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
