Show Log Entry

Adventure Title
Character Creation
Session
Date Played
2023-12-30 11:11:00 UTC
Levels Gained
GP +/-
8
Downtime +/-
Location Played
Roll20
DM Name
Raimundo_O
DM DCI Number
6320847593
Notes
**Race: Eladrin (MpMM)** **Ability Scores:** **Point Buy:** **STR 08 DEX 14 CON 15 INT 15 WIS 12 CHA 08** (a) Choose any +2; choose any other +1 (b) Choose three different +1 **+1 CON, +2 INT** **Size:** Medium **Speed:** 30 ft. **Darkvision** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Fey Step** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race): **Spring** When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. **Keen Senses** You have proficiency in the Perception skill. **Trance** 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 a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. **Languages:** Common, Elvish ________________________________________________________________________________________________________________ **Background:** Feylost (WBtW) **Skill Proficiencies:** Deception, Survival **Skill Swap: Deception, Survival ---> History, Religion** **Tool Proficiencies:** One type of musical instrument **Tool Proficiencie Swap: One type of musical instrument ---> Dragonchess Set** **Languages:** One of your choice of Elvish, Gnomish, Goblin, or **Sylvan** **Equipment:** A musical instrument **(Bagpipes)**, a set of traveler's clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp **Feature: Feywild Connection** Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. **Fey Mark** You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. **Flowers either bloom or wilt in your presence. You have a mood specific scent, like that of sweet nectar or rotting corpses.** **Aditional Feat:** Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. _________________________________________________________________________________________________________________ **Hit Dice:** 1d8 Hit Points at 1st Level: 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Artificer level after 1st Proficiencies **Armor:** light armor, medium armor, shields **Weapons:** simple weapons, firearms **Tools:** thieves' tools, tinker's tools, one type of artisan's tools of your choice **(Woodcarver's tools)** **Saving Throws:** Constitution, Intelligence **Skills:** Choose 2 from **Arcana**, History, **Investigation**, Medicine, Nature, Perception, and Sleight of Hand. **Starting Equipment** You start with the following items, plus anything provided by your background. any two simple weapons of your choice **(2x Hand Crossbow)** a light crossbow and 20 bolts (a) studded leather armor or **(b) scale mail** thieves' tools and a dungeoneer's pack