【 | STR | 】 | 10 | ( | + | 0 | ) | = | 10 | ( 2pts. ) | ||
【 | CON | 】 | 16 | ( | + | 3 | ) | = | 14 | ( 7pts. ) | + 2 Racial | |
【 | DEX | 】 | 14 | ( | + | 2 | ) | = | 14 | ( 7pts. ) | ||
【 | INT | 】 | 10 | ( | + | 0 | ) | = | 10 | ( 2pts. ) | ||
【 | WIS | 】 | 16 | ( | + | 3 | ) | = | 15 | ( 9pts. ) | + 1 Racial | |
【 | CHA | 】 | 8 | ( | - | 1 | ) | = | 8 | ( 0pts. ) |
Initiative | : | + 2 = + 2 DEX |
Land Speed | : | 30 feet. |
Swim Speed | : | 30 feet. |
【 | STR | 】 | + | 0 | ( = + 0 | STR | ) | ||
【 | CON | 】 | + | 3 | ( = + 3 | CON | ) | ||
【 | DEX | 】 | + | 2 | ( = + 2 | DEX | ) | ||
【 | INT | 】 | + | 3 | ( = + 0 | INT | + 3 Proficiency | ) | |
【 | WIS | 】 | + | 6 | ( = + 3 | WIS | + 3 Proficiency | ) | |
【 | CHA | 】 | - | 1 | ( = - 1 | CHA | ) |
Proficiency Bonus + 3 | ||
Armor | : | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) |
Weapons | : | Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
Tools | : | Herbalism kit, Leatherworker's tools |
Language | : | Common, Draconic, Druidic, |
Scimitar | Versatile ( 1d8 ) | ||
Attack | : | + 5 ( = + 2 DEX + 3 Proficiency ) | |
Damage | : | 1d6 + 2 ( = + 2 DEX ) / Slashing | |
Quarterstaff ( Shillelagh ) | Versatile ( 1d8 ) | ||
Attack | : | + 6 ( = + 3 WIS + 3 Proficiency ) | |
Damage | : | 1d8 + 3 ( = + 3 WIS ) / Bludgeoning | |
Sling | Ammunition ( Range 30 / 120 ) | ||
Attack | : | + 5 ( = + 2 DEX + 3 Proficiency ) | |
Damage | : | 1d4 + 2 ( = + 2 DEX ) / Bludgeoning | |
Strength | ■ | Athletics | : | + | 3 | ( = + 0 | STR | + 3 Proficiency ) |
Dexterity | Acrobatics | : | + | 2 | ( = + 2 | DEX | ) | |
Sleight of Hand | : | + | 2 | ( = + 2 | DEX | ) | ||
Stealth | : | + | 2 | ( = + 2 | DEX | ) | ||
Intelligence | ○ | Arcana | : | + | 0 | ( = + 0 | INT | ) |
History | : | + | 0 | ( = + 0 | INT | ) | ||
Investigation | : | + | 0 | ( = + 0 | INT | ) | ||
◆ | Nature | : | + | 3 | ( = + 0 | INT | + 3 Proficiency ) | |
◎ | Religion | : | + | 3 | ( = + 0 | INT | + 3 Proficiency ) | |
Wisdom | ○ | Animal Handling | : | + | 3 | ( = + 3 | WIS | ) |
○ | Insight | : | + | 3 | ( = + 3 | WIS | ) | |
◎ | Medicine | : | + | 6 | ( = + 3 | WIS | + 3 Proficiency ) | |
◆ | Perception | : | + | 6 | ( = + 3 | WIS | + 3 Proficiency ) | |
■ | Survival | : | + | 6 | ( = + 3 | WIS | + 3 Proficiency ) | |
Charisma | Deception | : | - | 1 | ( = - 1 | CHA | ) | |
Intimidation | : | - | 1 | ( = - 1 | CHA | ) | ||
Performance | : | - | 1 | ( = - 1 | CHA | ) | ||
Persuasion | : | - | 1 | ( = - 1 | CHA | ) |
Lizardfolk | Ability Score Increases | : | + 2 CON, + 1 WIS |
Size | : | Medium | |
Speed | : | Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. | |
Bite | : | Your fanged maw is a natural weapon, which you can use to make unarmed strikes. | |
If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of | |||
the bludgeoning damage normal for an unarmed strike. | |||
You can't discern color in darkness, only shades of gray. | |||
Cunning Artisan | : | As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, | |
monstrosity, or plant creature of size Small or larger to create one of the following items: | |||
a shield, a club, a javelin, or 1d4 darts or blowgun needles. | |||
To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, | |||
such as leatherworker's tools. | |||
Hold Breath | : | You can hold your breath for up to 15 minutes at a time. | |
Hunter's Lore | : | You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, | |
Perception, Stealth, and Survival. | |||
Natural Armor | : | You have tough, scaly skin. | |
When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your | |||
natural armor to determine your AC if the armor you wear would leave you with a lower AC. | |||
A shield's benefits apply as normal while you use your natural armor. | |||
Hungry Jaws | : | In battle, you can throw yourself into a vicious feeding frenzy. | |
As a bonus action, you can make a special attack with your bite. | |||
If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) | |||
equal to your Constitution modifier, and you can't use this trait again until you finish a short | |||
or long rest. | |||
Languages | : | Common, Draconic | |
Druid 6 | Hit Dice | : | 1d8 / Lv. |
Armor Proficiencies | : | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | |
Weapon Proficiencies | : | Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears | |
Tool Proficiencies | : | Herbalism kit | |
Saving Throw Proficiencies | : | Intelligence, Wisdom, Charisma | |
Skills | : | Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, | |
Survival | |||
Spellcasting | : | 3 Cantrips Known, 4 / 3 / 3 / 1 / - / - / - / - / - | |
Wild Shape | : | You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. | |
Speech of the Woods | : | You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine his ability with gifts to curry favor. | |
Spirit Totem | : | As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. | |
Native trival (Background) | Uthgardt Tribe Member をベースに、現地民的なものに変更 | ||
Skill Proficiencies | : | Athletics, Survival | |
Tool Proficiencies | : | One type of musical instrument or artisan's tools | |
Languages | : | One of your choice |
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. | |
Druid 1 | 0Lv. | Create Bonfire |
Shillelagh | ||
Thorn Whip | ||
1Lv. | Absorb Element ( Prepared ) | |
Goodberry ( Prepared ) | ||
Healing Word ( Prepared ) | ||
Pulify foods and water ( Prepared ) | ||
2nd | Lesser Restoration ( Prepared ) | |
Healing Spirit ( Prepared ) | ||
Spike Growth ( Prepared ) | ||
3rd | Conjure Animals ( Prepared ) | |
Protection from Energy ( Prepared ) | ||
Tidal Wave ( Prepared ) | ||
4th | Charm Monster ( Prepared ) |
Scimitar | ||
Quarterstaff | ||
Sling | ||
Sling Bullet × 20 | ||
◇ | + 1 Wooden Shield | |
◇ | Cape of the Mountebank | |
◇ | Circlet of Blasting | |
★ | Mace of Terror | |
★ | Pearl of Power ( + Resist Poison ) | |
◇ | Periapt of Health | |
◇ | Scroll of Enhance Ability | |
◇ | Scroll of Protection from Poison | |
★ | Staff of Python | |
☆ | Wand of Web | |
An explorer's pack | ||
A druidic focus | ||
A hunting trap | ||
A totemic token | ||
A Set of traveler's clothes | ||
Pouch | ||
Leatherworker's tools | ||
Herbalism kit | ||
136.9gp - 6.9gp |