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
| Walking | 00ft |
| Swimming | 00ft |
| Climbing | 00ft |
| Flying | 00ft |
| Platinum | Gold | Silver | Copper |
| 0 | 0 | 0 | 0 |
| Occupation | Occupation |
| Income | Lifestyle |
| +0 GpD | -0GpD |
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 |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| Name | Detail |
| - | |
| - | |
| - | |
| - | |
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| - | |
| - | |
| - | |
| - | |
| - | |
| Item | Detail |
| - | |
| - | |
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Zemnie the Thri-Kreen
Thri-Kreen:
description
Spelljammer: Adventures in Space - Astral Adventurer's Guide
Physical Appearance
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.
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.
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.
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
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
Text
[?] CONTENT SOURCE
2nd Level CLASS
Text
[?] CONTENT SOURCE
3rd Level CLASS
Text
[?] CONTENT SOURCE
4th Level CLASS
Text
[?] CONTENT SOURCE
5th Level CLASS
Text
[?] CONTENT SOURCE
6th Level CLASS
Text
[?] CONTENT SOURCE
7th Level CLASS
Text
[?] CONTENT SOURCE
8th Level CLASS
Text
[?] CONTENT SOURCE
9th Level CLASS
Text
[?] CONTENT SOURCE
10th Level CLASS
Text
[?] CONTENT SOURCE
11th Level CLASS
Text
[?] CONTENT SOURCE
12th Level CLASS
Text
[?] CONTENT SOURCE
13th Level CLASS
Text
[?] CONTENT SOURCE
14th Level CLASS
Text
[?] CONTENT SOURCE
15th Level CLASS
Text
[?] CONTENT SOURCE
16th Level CLASS
Text
[?] CONTENT SOURCE
17th Level CLASS
Text
[?] CONTENT SOURCE
18th Level CLASS
Text
[?] CONTENT SOURCE
19th Level CLASS
Text
[?] CONTENT SOURCE
20th Level CLASS
Text
[?] CONTENT SOURCE
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