【 | STR | 】 | 21 | ( | + | 5 | ) | = | 15 | ( 9pts. ) | + 1 Racial | / 21 ( Belt of Hill Giant Strength ) |
【 | CON | 】 | 12 | ( | + | 1 | ) | = | 12 | ( 4pts. ) | ||
【 | DEX | 】 | 10 | ( | + | 0 | ) | = | 10 | ( 2pts. ) | ||
【 | INT | 】 | 3 | ( | - | 4 | ) | = | 8 | ( 0pts. ) | - 5 Idiot | |
【 | WIS | 】 | 14 | ( | + | 2 | ) | = | 13 | ( 5pts. ) | + 1 Racial | |
【 | CHA | 】 | 18 | ( | + | 4 | ) | = | 14 | ( 7pts. ) | + 2 Racial | + 2 Lv |
Initiative | : | + 0 = + 0 DEX |
Land Speed | : | 35 feet. |
【 | STR | 】 | + | 5 | ( = + 5 | STR | ) | ||
【 | CON | 】 | + | 1 | ( = + 1 | CON | ) | ||
【 | DEX | 】 | + | 0 | ( 2 ) ※ | ( = + 0 | DEX | ) | |
【 | INT | 】 | - | 4 | ( = - 4 | INT | ) | ||
【 | WIS | 】 | + | 8 | ( = + 2 | WIS | + 6 Proficiency | ) | |
【 | CHA | 】 | + | 10 | ( = + 4 | CHA | + 6 Proficiency | ) |
Proficiency Bonus + 6 | ||
Armor | : | All Armor, shields |
Weapons | : | All Simple Weapons, Martial Weapons |
Tools | : | One type of gaming set, vehicles ( land ) |
Language | : | Common, Elvish, Giant |
Ironfang | Thrown ( Range 20 / 60 ), Versatile ( 1d10 ) | ||
Attack | : | + 13 ( = + 5 STR + 6 Proficiency + 2 Enc. ) | |
Damage | : | 1d8 + 7 ( = + 5 STR + 2 Enc. ) + 1d8 ( Acid ) / Piercing | |
Longsword | Versatile ( 1d10 ) | ||
Attack | : | + 11 ( = + 5 STR + 6 Proficiency ) | |
Damage | : | 1d8 + 5 ( = + 5 STR ) / Slashing | |
Longsword, Silvered | Versatile ( 1d10 ) | ||
Attack | : | + 11 ( = + 5 STR + 6 Proficiency ) | |
Damage | : | 1d8 + 5 ( = + 5 STR ) / Slashing | |
Warhammer | Versatile ( 1d10 ) | ||
Attack | : | + 11 ( = + 5 STR + 6 Proficiency ) | |
Damage | : | 1d8 + 5 ( = + 5 STR ) / Bludgeoning | |
Dagger | Finesse, Light, Thrown ( Range 20 / 60 ) | ||
Attack | : | + 11 ( = + 5 STR + 6 Proficiency ) | |
Damage | : | 1d4 + 5 ( = + 5 STR ) / Piercing | |
Javelin | Thrown ( Range 30 / 120 ) | ||
Attack | : | + 11 ( = + 5 STR + 6 Proficiency ) | |
Damage | : | 1d6 + 5 ( = + 5 STR ) / Piercing | |
Light Crossbow | Ammunition ( Range 80 / 320 ), Loading, Two-handed | ||
Attack | : | + 6 ( = + 0 DEX + 6 Proficiency ) | |
Damage | : | 1d8 + 0 ( = + DEX ) / Piercing | |
Strength | ■ | Athletics | : | + | 11 | ( = + 5 | STR | + 6 Proficiency ) |
Dexterity | Acrobatics | : | + | 0 | ( = + 0 | DEX | ) | |
Sleight of Hand | : | + | 0 | ( = + 0 | DEX | ) | ||
Stealth | : | + | 0 | ( = + 0 | DEX | ) | ||
Intelligence | Arcana | : | - | 1 | ( = - 1 | INT | ) | |
○ | History | : | - | 1 | ( = - 1 | INT | ) | |
Investigation | : | - | 1 | ( = - 1 | INT | ) | ||
Nature | : | - | 1 | ( = - 1 | INT | ) | ||
○ | Religion | : | - | 1 | ( = - 1 | INT | ) | |
Wisdom | Animal Handling | : | + | 2 | ( = + 2 | WIS | ) | |
● | Insight | : | + | 8 | ( = + 2 | WIS | + 6 Proficiency ) | |
○ | Medicine | : | + | 2 | ( = + 2 | WIS | ) | |
Perception | : | + | 2 | ( = + 2 | WIS | ) | ||
Survival | : | + | 2 | ( = + 2 | WIS | ) | ||
Charisma | Deception | : | + | 4 | ( = + 4 | CHA | ) | |
■ | Intimidation | : | + | 10 | ( = + 4 | CHA | + 6 Proficiency ) | |
Performance | : | + | 4 | ( = + 4 | CHA | ) | ||
● | Persuasion | : | + | 10 | ( = + 4 | CHA | + 6 Proficiency ) |
Half-Elf | Ability Score Increases | : | + 2 CHA, + 1 other two abilities |
Size | : | Medium | |
Speed | : | 30 feet | |
Darkvision | : | You can see in dim light 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. | |||
Fey Ancestry | : | You have advantage on saving throws against being charmed, and magic can't put | |
you to sleep. | |||
Fleet of Foot | : | Your base walking speed increases to 35 feet. | |
Languages | : | Common, Elvish, one other language | |
Cleric 1 | Hit Dice | : | 1d8 / Lv. |
Armor Proficiencies | : | Light Armors, Medium Armors, Shields | |
Weapon Proficiencies | : | All Simple Weapons | |
Tool Proficiencies | : | None | |
