Cherreads

New character sheet

As I informed you guys in my last chapter I decided to change the character sheet my MC will be using in this story.

The wizard was, by any metric, TOO powerful. Expecially when it came down to the spells that I gave him.

Hence why this chaper exist.

Like the other character sheet I will write down what level and Species my character is as well the background.

Naturally the background is completely a fabrication as my MC is a human that was, somehow, in the Astral real before a god found him and dropped him of in the world of danmachi.

As I wrote in my "Spell list" chapter the MC is dropped as a level 20 character in Danmachi.

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Name: Jan

Race: Variant Human

Background: Astral drifter, Noble*

Level: 20 (18 in Warlock, 2 in Paladin)

* Two backgrounds, one to explain what happened to him and the other being there because there is no otherway to explain how people live in the 22st century in most countries.

Armor class: base 15, but changing based if its at the start of the story or when he is fully equipped

Hit dice: 18d8/ 2d10

Hit points: 162

Size: Medium

Proficiency Bonus: +6

Passive Perception: 17

Insight: 17

Investigate: 18

Ability Scores saving throws and Skills are written down when the character is at level 20. Magically enchanted item's that would influence a character stats, when wearing those item's, is not written down.

Item's that do those things will be written down at the Equipment section together with how they influence my MC

Ability Scores:

Strength*: 10 (0) max:B 799 growth hard

Dexterity*: 20 (+5) max:SSS 1299

Constitution*: 12 (+1) max: A 899

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

Wisdom: 13 (+1) doesn't have a stat

Charisma: 20 (+5) max: SSS 1299 normaly useless in the Danmachi world however since paladins and Warlocks use that as a spell modifier it will Cound as the magic statt (doesn't influence the looks of a person)

Saving throws

Strength +0 ( at base -1)^

Dexterity +5

Constitution +2 (at base +0)^

Intelligence +2

Wisdom +1

Charisma +5

^ Small info. I used two books that increased the base and maximum stats for Constitution and Strength. The two manuals for bodily Health and Strength are the reasons if people are interested in it.

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 B 799 (growth to rank A 899 and S 999 possible but extremely hard to do)

Endurance: max rank A 899 (Influenced by Constitution + less hits higher growth+ smal potential growth beyond S)

Dexterity: max rank SSS 1299

Agility: max rank SSS 1299 (Based on the skill Acrobatics+ growth beyond S rank is easier but have to break the limits of the human body before it can be reached)

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

Skills

Acrobatics +11

Animal handling +1

Arcana +2

Athletics 0

Deception +5

History +8

Insight +7

Intimidation +11

Investigation +8

Medicine +1

Nature +2

Perception +7

Performance +11

Persuasion +11

Religion +2

Sleight of hand +11

Stealth +11

Survival +7

Senses:Blindsight 3 meters, Darkvision 36 meters

Languages: Common, common sign Language

Armor: Heavy, Medium, Light, Shield

Weapons: martial, simple

Tools: Playing card set, leatherworker's Tool's, Smithing Tool's

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.)

Level 1: Paladin 1

Proficiencys: Intimidation, Insight

Level 2: Paladin 2: Fighting style

Blind Fighting

Level 3: Warlock 1: Patreon: Hexblade

Level 4: Warlock 2

Eldritch Invocation

Level 5: Warlock 3: Pact boon

Class Feature: Pact of the blade

Level 6: Warlock 4

Feat: Defensive Duelist

Level 7: Warlock 5

Level 8: Warlock 6

Level 9: Warlock 7

Level 10: Warlock 8

Feat: Spell sniper

Wisdom +1

Level 11: Warlock 9

Level 12: Warlock 10

Level 13: Warlock 11

Mystic Arcanum (6th level): form of ice

Level 14: Warlock 12

Ability score improvement

Dexterity +1

Charisma +1

Level 15: Warlock 13

Mystic Arcanum (7th level): Death ray

Level 16: Warlock 14

Level 17: Warlock 15

Mystic Arcanum (8th level): Seal Away

Level 18: Warlock 16

Ability score improvement

Charisma +2

Level 19: Warlock 17

Mystic Arcanum (9th level): Power word kill

Level 20: Warlock 18

Features:

From background/ race:

Noble:

Charisma +2

Intelligence +1

Origin feat: Skilled:

Acrobatics

Stealth

Investigation

Variant human:

Dexterity +2

Common sign Language

Skill Proficiencie: Perception

Origin feat: skilled 2:

Survival

Performance

Sleight of hand

Paladin:

Weapons masteries: Longsword, Longbow

Fighting style: Blind Fighting

Warlock:

Eldritch Invocation:

Improved Pact weapon, Agonising blast, devils sight, Devouring blade, Eldritch mind, Eldritch sight, Eldritch smite, Eldritch spear, lesson of the first one, Livedrinker, one with Shadiws, Thirsting blade

Agonising blast: Eldritch blast

Eldritch spear: Eldritch blast

Lessons of the first one: Tough

Equipment:

(Starting equipment at the time of MC coming into the world and on the way to Orario. Each ration of food and water last for 1 day. 20 rations= 20 days of food)

A Katana

Studded leather Armor

Back of Holding *

* ( Rations 20, water skin 4, leatherwork Tool's, smithing Tool's, pouch (1000 valis), A Book and ink pen)

Future equipment will be put at a later date

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