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Character Creation
Character Creation
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2022-06-11 01:18:00 UTC
2022-06-11 01:18:00 UTC
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#### **Race**: Human (Variant) ______ #### Ability Scores: Str: 16(+1) Feat(+1) Dex: 12 Con: 15+1) Int: 8 Wis: 10 Cha: 8 ______ #### Racial Feat: Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * You are proficient with improvised weapons. * Your unarmed strike uses a d4 for damage. * When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. ______ #### Class: Fighter ##### **Proficiencies** **Armor:** light armor, medium armor, shields **Weapons:** simple weapons, martial weapons **Tools:** none **Saving Throws:** Strength, Constitution **Skills:** Choose 2 from Acrobatics, Animal Handling, **Athletics**, History, Insight, Intimidation, Perception, and Survival. ##### **Starting Equipment** **(a) chain mail** or (b) leather armor, longbow, and 20 arrows **(a) a martial weapon and a shield** or (b) two martial weapons (a) a light crossbow and 20 bolts or **(b) two handaxes** (a) a dungeoneer's pack or **(b) an explorer's pack** ##### **Explorer's Pack** *Adventuring gear - 10 gp, 59 lb.* ###### Includes: * a backpack * a bedroll * a mess kit * a tinderbox * 10 torches * 10 days of rations * a waterskin * 50 feet of hempen rope ______ #### Background: Sailor Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator's tools, vehicles (water) Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp #### Feature: Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ______ #### Feature: Knightly Regard You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
#### **Race**: Human (Variant) ______ #### Ability Scores: Str: 16(+1) Feat(+1) Dex: 12 Con: 15+1) Int: 8 Wis: 10 Cha: 8 ______ #### Racial Feat: Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * You are proficient with improvised weapons. * Your unarmed strike uses a d4 for damage. * When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. ______ #### Class: Fighter ##### **Proficiencies** **Armor:** light armor, medium armor, shields **Weapons:** simple weapons, martial weapons **Tools:** none **Saving Throws:** Strength, Constitution **Skills:** Choose 2 from Acrobatics, Animal Handling, **Athletics**, History, Insight, Intimidation, Perception, and Survival. ##### **Starting Equipment** **(a) chain mail** or (b) leather armor, longbow, and 20 arrows **(a) a martial weapon and a shield** or (b) two martial weapons (a) a light crossbow and 20 bolts or **(b) two handaxes** (a) a dungeoneer's pack or **(b) an explorer's pack** ##### **Explorer's Pack** *Adventuring gear - 10 gp, 59 lb.* ###### Includes: * a backpack * a bedroll * a mess kit * a tinderbox * 10 torches * 10 days of rations * a waterskin * 50 feet of hempen rope ______ #### Background: Sailor Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator's tools, vehicles (water) Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp #### Feature: Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ______ #### Feature: Knightly Regard You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.