====== Zemnie's Mechanics & Stats D&D 5th ======
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**Feats**
^ Background:| - |
^ LV4:| - |
^ Lv6:| (Fighter) |
^ LV8:| - |
^ LV10:| (Rouge) |
^ LV12:| - |
^ LV16:| - |
^ Lv19:| (Epic Boon) |
**Invocations/ Infusions**
^ Feat:| - |
^ LV0 :| - |
^ LV0 :| - |
^ LV0 :| - |
^ LV0 :| - |
^ LV0 :| - |
**Vision**
^ Common Sight:((Standard eye sight))| Yes |
^ Passive Perception:| 00 |
^ Dark Vision:| 0ft |
^ True Sight:| 0ft |
^ Tremor Sense:| 0ft |
^ Blind Sight:| 0ft |
[[character:zemnie|{{:wiki:media:back.png?65|}}]]
===== Zemnie'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 ^
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
===== Zemnie the Thri-Kreen =====
**[[culture:thrikreen|Thri-Kreen]]:** \\
description
Spelljammer: Adventures in Space - Astral Adventurer's Guide
**Physical Appearance**
***Ability Score:** \\ Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
***Creature Type;** \\ You are a Monstrosity.
***Lifespan:** \\
***Alignment:** \\
***Size:** ++ [6]| Source: MCDM Vol 14++ \\ Your size is Large. Large characters have a few things to consider when playing, several restrictions and benefits as listed bellow. \\
*Armor: You can’t wear armor made for creatures smaller than you by normal means.
*Hit Dice: Your Hit Die increases by one step.
*Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
*Availing Arms: You can wield a two-handed melee weapon in one hand, and when you wield a weapon with the versatile property in one hand, you use the larger die for damage rolls.
*Cover less: terrain that would grant 1/2 cover grants you no cover, while 3/4 cover grants 1/2 cover and so on.
***Speed:** \\ Your walking speed is 30 feet.
***Languages:** \\ You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
***Chameleon Carapace** \\ While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
***Darkvision** \\ You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
***Secondary Arms** \\ You have two slightly smaller secondary arms below your primary pair of arms. As part of an action taken with your main arms the secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield/swing a weapon that has the light property and provide ammunition (reload) to weapons requiring it.
***Sleepless** \\ You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
***Thri-kreen Telepathy** \\ Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
===== Species Feats =====
Text
Text
===== Zemnie's Class =====
====CLASS Introduction====
Lore introduction. \\
Hit dice: **TEXT** \\
Saving Throw Proficiencies: **TEXT** \\
Skill Proficiencies: (Choose 00) **TEXT** \\
Equipment Proficiencies: **TEXT** \\
Starting equipment: **100 Gold** \\
===Background: Feature & Details===
//Short Description of Background//
=== Origin Feat: FEAT ===
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**Ability Score Bonus** (D&D 2024 Background)
*+1 STAT
**Skill Proficiencies**
*Skill
**Languages And Tool Proficiency**
*Language
*Tool
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===== CLASS Levels =====
==== 1st Level CLASS ====
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==== 2nd Level CLASS ====
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==== 3rd Level CLASS ====
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==== 4th Level CLASS ====
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==== 5th Level CLASS ====
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==== 6th Level CLASS ====
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==== 7th Level CLASS ====
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==== 8th Level CLASS ====
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==== 9th Level CLASS ====
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==== 10th Level CLASS ====
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==== 11th Level CLASS ====
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==== 12th Level CLASS ====
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==== 13th Level CLASS ====
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==== 14th Level CLASS ====
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==== 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 ====
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==== 20th Level CLASS ====
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===== 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 ====
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==== RIGHT COLUMN Level MULTI-CLASS ====
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=====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//