Adventure Logsheet
Race: Reborn Fairy (VRGR) Point Buy: STR 08 / DEX 15 / CON 15 / INT 08 / WIS 08 / CHA 15 Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 DEX +1 / CON +1 / CHA +1 Creature Type: Fey Speed: 30 ft., fly equal to your walking speed. Size: You are Medium or Small. You choose the size when you gain this lineage. Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Deathless Nature: You have escaped death, a fact represented by the following benefits: - You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. - You have advantage on death saving throws. - You don't need to eat, drink, or breathe. - You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. Knowledge from a Past Life: You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Languages: You can speak, read, and write Common and Draconic Background: Haunted One (VRGR) Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, or Survival Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon Equipment: Monster hunter's pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a set of common clothes, one trinket of special significance (choose one or roll on the Horror Trinkets table), and 1 sp Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Harrowing Event Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table. Additional Feat: Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Sorcerer Shocking grasp, Mind Sliver Mage Armor Warlock Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st Proficiencies Armor: light armor Weapons: simple weapons Saving Throws: Wisdom, Charisma Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. Starting Equipment (a) a light crossbow and 20 bolts or (b) any simple weapon (b) an arcane focus (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers The Undead (VRGR p30) Expanded Spell List 1st bane, false life 2nd blindness/deafness, phantasmal force 3rd phantom steed, speak with dead 4th death ward, greater invisibility 5th antilife shell, cloudkill Form of Dread 1st-level Undead feature You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: You gain temporary hit points equal to 1d10 + your warlock level. Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
+1 Potion of Healing
Adventure Logsheet
+1 Assassin's Blood (Ingested) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.