享楽的実践主義

Easy Go! Easy Come!!

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

 

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