Mordica's Mechanics & Stats D&D 5th
Feats
| Background: | - |
|---|---|
| LV4: | - |
| Lv6: | (Fighter) |
| LV8: | - |
| LV10: | (Rouge) |
| LV12: | - |
| LV16: | - |
| Lv19: | (Epic Boon) |
Invocations/ Infutions
| Feat: | - |
|---|---|
| LV0 : | - |
| LV0 : | - |
| LV0 : | - |
| LV0 : | - |
| LV0 : | - |
Vision
| Common Sight:1) | Yes |
|---|---|
| Passive Perception: | 00 |
| Dark Vision: | 0ft |
| True Sight: | 0ft |
| Tremor Sense: | 0ft |
| Blind Sight: | 0ft |
Mordica's Inventory
Attunment
| Slot 1: | |
|---|---|
| Slot 2: | |
| Slot 3: |
Movement
| Walking | 00ft |
| Swimming | 00ft |
| Climbing | 00ft |
| Flying | 00ft |
Currency
| Platinum | Gold | Silver | Copper |
|---|---|---|---|
| 0 | 0 | 0 | 0 |
| Occupation | Occupation |
|---|---|
| Income | Lifestyle |
| +0 GpD | -0GpD |
| Other Expenses/Income |
|---|
GpD = Gold per Day
Equipment
| Location | Item | Stats |
|---|---|---|
| Head | - | |
| Amulet | - | |
| Cloak | - | |
| Clothes | - | |
| Armour | - | |
| Arms/Hands | - | |
| Ring/s | - | |
| Belt | - | |
| Boots | - | |
| Weapon | - | |
| Shield/Ammo/Offhand | - | |
| Sub-Weapon | - | |
| Quick Access | - | |
| Quick Access | - | |
| Quick Access | - |
Consumables
Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity
| Carry Capacity | Lift, Push, Pull Capacity | Equipped Load |
|---|---|---|
| 000ibs | 000Ibs | 000Ibs |
Consumables & Useful Items
| Item Name | Details |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Special Items
| Name | Detail |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Misc / Junk Items
| Item | Detail |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
CHARACTER'S Species
Species Name:
description
Physical Appearance
- Ability Score:
Charisma +2, Another Skill +1
- Lifespan:
Though their life force is no longer tied to their ward, nymph wanderers enjoy life spans more akin to those of natural features, such as caves or rivers, than those of humanoids. They can live for centuries or more with no perceptible signs of aging
- Alignment:
Nymphs are more likely to be good than evil, and are typically chaotic, but nymphs of all alignments exist, particularly among nymph wanderers
- Size:
Nymph's are normal of medium size however due to your mutant/queenly nature your size is Large.
- Speed:
Your base walking speed is 30 feet
- Languages:
You can speak, read, and write Common and Sylvan
- Creature Type:
Your creature type is fey, rather than humanoid
- Cavern Sight:
You gain 60ft of Darkvision.
- Nymph Magic:
You learn two cantrips of your choice from the druid spell list. Your spellcasting ability for these cantrips is Charisma
- Toxic Garden:
Your body is a garden of wine and other toxins, which helps you resist any other incoming poison. You gain resistance to poison damage
- Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can’t put you to sleep
- Intimidating Beauty:
You gain proficiency in the Deception, Persuasion and Intimidation Skills.- At 8th Level you gain expertise in those skills.
Species Feats
- Animal Speaker: Prerequisite: nymph species
You are able to communicate with a particular type of animal for which you feel a special connection. You gain the following benefits: - Choose amphibians, birds, fish, reptiles, or a specific family of mammals, such as felines or rodents.
You can speak with animals of the kind you chose as if you shared a language, and you have advantage on Charisma ability checks made to influence such creatures.- Animal Negotiator: At 4th Level.
You can speak with all sorts of animals, and you’re especially skilled at negotiating with them. You can speak to all animals, not just the type of animals you chose when you took the Animal Speaker feat. - In addition, you can cast the animal friendship spell. Your spellcasting ability for the spell is Charisma.
Once you have used this feat to cast animal friendship, you must f inish a long rest before you can do so again - Plant Speaker: Prerequisite: 4th level
You can speak to plants as if you shared a language. The GM determines which plants are viable options.
You can typically question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances, though plants have their own perspective on the world and might not recognize the same details about creatures that you do. - Plant Negotiator: Prerequisite: 8th level, Plant Speaker feat
You can speak with all sorts of plants, and you’re especially skilled at negotiating with them. - In addition, you have advantage on Charisma ability checks you make to influence plants. Finally, you can cast charm person as a 3rd-level spell. Your spellcasting ability for the spell is Charisma. When you cast charm person in this way, you can target plant creatures (but not humanoids).
