Table of Contents

Zemnie's Mechanics & Stats D&D 5th


Feats

Background: -
LV4: -
Lv6: (Fighter)
LV8: -
LV10: (Rouge)
LV12: -
LV16: -
Lv19: (Epic Boon)

Invocations/ Infusions

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

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

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]
    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


Ability Score Bonus (D&D 2024 Background)

Skill Proficiencies

Languages And Tool Proficiency


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

Proficiencies

MULTI-CLASS Levels

LEFT COLUMN Level MULTI-CLASS


Text

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

1)
Standard eye sight