Ficool

MC character sheet

This chapter will describe the powers, species, ability scores and equipment my MC has in a D&D format.

Spells and Background will go into a different chapter.

The relevant documents for more details can be found in the Players handbook of 2014 and 2024. But most if the time I will following the rules of the 2024 edition.

Creative interpretation and changes has been made by me so that things may either be harder to do or easier to do that in D&D so to not break the world.

An example would be the 9th-level spell Wish. By making the casting time, that is normally 1 single action, changing it into a ritual and making it so that it will cost something my MC cannot simply spam it each day to basically change reality into whatever he wants.

Secondly I'm changing how Item attunement/ item creation works. In Danmachi creation of magical items is completely different and the way to Attun yourself to an item doesn't exist so I'm dropping that entirely because there are some items I want to give him that never existed and would never exist in the first place in the original story.

Changes to the Species has also been made. But only in regards to ability scores and to give him some special spell casting feature that normally are impossible by standard rules.

Now into the real fun stuff. The MC himself.

The scores themselves are basically useless in the way they would represent themselves. Because of that I made it so that the represent the maximum stat one can achieve in the system of danmachi. They are basically a numerical way of showing how fast one can grow a stat. The modifiers that normally would influence a roll will in this instance show the difference between a normal human and the MC and other races.

Example would my MC who has a 8 in Strength and a 20 in intelligence.

An 8 has a -1 modifier and in this story the maximum stat he would have would be at maximum 799 in Strength and growth beyond is possible but extremely hard because then the modifier kicks in.

Another way of calling that would be talent each individual has that allows one to grow. And Exept for specific skills, like the one Bell has, growing beyond the S rank stat of 999 is normally impossible unless one has the talent for it. I will post a stat sheet that shows what I mean in a more numerical way.

Each class hat specific Features that make it unique. Some of those I plan to change a little to better make it work and those changes will be written down, not the entire description. So please go read the original Players handbook for more information

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Character

Name: Jan

Species: Mark of Warding Human

Background: Custom Astral drifter

Class: Level 20 (Fighter: 2 /Wizard: 18)

Armor class: changing based if its at the start of the story or when he is fully equipped

Hit dice: 18d6/ 2d10

Hit points: 184

Size: Medium

Proficiency Bonus: +6

Passive Perception: 24

Insight: 18

Investigate: 15

Ability Scores:

Strength*: 8 (-1) max:B 799 growth hard

Dexterity*: 15 (+2) max:S 999 growth easier

Constitution*: 17 (+3) max:S 999 less hits higher growth

Intelligence: 20 (+5) max:SSS 1299

Wisdom: 14 (+2) doesn't have a stat

Charisma: 8 (-1) doesn't have a stat basically useless in the Danmachi world (doesn't influence the looks of a person)

Saving throws

Strength +2

Dexterity +2

Constitution +8

Intelligence +5

Wisdom +2

Charisma -1

The way stats work in Danmachi is that there are only 5 stats that influence a person. However only three of them can have a direct connection with D&D and are marked with *.

As such I decided that the maximum amount of stat points he can get be the following

Strength: max rank C 799 (growth to rank A 899 and S 999 possible but extremely hard to do)

Endurance: max rank S 999 (Influenced by Constitution + less hits higher growth+ smal potential growth beyond S)

Dexterity: max rank S 999

Agility: max rank S 999 (Based on the skill Acrobatics )

Magic: max rank SSS 1299 (is Influenced by intelligence+ growth beyond S rank is easier but have to break the limits of the human body before it can be reached)

Skills

Acrobatics +8

Animal handling +1

Arcana +5

Athletics -1

Deception -1

History +5

Insight +8

Intimidation -1

Investigation +5

Medicine +8

Nature +11

Perception +14

Performance -1

Persuasion -1

Religion +11

Sleight of hand +2

Stealth +2

Survival +7

Senses: Darkvision 20 meters

Languages: Common

Armor: Heavy, Medium, Light, Shield

Weapons: Halberd, Handaxe, Scimitar

Tools: Smith's tools

Level breakdown ( this breaks down how I got to the ability scores, skills and feats to make this build work the way it is now. Custom Species and Background will be explained in a different chapter to the why.)

Level 1: Fighter 1

Proficiencys: Perception, Insight

Class feature options: Defence

Level 2: Wizard 1

Spellcasting, ritual adept, Arcane recovery

Level 3: Wizard 2

Scholar, medicine

Level 4: Wizard 3

Subclass: Abjurer

Level 5: Wizard 4

Feat: war caster +1 int

Level 6: Wizard 5

Level 7: Wizard 6

Level 8: Wizard 7

Level 9: Wizard 8

Ability score improvement: +2 int

Level 10: Fighter 2

Weapon Mastery

Level 11: Wizard 9

Level 12: Wizard 10

Spell breaker

Level 13: Wizard 11

Level 14: Wizard 12

Feat: Spell sniper +1 int

Level 15: Wizard 13

Level 16: Wizard 14

Spell Resistance

Level 17: Wizard 15

Level 18: Wizard 16

Feat: skill expert in Acrobatics, Perception + 1 dex

Level 19: Wizard 17

Level 20: Wizard 18

Spell Mastery 1st-level: Shield

Spell Mastery 2nd-level: misty step

Features:

From background

Magic initiate: Cleric. two extra cantrips and a 1st- level spell from that spell-list.

Fighter:

Weapons masteries: Halberd, Handaxe, Scimitar

Fighting style: Defensive

Weapon Mastery: Halberd, Handaxe, Scimitar

Action surge: push yourself beyond normal limits for a moment. Can only be used once and afterwards you have to do, either, one short or long rest before you can use it again.

Tactical mind

Wizard:

Ajuration savant

Arcane ward

Concentration

Somatic Components

Memorize spell

Spell Breaker

Bypass Cover

Casting in Melee

Increased Range: When you cast a spell that has a range of at least 3 m you can increase the spells range be 60 m.

Spell Resistance

Mark of Warding Human: (A combination between Variant human and Mark of Warding Dwarf in d&d. Simply take the Base variant Human and give it these things)

Ability scores increase: con increase by 2, int increase by 1

Warder's intuition

Wards and Seals

Spells of the Mark

Equipment:

(Starting equipment at the time of MC coming into the world and on the way to Orario)

Scimitar

Studded leather Armor

Shield

Amulet (Spellcasting Focus)

Leather-bound Spellbook

Future equipment will be put at a later date

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