Once you have used this feat to cast charm person, you must f inish a long rest before you can do so again.
- Wanderer’s Way: Prerequisite: 4th level, nymph species
Nature recognizes you as a wanderer and reaches out to grant you ease and swiftness in your travels. You can cast longstrider as a 2ndlevel spell. You can cast it as a 3rd-level spell at 5th level, a 6th-level spell at 11th level, and a 9th-level spell at 17th level. Your spellcasting ability for the spell is Charisma. Once you have used this feat to cast longstrider, you must finish a long rest before you can do so again.
- Fey Skin: Prerequisite: 8th level, nymph species
Your connection to nature allows you to recover quickly and grants you great health, though in exchange you suffer the same weakness to cold iron that plagues many fey. Whenever you take damage from a weapon made of iron (most metal weapons that aren’t specifically made of a different metal), you take additional damage equal to half your level. In exchange, you gain the following benefits - Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 point.
- Every hour, you regain hit points equal to your level.
- Nymph Inspiration: Prerequisite: nymph species
You can inspire others to enhance their art and performances by giving another creature a token of your favor, typically a lock of your hair, in a process that takes 10 minutes.
As long as the creature carries your token and remains in good standing with you, they have advantage on Performance checks and ability checks using artisan’s tools. These effects last until you choose a different creature to inspire or decide to revoke your inspiration.
- Ally Bond: Prerequisite: 4th level, nymph species
Your bond to your ward has broken, but you have learned to establish a fainter connection to one of your allies. Via a simple ritual in which you and one willing creature spend 24 hours in each others’ company, you form a magical bond that lasts until you or your bonded ally dies or until you use this feat again. While bonded, you and your ally can target each other with spells that normally have a range of Touch at a range of 30 feet instead.
- Ward Token: Prerequisite: 8th level, nymph species
You’ve formed a token from your ward out of a memento you’ve carried with you ever since you became a wanderer, and it allows you to sustain yourself. You don’t need to eat or drink while carrying the token, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. If you lose the token, you gain one level of exhaustion, from which you can’t recover, until you either find the token again or spend 8 hours to magically recreate the token.
- Nymph Queen's Spellcasting: Prerequisite: 4th level, Nymph Magic feat
Though you have separated with your ward, you have gained a broader connection that grants you an inkling of the primal magic a nymph queen possesses. You can cast one 1st-level spell and one 2nd-level or lower spell chosen by you from the druid spell list. Your spellcasting ability for these spells is Charisma. Once you have used this feat to cast one of these spells, you must finish a long rest before you can cast that spell again- Expert Nymph Queen's Spellcasting: Prerequisite: 8th level, Nymph Queen's Spellcasting feat
As you’ve mastered your ability to commune with nature, you’ve tapped into deeper magic coursing through the land. Choose two spells of 4th-level or lower from the druid spell list. You can cast these spells without expending a spell slot. Your spellcasting ability for the spells is Charisma. Once you use this feat to cast one of these spells, you must finish a long rest before you can cast that spell again. - Master Nymph Queen Spellcasting: Prerequisite: 12th level, Expert Nymph Queen Spellcasting feat
You are one with nature, and nature answers your call with mighty spells to protect your subjects and rain vengeance upon those who assail your domain. Choose two spells of 6th-level or lower from the druid spell list. You can cast these spells without expending a spell slot. Your spellcasting ability for the spells is Charisma. Once you use this feat to cast one of these spells, you must finish a long rest before you can cast that spell again
Nymph Queen Features
- Nymph Queen Dedication: Prerequisite: nymph species
Despite being a nymph wanderer, the natural world has accepted you as a nymph queen candidate, capable of one day carving out and empowering your own domain. For now, those first inklings of your queen powers take the form of spells and other secrets that nature whispers to you each day. You gain the following benefits:- Increase your Charisma score by 1, to a maximum of 20.
- You learn one cantrip of your choice from the druid spell list. Your spellcasting ability for this cantrip is Charisma.
- You gain proficiency in the Nature skill. Choose a specific type of terrain, such as forests or caverns. When you make an Intelligence (Nature) check to recall information about that type of terrain, you can treat a d20 roll of 9 or lower as a 10. In addition, on a successful check you might know more information about the subject than normal, at the GM’s discretion.
