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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 |
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:
- 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
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.
- Queen’s Inklings: Prerequisite: 8th 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- Queen’s Dweomers: Prerequisite: 12th level, Queen’s Inklings feat
You’ve reached a stronger connection to the primal magic normally available to nymph queens. You can cast one 3rd-level or lower spell and one 4th-level or lower spell chosen by you from the druid spell list. Your spellcasting ability for these spells is Charisma
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
Text
8th Level CLASS
Text
9th Level CLASS
Text
10th Level CLASS
Text
11th Level CLASS
Text
12th Level CLASS
Text
13th Level CLASS
Text
14th Level CLASS
Text
15th Level CLASS
Text
16th Level CLASS
Text
17th Level CLASS
Text
18th Level CLASS
Text
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
