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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

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

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 -

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
-
-
-
-
-
-
-
-
-
-

Species Name:
description

Physical Appearance

  • Ability Score:
  • Lifespan:
  • Alignment:
  • Size:
  • Speed:
  • Languages:
  • 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
  • Species Trait 3
  • Species Trait 4
  • Species Trait 5
  • 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.

Lore introduction.
Hit dice.
starting equipment.
spellcasting rules.
etc.

Background: Feature & Details

Short Description of Background


Skill Proficiencies

  • Skill

Languages And/Or Tools

  • Language
  • Tool

Equipment (If Any)



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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: -

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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

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell


1)
Standard eye sight
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