other target x3
1d8+5敏捷力DEX修正値+2Magic+2Bracers of Archery 刺突ダメージ
Hunter's Mark PHB p251 BA +1d6Dmg
Colossus Slayer:if not MaxHP+1d8ExtraDmg once per Turn
Favored Foe(オークOrc,トロールTroll) +1d4ExtraDmg once per Turn&習熟ボーナス回
特技Feat1 射撃の名手Sharpshooter 日本語版PHB168p
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.
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
本人近接攻撃
片手シミターScimitar+2 間合い5ft. 妙技finesse
+10 =+5敏捷力DEX修正値:技巧finesse+3習熟ボーナス+2Magic
x2Ranger5 Extra Attack+Horde Breaker:5ft.other target x3
1d6+5敏捷力DEX修正値+2Magic 斬撃ダメージ
Hunter's Mark PHB p251 BA +1d6Dmg
Colossus Slayer:if not MaxHP+1d8ExtraDmg once per Turn
Favored Foe(オークOrc,トロールTroll) +1d4ExtraDmg once per Turn&習熟ボーナス回
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筋力STR修正値 殴打ダメージ
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
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,Spellcasting Focus
Spell attack modifier:+5 = +2判断力WIS修正値+3習熟ボーナス
DC 13 = 8+2判断力WIS修正値+3習熟ボーナス
Ranger8 spell Slot
Spells Known 1st 2nd
5 4 3
Known Spells
1st
Animal Friendship PHB p212
Cure Wounds PHB p230
Hunter's Mark PHB p251
2nd
Healing Spirit XGE p157
Pass without Trace PHB p264
◆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 武装時
25lb. = 25武装一式+NPC軍馬のSaddleBag内(158.5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)
****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 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。
・武装一式 3+3+13+6=25lb.
ロングボウLongbow+2 PHB p149 一式重量3lb.
Weapon Martial weapon, ranged weapon rare 2lb.x1
You have a +2 bonus to attack and damage rolls made with this magic weapon.
1d8 piercing - ammunition (150/600 ft.), heavy, 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.
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.
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.
Arrows (20) PHB p150Ammunition 1 gp, 1lb矢筒込み.
矢筒込み一式 矢Arrowsx20本
シミターScimitar+2 DMG p213
Weapon, rare Major tier
Martial weapon, melee weapon 3lb.
1d6 slashing - finesse, light
You have a +2 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.
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 13lb. AC12+Dex+1MagicArmor
+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 158.5lb.= 4+20+10+I.6.5+II.3.5+III.7+IV.24.5+V.83
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83lb.
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
** Arrows (20) PHB p150Ammunition 1 gp, 1lb矢筒込み.x5=5lb.
矢筒込み一式 矢Arrowsx20本x5=100本
** 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)
商隊広場南側にある民兵隊本部内の一室を現在ひとりで占有しているが、
年に1,2度しか使用(ほぼ掃除して寝る)して無い。
基本的には年中、野外にてパトロール隊として野宿して過ごしている。
簡易ベット1台と寝具一式(藁蒲團、藁入り毛布、藁枕、麻シーツなど)
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
木製の事務机と事務椅子と羊皮紙と筆記用具一式
生活用品一式入れズタ袋(予備の服、下着、靴、タオルなどなど)
薬草箱(酒瓶と食べかけの軽食、石鹸類、常備薬=薬草粉末包みなど)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 - 2021/07/29
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
ハイエルフアアーマールハーフHightElfAasmarHalf
ハイエルフHight Elf
https://forgottenrealms.fandom.com/wiki/High_elf
アアーマールAasmar
https://forgottenrealms.fandom.com/wiki/Aasimar
CUSTOM LINEAGE
Instead of choosing one of the game's races for your character at lst level,
you can use the following traits to represent your character's lineage,
giving you full control over how your character's origin shaped them:
CreatureType.You are a humanoid. You determine your appearance and whether you resemble any of yourkin.
Size. You are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Ability Score Increase. One ability score of your choice increases by 2.
Feat. You gain one feat of your choice for which you qualify.
VariableTrait.You gain one ofthe following options of your choice:
(a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.
Languages. You can speak, read, and write Common and one other language that you
and your DM agree is appropriate for your character.
カスタム血統 タージャ本8p
PC作成時の1レベルのキャラクターは、ゲーム内の種族を選択する代わりに、
以下の特性を用いてキャラクターの血統を表現することができます。
クリチャータイプCreatureType。
人型。あなたの外見などは、ある特定の種族に似ているかどうかを決めるのはあなたです。
サイズ:「小」か「中」を選択できます。
スピード:基本歩行速度は30フィートです。
アビリティスコアの増加:あなたが選んだ1つの能力値が2増加する。
特技:取得条件を満たしている特技を1つ獲得する。
色々な特徴:以下のうち好きなものを1つ得る。
(a)60フィートの暗視、または(b)選択した1つのスキルに熟練する。
言語 あなたは共通語と、あなたとあなたのDMが適切であると同意した
他の1つの言語を話し、読み、書くことができる。
背景
**日本語版PHB127pの「背景のカスタマイズ」よる変更
兵士Soldier 日本語版PHB138p
習熟技能Skill Proficiencies Athletics, Intimidation
**無し 代わりに自然Natureと生存Survivalに習熟
道具習熟Tool Proficiencies One type of gaming set, vehicles (land)
**NPC乗馬一騎と馬具一式
Feature: Military Rank
You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization still recognize your authority and influence,
and they defer to you if they are of a lower rank.
