17 =13(※1メイジアーマー)+3敏捷力修正値+1クローク オブ プロテクション
【移動速度】40ft.=30ft.+10ft.Monk2運足法Unarmored Movement:Monk2
エンカンバランス(オプションルール)
【筋力】 12
180 lbs. ... 荷重ペナル
ティー無しMaximum Carrying Capacity 12STRx15
360 lbs. ... 押し引き最大値Max. Push or Drag (移動力Speed -5 ft.) 180x2
360 lbs. ... 最大荷重Maximum Lift 180x2
【HP】 21(=9Monk1+(5(1d8)+1耐久力修正値)x1(Monk3))
矢止めDeflect Missiles,リアクション 1d10+3敏捷力修正値+3モンクレベル
【HD】3d8
小休憩Short Rest:1d8+1耐久力修正値x3回まで。気Ki点全回復。
大休憩Long Rest:すべてのHPダメージのみとHDが+1d8HD=Monk3/2が回復。
気Ki点全回復
《技能》
[威圧:+1] [医術:;1] [運動:+3] [隠密:+3] [軽業:+5] [看破:+1]
[芸能:+1] [自然:+1] [宗教:+1] [生存:+1] [説得:+1] [捜査:+1]
[知覚:+3] [手先の軽業:+3] [動物使い:+1] [ペテン:+1] [魔法学:+1] [歴史:+3]
《その他の習熟と言語》
単純武器、ショートソード、ロングソード、ショートボウ、ロングボウ
共通語、エルフ語、シルヴァン語、
ドワーフ語、天使語(ハイ エルフ)
《攻撃&呪文》
武術PHB106p
気Ki106p 3=3モンクレベル
連打Flurry of Blows, 護身Patient Defense, 疾風足Step of the Wind
四大門Way of the Four Elements
エレメンタルアチューンメントElemental Attunement.
あなたはアクションを使用して、あなたの30フィート以内のエレメンタルの力を短時間制御し、以下の効果のうち好きなものを引き起こすことができる。
* 火花のシャワー、風のパフ、軽い霧のスプレー、穏やかな石の音など、空気、土、火、水に関連する無害で瞬間的な感覚的効果を作り出す。
* キャンドル、トーチ、小さな
キャンプファイヤーに瞬時に火をつけたり消したりすることができます。
* 1 時間まで非生物的な材料の 1 ポンドまで冷やすか、または暖めて下さい。
* 1フィートの立方体内に収まることができる土、火、水、または霧を、1分間あなたが指定する粗い形にそれ自身を形作るために引き起こします。
強力な拳のように打ち付ける圧縮空気の爆風を作り出すことができます。
アクションとして、氣を2ポイント消費し、自分の周囲30フィート以内のクリーチャーを1体選ぶことができる。
そのクリーチャーは筋力セイビングスローDC11を行わなければならない。
失敗した場合、そのクリーチャーは3d10の殴打ダメージを受け、さらにあなたが費やした追加の氣ポイントごとに1d10の殴打ダメージを受け、あなたはそのクリーチャーをあなたから20フィートまで突き飛ばして伏せ状態することができる。
セイビングスロー成功は、そのクリーチャーは半分のダメージを受け、あなたはそれを押したり倒したりすることはできない。
初級呪文
フロストバイト(ハイ エルフ) 日本語版ザナザー本168p
《装備》
モング道着一式(旅人の服)
・ベルト=剣帯一式、ベルトポーチ一個、水袋一個
ダガー1本鞘、ロングソード一本鞘、ロングボウ(矢20本)箱一式
貴族衣装一式(上等な服)、モンク道着など着替え一式(旅人の服)、
バスタオル(パイル木綿)数枚、手鏡一個、
石鹸数個、漂白剤入りビン一個
火口箱一個、小型ポッド一個、
折り畳み式シャベル一個、
現金 銅貨5枚 銀貨3枚 金貨1枚
【呪文発動クラス/能力値】ハイ エルフ/知力
【呪文攻撃ボーナス】+3=10+1知力修正値+2習熟ボーナス
【呪文セーヴ難易度】DC11=8+1知力修正値+2習熟ボーナス
※呪文種別:総スロット数 無し
《初級呪文:-》 ※修得呪文名
フロストバイト(ハイ エルフ) 日本語版ザナザー本168p
エヴォケーション・キャントリップ
詠唱時間: 1アクション
範囲 60フィート
効果時間 瞬間的
範囲内にいるクリーチャー1体にしびれるような氷結を引き起こす。
対象者はコンスティテューションのセービングスローを行わなければならない。失敗した場合、1d6の冷気ダメージを受ける。
また、次のターン終了前に行う武器攻撃ロールに不利な条件が付く。
この呪文のダメージは、5レベル(2d6)、11レベル(3d6)、17レベル(4d6)になると、1d6ずつ増加します。
クラス Artificer, Druid, Sorcerer, Warlock, Wizard
クラス(レガシー)。アーティフィサー(リバイズド
人種 エルフ(ハイ)
Data Details=========
Monk3
Deflect Missiles,
Monastic Tradition=Open Hand
Way of the Four Elements PHB p80[–]
You follow a monastic tradition that teaches you to harness the elements.
When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body.
Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition
tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting
waves.
