Adventure Logsheet
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.