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Adventure Title
Character Rebuild PHB'24
Session
Date Played
2024-11-01 20:32:00 UTC
Levels Gained
GP +/-
Downtime +/-
Location Played
Roll20
DM Name
Raimundo_O
DM DCI Number
6320847593
Notes
**Race:** Aasimar PHB'24 **Point buy:** STR: 15 DEX: 08 CON: 15 INT: 08 WIS: 10 CHA: 14 **Ability Score Increase:** CON +1, CHA +2 **Celestial Resistance.** You have Resistance to Necrotic damage and Radiant damage. **Healing Hands** As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest. **Light Bearer** You know the Light cantrip. Charisma is your spellcasting ability for it. **Celestial Revelation** When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. **Heavenly Wings** Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. **Inner Radiance.** Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. **Necrotic Shroud** Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. **Languages** You can speak, read, and write Common, Celestial and Giant / **Background:** Outlander (PHB'14) **Skill Proficiencies:** Athletics, Survival **Tool Proficiency:** One type of musical instrument **Tool Proficiency swap:** Musical Instrument ---> Land Vehicle **Languages:** One of your choice **Equipment:** A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp **Feature:** Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. **Specialty** Guide **Aditional Feat:** Tough Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. / **Class:** Paladin **Hit Dice:** 1d10 per Paladin level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Paladin level after 1st **Armor:** Light, Medium, and Heavy armor and Shields **Weapons:** Simple and Martial weapons **Saving Throws:** Wisdom,Charisma **Skills:** Choose 2: Athletics, Insight, **Intimidation**, Medicine, **Persuasion**, or Religion. **Equipment:** You start with the following equipment, in addition to the equipment granted by your background: Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; ** / **Weapon Mastery:** Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.