Disciple of the Elements PHB p80[–]
You learn magical disciplines that harness the power of the four elements.
A discipline requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice.
You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
元素の技法Elemental Disciplines PHB p80[–]
The elemental disciplines are presented in alphabetical order.
If a discipline requires a level, you must be the level in this class to learn the discipline.
You can create a blast of compressed
air that strikes like a mighty fist.
As an action, you can spend 2 ki points and choose a creature within 30 feet of you.
That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Monk2
Ki, 気Ki2=2レベル
Dedicated Weapon
Unarmored Movement +10ft.
Ki PHB p76[–]
Starting at 2nd level, your training allows you to harness the
mystic energy of ki.
Your
access to this energy is represented by a number of ki points.
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features.
You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind.
You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself.
You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows.
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense.
You can spend 1 ki point to take the
Dodge action as a bonus action on your turn.
Step of the Wind.
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Monk1
PC’s Name:Helin Female Elf(Sylvan elf) Noble Monk1
Lawful Good age:100old height:6’7’’ weight:150lb.
Languages:Common, Elvish,Sylvan(+1INTmod.),Dwarf(Noble)
Deities:Corellon Larethian/the Elven Pantheon
Elf Racial Traits
Elf (High) PHB23p
Ability Scores: Dex +2; Int +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.
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.
Elf Weapon Training.
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip.
You know one cantrip of your choice from the wizard spell list.
Intelligence is your spellcasting ability for it.
Frostbite XGE156p
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range.
The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage,
and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Classes (legacy): Artificer (Revisited)
Subclasses: Arcana Cleric, Arcane
Trickster Rogue, Eldritch Knight Fighter, Nature Cleric
Races: Elf (High)
Extra Language.
You can speak, read, and write one extra language of your choosing.
You may roll for your character’s height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character’s base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
Random Height and WeightBase HeightBase WeightHeight ModifierWeight Modifier
4’6”90 lb.+2d10× (1d4) lb.
Source: PHB, page 23. Available in the SRD.
BackGround:Noble
Skill Proficiencies:
History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Monk Features
Monk1:Martial Arts, Unarmored Defense,
Four Elements Disciplines
Perception +3(+1WISmod.+2Keen sence)
Darkvision60ft.
13 ... Passive Perception
+3 ... Initiative Modifier
Hit Points 9(8+1CON mod.)
Armor Class 14 (no armor)
Speed 30ft
ABILITY SCORES & ABILITIES
Point by Total Points 27/27
(* includes +2 proficiency bonus; ** includes expertise, if any)
Skills
Strength 12(+1)
+1 ... Strength Ability Checks
+3 ... Strength Saving Throws *
+3 ... Athletics Skill*
180 lbs. ... Maximum Carrying Capacity 12STRx15
360 lbs. ... Max. Push or Drag (Speed -5 ft.) 180x2
360 lbs. ... Maximum Lift 180x2
Dexterity 16(=14+2Elf(High))(+3)
+3 ... Dexterity Ability Checks
+5 ... Dexterity Saving Throws *
+5 ... Acrobatics Skill*
+3 ... Sleight of Hand Skill
+3 ... Stealth Skill
Constitution 12(+1)
+1 ... Constitution Ability Checks
+1 ... Constitution Saving Throws
Intelligence 12(+1Elf(High))(+1)
+1 ... Intelligence Ability Checks
+1 ... Intelligence Saving Throws
+1 ... Arcana Skill
+3 ...
History Skill(+1INTmod.+2Noble)
+1 ... Investigation Skill
+1 ... Nature Skill
+1 ... Religion Skill
Wisdom 12(+1)
+1 ... Wisdom Ability Checks
+1 ... Wisdom Saving Throws
+1 ... Animal Handling Skill
+1 ... Insight Skill
+1 ... Medicine Skill
+3 ... Perception Skill(+1WISmod.+2Keen sence) Darkvision
+1 ... Survival Skill
Charisma 12(+1)
+1 ... Charisma Ability Checks
+1 ... Charisma Saving Throws
+1 ... Deception Skill
+1 ... Intimidation Skill
+1 ... Performance Skill
+3 ... Persuasion Skill(+1CHAmod.+2Noble)
COMBAT [PHB p. 189]
Proficiencies
simple weapons,
shortswords, longsword,
shortbow, longbow
UnArmed Strike +5=+3DEXmod.+2proficiency bonus
damage 1d4B+3DEXmod.
Martial Arts. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d4+3 bludgeoning damage. Make unarmed strike as bonus action.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 5 ft. or 20/60 ft., one target. Hit: 1d4 + 3 piercing damage
Equipment
dagger,
explorer’s pack, fine clothes,
signet ring, pedigree scroll, purse,
belt pouch, set of Monk clothes, iron pot, shovel
dragonchess set,
Wealth
25g
※1
Saga pdf19pの原文は、
Does Unarmored Defense work with a spell like mage armor? Unarmored Defense doesn’t work with mage ar- mor. You might be asking yourself, “Why don’t they work together? Mage armor specifies that it works on a creature who isn’t wearing armor.” It’s true that the target of mage armor must be unarmored, but mage armor gives you a new way to calculate your AC (13 + your Dexterity mod- ifier) and is therefore incompatible with Unarmored De- fense or any other feature that provides an AC calculation.