享楽的実践主義

Easy Go! Easy Come!!

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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