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Adventure Title
Character Creation
Session
Date Played
2021-06-20 11:50:00 UTC
Levels Gained
GP +/-
10
Downtime +/-
Location Played
DM Name
DM DCI Number
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# **Race: Human Variant** **Ability Scores:** Point Buy STR: 14 DEX: 8 CON: 16 (+1) INT: 8 WIS: 16 (+1) CHA: 10 ASI: (CON+1, WIS+1) Feat: War Caster (explained below) Class: Cleric Background: Sailor Deity: Umberlee Godess of the Sea **Proficiencies:** Armor: light, medium, heavy, shields Weapon: simple Language: Dwarvish, Common Tool Proficiencies: Navigator's tools, vehicles (water) Skill Proficiency Human: Acrobatics Skill Proficiency Background: Athletics, Perception Skill Profiency Class: Insight, Medicine Saving Throws: WIS, CHA **Starting Equipment** You start with the following equip⁠ment, in addition to the equi⁠pment⁠ granted by your background: (a) a mace (c) Chain Mail (a) a Light Crossbow and 20 bolts (b) an explorer’s pack A Shield and a holy symbol⁠ Explorers pack: Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope Equipment (Background): A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or 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 pouch containing 10gp Trinket: A glass jar containing lard with a label that reads, “Griffon Grease” **Feat War Caster:** You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.