Adventure Logsheet
Race: Elf (Drow) ** Ability Scores:** Str: 10 Dex: 14 Con: 14(+1) Int: 10 Wis: 17 Cha: 10 Racial Traits Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Class: Cleric Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons Tools: none Saving Throws: Wisdom, Charisma Skills: Choose 2 from Choose 2 from History, Insight, Medicine, Persuasion, and Religion. Starting Equipment (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest's pack or (b) an explorer's pack A shield and a holy symbol Priest's Pack Adventuring gear - 19 gp, 24 lb. Includes: a backpack a blanket 10 candles a tinderbox an alms box 2 blocks of incense a censer vestments 2 days of rations a waterskin. Background: Costum (Entertainer) Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: Disguise kit, one type of musical instrument Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp Feature: All Eyes on You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Sell: Mace (+2.5gp), Dagger(+2.5gp) Buy: Shortsword (-10gp)
Gold: 50gp Items: Navigators Tools, 5 Healers Kit.
Ally of the Snowman Ouen thanks the characters by granting each of them a shining bronze star that reads “Ally of the Snowmen”, nearly identical to the badges that his troops use. These trinkets are always cold to the touch and are worth 20 gp if the characters decide to sell them.
1x Poition of Healing -4 Uses Healing Kits