Show Log Entry
Adventure Title
Character Creation
Character Creation
Session
Date Played
2021-03-21 10:58:00 UTC
2021-03-21 10:58:00 UTC
Levels Gained
GP +/-
5
5
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
#### ***Point Buy Stats*** * Strength 8 * Dexterity 8 * Constitution 15 * Intelligence 15+1 * Wisdom 15+2 * Charisma 8 * APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D * ABILITY SCORE INCREASES * Racial Stat Bonuses Wisdom +2; Strength +1 changed to Int +1 #### **Race Features: (Firbolg)** * **Traits:** * **Speed.** Your base walking speed is 30 feet. * **Firbolg Magic.** You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your Spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or Long Rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with Humans and elves. * **Hidden Step.** As a Bonus Action, you can magically turn Invisible until the start of your next turn or until you Attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or Long Rest. * **Powerful Build.** You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. * **Speech of Beast and Leaf.** You have the ability to communicate in a limited manner with Beasts and Plants. They can understand the meaning of your words, though you have no Special ability to understand them in return. You have advantage on all Charisma checks you make to Influence them. * **Languages:** Common, Elvish, and Giant #### ***Class Features: (Druid)*** * ***Proficiencies*** * **Armor:** Light armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal) * **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears * **Tools:** Herbalism kit * **Saving Throws:** Intelligence, Wisdom * **Skills:** Choose two from Arcana, **Animal Handling**, Insight, Medicine, **Nature**, Perception, Religion, and Survival * **Equipment:** 1. wodden Shield 2. Quarterstaff 3. Leather Armor, an explorer’s pack, and a Druidic focus * ***1st Level Features*** Spellcasting Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. * Cantrips At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. * Guidance * Shillelagh** #### ***Background Features: (Hermit)*** * **Skill Proficiencies:** Medicine, Religion * **Tool Proficiencies:** * APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D * PROFICIENCY SWAPS * Herbalism kit changed to Alchemist's supplies * **Equipment:** * A scroll case stuffed full of notes from your studies or prayers * a winter Blanket, a set of Common clothes * an Herbalism kit * 5 gp * **Feature: Discovery** The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact Nature of this revelation depends on the Nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the Outer Planes, or the forces of Nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite History. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to Society. Work with your DM to determine the details of your discovery and its impact on the campaign.
#### ***Point Buy Stats*** * Strength 8 * Dexterity 8 * Constitution 15 * Intelligence 15+1 * Wisdom 15+2 * Charisma 8 * APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D * ABILITY SCORE INCREASES * Racial Stat Bonuses Wisdom +2; Strength +1 changed to Int +1 #### **Race Features: (Firbolg)** * **Traits:** * **Speed.** Your base walking speed is 30 feet. * **Firbolg Magic.** You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your Spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or Long Rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with Humans and elves. * **Hidden Step.** As a Bonus Action, you can magically turn Invisible until the start of your next turn or until you Attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or Long Rest. * **Powerful Build.** You count as one size larger when determining your carrying Capacity and the weight you can push, drag, or lift. * **Speech of Beast and Leaf.** You have the ability to communicate in a limited manner with Beasts and Plants. They can understand the meaning of your words, though you have no Special ability to understand them in return. You have advantage on all Charisma checks you make to Influence them. * **Languages:** Common, Elvish, and Giant #### ***Class Features: (Druid)*** * ***Proficiencies*** * **Armor:** Light armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal) * **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears * **Tools:** Herbalism kit * **Saving Throws:** Intelligence, Wisdom * **Skills:** Choose two from Arcana, **Animal Handling**, Insight, Medicine, **Nature**, Perception, Religion, and Survival * **Equipment:** 1. wodden Shield 2. Quarterstaff 3. Leather Armor, an explorer’s pack, and a Druidic focus * ***1st Level Features*** Spellcasting Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. * Cantrips At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. * Guidance * Shillelagh** #### ***Background Features: (Hermit)*** * **Skill Proficiencies:** Medicine, Religion * **Tool Proficiencies:** * APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D * PROFICIENCY SWAPS * Herbalism kit changed to Alchemist's supplies * **Equipment:** * A scroll case stuffed full of notes from your studies or prayers * a winter Blanket, a set of Common clothes * an Herbalism kit * 5 gp * **Feature: Discovery** The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact Nature of this revelation depends on the Nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the Outer Planes, or the forces of Nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite History. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to Society. Work with your DM to determine the details of your discovery and its impact on the campaign.