- Queen’s Court: Prerequisite: 8th level, Claim Territory feat
You keep court over a coterie of lesser fey spirits within your territory. When necessary, you can bring some of these spirits with you on your adventures. The spirits are immaterial and can’t interact with the physical world, but they can advise you in times of need. Choose two skills. Whenever you make a check using one of these skills, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Whenever you finish a long rest in your territory, you can change your chosen skills by swapping out the spirits that accompany you on your adventures.
- Queen’s Senses: Prerequisite: 8th level, Claim Territory feat
When something happens in your territory, you’re the first to know, and you can project your senses to investigate further. You have a vague sense of everything within the area of your claimed territory, allowing you to sense the presence (but not the exact location) of beasts, celestials, elementals, fiends, fey, and plants in your territory, as well the presence of any creatures blighted or befouled by magic, as determined by the GM. In addition, you can cast the clairvoyance spell. Your spellcasting ability for it is Charisma. When you cast the spell in this way, the spell has no maximum range and doesn’t require material components, but the sensor created by the spell must appear within the boundaries of your claimed territory. Once you use this feat to cast clairvoyance, you must finish a short or long rest before you can do so again
- Claim Territory: Prerequisite: 4th level, Nymph Queen Dedication feat
You’ve laid claim to a territory, granting you several powers within its boundaries. By claiming your territory, you’ve taken the plunge from a nymph queen candidate to a nymph queen in full. Claim a small, defined territory that matches the type of terrain you chose when you took the Nymph Queen Dedication feat, such as a glade within a forest, a small lake or pond, or a specific cave within an underground cavern complex. Work with your GM to determine an area of appropriate size and scope for your campaign. When you first stake your claim, all supernatural inhabitants of the area you chose recognize that you are attempting to claim the territory, and they can oppose your claim by defeating you in a contest of their choosing, including combat if they’re inclined to violence. The inhabitants have three days to contest your claim in this way, though they can each only challenge you at most once. Once you defeat all comers, or if the inhabitants choose not to challenge your claim, you become the nymph queen of that territory. If you fail any of the challenges, you can’t claim the territory unless you chase off or eliminate the creature that defeated you, although you can attempt to claim a different territory later. Once you’ve secured your claim, you gain the following benefits while within your territory:- You have advantage on Charisma checks made to influence beasts, celestials, elementals, fiends, fey, and plants, as well as other creatures determined appropriate by your GM.
- You can speak with beasts and plants as if you shared a language, and such creatures are typically receptive to your requests. For example, you can usually convince animals to deliver written messages, gather food, or perform other minor tasks within your territory.
- You and your territory are metaphysically linked, causing changes in one to affect the other. As long as you’re healthy, the environment is exceptionally resilient. When you become physically or psychologically unhealthy, however, your warded region eventually becomes twisted or unhealthy as well. In this case, when your mind and body are restored to good health, the entire region recovers from your malaise shortly thereafter.
Mordica's Class
CLASS Introduction
Lore introduction.
Hit dice.
starting equipment.
spellcasting rules.
etc.
Background: Feature & Details
Short Description of Background
Featured Feat: FEAT
Skill Proficiencies
- Skill
Languages And/Or Tools
- Language
- Tool
Equipment (If Any)
CLASS Levels
1st Level CLASS
Text
2nd Level CLASS
Text
3rd Level CLASS
Text
4th Level CLASS
Text
5th Level CLASS
Text
6th Level CLASS
Text
7th Level CLASS
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8th Level CLASS
Text
9th Level CLASS
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10th Level CLASS
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11th Level CLASS
Text
12th Level CLASS
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13th Level CLASS
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14th Level CLASS
Text
15th Level CLASS
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16th Level CLASS
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17th Level CLASS
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18th Level CLASS
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19th Level CLASS
Text
20th Level CLASS
Multi-Class Introduction
Lore introduction.
As a CLASS, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: -
- Weapons: -
- Skills: -
MULTI-CLASS Levels
LEFT COLUMN Level MULTI-CLASS
Text
RIGHT COLUMN Level MULTI-CLASS
Text
Spellcasting Rules & Details
Type of Spell List you can access
Spell Slot Recovery
| Spell | Slots | ||||
|---|---|---|---|---|---|
| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
| Total Cantrips | 0 | ||||
| Total Spells | 0 | ||||
Spell Preparation
Spellcasting Scores, DC, Bonus
Ritual Casting
Spellcasting Focus
Spell List
| Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
Bold = Prepared Spell