Saving Throw Proficiencies | : | Wisdom, Charisma | |
Skills | : | Choose two skills from History, Insight, Medicine, Persuasion, Religion | |
Divine Domain | : | War Domain | |
- Bonus Proficiencies | : | You gain proficiency with martial weapons and heavy armor. | |
- War Priest | : | When you use the Attack action, yhou can make one weapon attack as a bonus action. | |
You can use this feature a number of times equal to your Wisdom modifier | |||
( a minimum of once ). | |||
You regain all expended uses when you dinish a long rest. | |||
Spellcasting | : | 3 Cantrips Known, 2 / - / - / - / - / - / - / - / - | |
Warlock 12 | Hit Dice | : | 1d8 / Lv. |
Armor Proficiencies | : | Simple Armors | |
Weapon Proficiencies | : | All Simple Weapons | |
Tool Proficiencies | : | None ( multiclassing ) | |
Saving Throw Proficiencies | : | None ( multiclassing ) | |
Skills | : | None ( multiclassing ) | |
Other Worldly Patron | : | the Fiend | |
- Dark One's Blessing | : | When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your | |
Charisma modifier + Warlock level ( minimum of 1 ). | |||
- Dark One's Own Luck | : | When you make an ability check or a saving throw. you can use this feature to add a d10 to | |
your roll. | |||
You can do so after seeing the initial roll but before any of the roll's effects occur. | |||
Once you use this feature, you can't use it again until you finish a short or long rest. | |||
- Fiendish Resilience | : | You can choose one damage type when you finish a short or Long Rest. | |
You gain Resistance to that damage type until you choose a different one with this feature. | |||
Damage from magical Weapons or silver Weapons ignores this Resistance. | |||
Pact Magic | : | 4 Cantrips Known, 11 Spells Known, 3 Spell Slots ( 5th Level ) | |
Eldrich Invocations | : | ||
- Agonizing Blast | : | When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. | |
- Fiendish Vigor | : | You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or | |
material components. | |||
- Thirsting Blade | : | You can attack with your pact weapon twice, instead of once, whenever you take the Attack | |
action on your turn. | |||
- Repelling Blast | : | When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from | |
you in a straight line. | |||
- Grasp of Hadar | : | Once on each of your turns when you hit a creature with your eldritch blast, you can move that | |
creature in a straight line 10 feet closer to you. | |||
- Lifedrinker | : | When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal | |
to your Charisma modifier (minimum 1). | |||
Pact Boon | : | Pact of the Blade | |
You can use your action to create a pact weapon in your empty hand. | |||
You can choose the form that this melee weapon takes each time you create it. | |||
You are proficient with it while you wield it. | |||
This weapon counts as magical for the purpose of overcoming resistance and immunity to | |||
nonmagical attacks and damage. | |||
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. | |||
It also disappears if you use this feature again, if you dismiss the weapon (no action required), | |||
or if you die. | |||
You can transform one magic weapon into your pact weapon by performing a special ritual | |||
while you hold the weapon. | |||
You perform the ritual over the course of 1 hour, which can be done during a short rest. | |||
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears | |||
whenever you create your pact weapon thereafter. | |||
You can’t affect an artifact or a sentient weapon in this way. | |||
The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on | |||
a different weapon, or if you use a 1-hour ritual to break your bond to it. | |||