You can invoke your rank to exert influence over other soldiers and requisition simple equipment
or horses for temporary use.
You can also usually gain access to friendly military encampments
and fortresses where your rank is recognized.
習熟技能
種族:無し
背景:Athletics, Intimidation
クラス:
レンジャーRanger1
***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: Simple weapons, martial weapons
道具Tools: 無しNone
セイビングスローSaving Throws: Strength, Dexterity
技能Skills: Skills: Choose 3(+) from Animal Handling+, Athletics+, Insight,
Investigation, Nature, Perception+, Stealth, and Survival.
ファイターマルチクラス前提条件 日本語版PHB163-164p
Ranger Dexterity 13 and Wisdom 13
Fighter Strength 13 or Dexterity 13
マルチクラスファイター1
Light armor, medium armor, shields, simple weapons, martial weapons
***無し 代わりに魔法学Arcana Skillと歴史History Skillに習熟
Lel. Class Level Proficiency Features/Skill
Bonus
1 Ranger1 +2 Sharpshooter(Feat1 CUSTOM LINEAGE),
Favored Enemy(オークOrc、オーク語),Favored Foe,
Deft Explorer(Perception,地下共通語とゴブリン語、ターシャ本56p)
Animal Handling,Athletics,Perception
2 Ranger2 +2 Fighting Style(Archery),Spellcasting,Spellcasting Focus
3 Ranger3 +2 Ranger Archetype(Hunter,Horde Breaker)
Primeval Awarenes
4 Ranger4 +2 Mounted Combatantr(Feat2),
Martial Versatility(無し)
5 Ranger5 +3 Extra Attack
6 Ranger6 +3 Favored Enemy(トロールTroll) and Deft Explorer() Improvement
7 Ranger7 +3 Ranger Archetype(Hunter,Colossus Slayer)
8 Ranger8 +3 Ability Score ImprovementDex+2),Land's Stride
Favored Enemy
You have advantage on Wisdom (Survival) checks to track your favored enemies,
as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice
that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language,
at 6th and 14th level. As you gain levels,
your choices should reflect the types of monsters you have encountered on your adventures.
Favored Foe
The first time on each of your turns that you hit the favored enemy and deal damage to it,
including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class:
to 1d6 at 6th level and to 1d8 at 14th level.
Deft Explorer TCE p56
1st-level ranger optional feature, which replaces the Natural Explorer feature
You are an unsurpassed explorer and survivor,
both in the wilderness and in dealing with others on your travels.
You gain the Canny benefit below, and you gain an additional benefit below
when you reach 6th level and 10th level in this class.
Canny
Choose one of your skill proficiencies.
Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
Subclass:Hunter PHB p93
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer.
Your tenacity can wear down the most potent foes.
When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage
if it's below its hit point maximum.
You can deal this extra damage only once per turn.
Giant Killer.
When a Large or larger creature within 5 feet of you hits or misses you with an attack,
you can use your reaction to attack that creature immediately after its attack,
provided that you can see the creature.
Horde Breaker.
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Primeval Awareness PHB p89
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you.
For 1 minute per level of the spell slot you expend,
you can sense whether the following types of creatures are present within 1 mile of you
(or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons,
elementals, fey, fiends, and undead.
This feature doesn't reveal the creatures' location or number.
Land's Stride PHB p89
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement.
You can also pass through nonmagical plants without being slowed by them and
without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created
or manipulated to impede movement, such those created by the entangle spell.
Hunter's Mark PHB p251
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack,
and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends,
you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels.
When you cast this spell using a spell slot of 3rd or 4th level,
you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Classes: Ranger
Subclasses: Vengeance Paladin
Races: Half-Orc (Mark of Finding), Human (Mark of Finding)
Animal Friendship PHB p212
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range.
It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails.
Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration.
If you or one of your companions harms the target, the spell ends.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Classes: Bard, Druid, Ranger
Subclasses: Nature Cleric
Races: Human (Mark of Handling), Yuan-ti Pureblood
Backgrounds: Selesnya Initiate
Cure Wounds PHB p230
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Classes (legacy): Artificer, Artificer (Revisited)
Subclasses: Celestial Warlock, Divine Soul Sorcerer, Life Cleric, Wildfire Druid
Subclasses (legacy): Celestial (UA) Warlock, Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer
Races: Halfling (Mark of Healing), Tiefling (Abyssal)
Healing Spirit XGE p157
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded.
The intangible spirit appears in a space that is a 5-foot cube you can see within range.
The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there,
you can cause the spirit to restore 1d6 hit points to that creature (no action required).
The spirit can't heal constructs or undead.
he spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice).
After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Classes: Druid, Ranger
Pass without Trace PHB p264
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection.
For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means.
A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Classes: Druid, Ranger
Subclasses: Land (Grassland) Druid, Land Druid, Shadow Monk, Trickery Cleric
Races: Elf (Mark of Shadow), Genasi (Earth), Human (Mark of Passage)
Backgrounds: Dimir Operative
以上