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Adventure Title
Rebuild 6 Shopping
Session
Date Played
2023-09-10 20:01:00 UTC
Levels Gained
GP +/-
-27.03
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
**Race: Varient Human** Ability Scores: Point Buy Str: 14 Dex: 14 (+1) Con: 11 Int: 14 (+1) Wis: 12 Cha: 11 Origin Proficiency: Religion Feat: Dungeon Delver Language: Common, Gnomish **Class: Rogue Level 14** Proficiencies Armor: light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from *Acrobatics*, *Athletics*, Deception, Insight, Intimidation, *Investigation*, Perception, Performance, Persuasion, Sleight of Hand, and *Stealth* Expertise: History, Athletics Language: Thieves' Cant **Season 12 Feat** Tough **Roguish Archetype: Thief** **lvl 4 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 score by 1, to a maximum of 20. --> *Constitution +1* 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. **lvl 6 Expetise: Athletics, Investigation** **lvl 8 Feat: Grappler **lvl 10 Feat: Fighting Initiate** Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have. *Superior Technique:* You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. **lvl12 Ability Score Improvement: +2 Stregth** **Background: Sage** Skill Proficiencies: History, Arcana Tool Proficiencies: Dice Set Languages: Dwarvish, Draconic **Shopping** Studded Leather Armor, 25 gb 10x paper, 2 gp 3x torch, 3cp