The weapon appears at your feet if it is in the extradimensional space when the bond breaks. | |||
Paladin 2 | Hit Dice | : | 1d10 / Lv. |
Armor Proficiencies | : | Light Armor, Medium Armor, Shields | |
Weapon Proficiencies | : | All Simple Weapons, Martial Weapons | |
Tool Proficiencies | : | None ( multiclassing ) | |
Saving Throw Proficiencies | : | None ( multiclassing ) | |
Skills | : | None ( multiclassing ) | |
Divine Sense | : | As an action, 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 of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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 | : | 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 x 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. | |
Fighting Style | : | Defense. While you are wearing armor, you gain a +1 bonus to AC. | |
Spellcasting | : | ||
Divine Smite | : | When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. | |
Solder ( Background ) | Skill Proficiencies | : | Athletics, Intimidation |
Tool Proficiencies | : | One type of gaming set, vehicles ( land ) | |
Boots of Speed | While you wear these boots, you can use a Bonus Action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. Requires Attunement. | ||
Belt of Hill Giant Strength | Your Strength score is 21 while you wear these gauntlets. They have no effect on you if your Strength is already 21 or higher. Requires Attunement. | ||
Drown | |||
Brooch of Shielding | While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell. Requires Attunement. |
War Caster | ・You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. |
・You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. | |
・When a hostile creature's movement provekes an opportunity attack from you, you can use your reaction to cast a spell at the creature, | |
rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. | |
Shield Master | ・If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. |
・If you aren't incapaciated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful | |
effect that tagets only you. | |
・If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to | |
take nodamage if you succeedon the saving throw, interposing your shield between yourself and the source of the effect. | |
Cleric 1 | 0Lv. | Guidance |
Light | ||
Sacred Flame | ||
1Lv. | Bless ( Prepared ) | |
Healing Word ( Prepared ) | ||
Sanctuary ( Prepared ) | ||
Paladin 2 | 1Lv. | Command ( Prepared ) |
Compelled Duel ( Prepared ) | ||
Cure Wounds ( Prepared ) | ||
Protection from Evil and Good ( Prepared ) | ||
Shield of Faith ( Prepared ) | ||
Warlock 1 | 0Lv. | Eldritch Blast |
Green Flame Blade | ||
Mage Hand | ||
Sword Burst | ||
2Lv. | Blindness/Deafness | |
3Lv. | Counterspell | |
Fireball | ||
Fly | ||
Remove Curse | ||
4Lv. | Charm Monster | |
Dimension Door | ||
Fire Shield | ||
Wall of Fire | ||
5Lv. | Scrying | |
Synaptic Static | ||
6Lv. | Mass Suggestion |
★ | Ironfang ( War Pick + 2 ) | |
Longsword | ||
Longsword, Silvered | ||
Warhammer | ||
Light Crossbow | ||
- Bolt × 20 | ||
Dagger | ||
Javelin × 4 | ||
Plate mail | ||
Shield | ||
Holy Symbol | ||
Component Pouch | ||
★ | Belt of Hill Giant Strength | |
☆ | Brooch of Shielding | |
★ | Boots of Speed | |
☆ | Bag of Holding | |
○○○○○○○ | ☆ | Potion of Healing × 7 |
○ | ☆ | Potion of Healing, Greater × 1 |
○ | ☆ | Potion of Giant Strength × 1 |
Priest's Pack | ||
- Backpack | ||
- Blanket | ||
- Candle × 10 | ||
- Tinderbox | ||
- Alms Box | ||
- 2 Blocks of Incense | ||
- Censer | ||
- Vestments | ||
- Ration × 2 Days + 11 Days | ||
- Waterskin | ||
Bedroll | ||
Healer's kit ( 20 use ) | ||
Rope, hempen × 50ft. | ||
Belt Pouch | ||
An insignia of rank | ||
A trophy taken from a fallen enemy | ||
A set of deck of cards | ||
A set of common clothes | ||
18,342gp |