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Adventure Title
Character Creation at LV 5
Character Creation at LV 5
Session
Date Played
2024-03-26 18:24:00 UTC
2024-03-26 18:24:00 UTC
Levels Gained
4
4
GP +/-
250.5
250.5
Downtime +/-
40.0
40.0
Location Played
Roll20
Roll20
DM Name
Raimundo_O
Raimundo_O
DM DCI Number
6320847593
6320847593
Notes
**Race: Tiefling (Variant; Winged) (SCAG)** **Ability Scores:** **Point Buy:** **STR 08 DEX 14 CON 15 INT 08 WIS 12 CHA 14** **+1 CON, +2 CHA** **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 **Hellish Resistance** You have resistance to fire damage.. **Winged** You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. **Languages:** Common, Infernal ________________________________________________________________________________________________________________ **Background:** Haunted One (CoS) **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: 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. **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. You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. **Aditional Feat:** Magic Initiate (Sorcerer) Lightning Lure, Mind Sliver Absorb Elements 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. _________________________________________________________________________________________________________________ **Fighter** **Hit Dice:** 1d10 **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Fighter level after 1st **Armor:** light armor, medium armor, heavy armor, shields **Weapons:** simple weapons, martial weapons **Saving Throws:** Strength, Constitution **Skills:** Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. **Starting Equipment** (a) chain mail (b) two martial weapons (2x **Hand Crossbow**) (a) a light crossbow and 20 bolts (a) a dungeoneer's pack
**Race: Tiefling (Variant; Winged) (SCAG)** **Ability Scores:** **Point Buy:** **STR 08 DEX 14 CON 15 INT 08 WIS 12 CHA 14** **+1 CON, +2 CHA** **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 **Hellish Resistance** You have resistance to fire damage.. **Winged** You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. **Languages:** Common, Infernal ________________________________________________________________________________________________________________ **Background:** Haunted One (CoS) **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: 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. **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. You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. **Aditional Feat:** Magic Initiate (Sorcerer) Lightning Lure, Mind Sliver Absorb Elements 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. _________________________________________________________________________________________________________________ **Fighter** **Hit Dice:** 1d10 **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Fighter level after 1st **Armor:** light armor, medium armor, heavy armor, shields **Weapons:** simple weapons, martial weapons **Saving Throws:** Strength, Constitution **Skills:** Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. **Starting Equipment** (a) chain mail (b) two martial weapons (2x **Hand Crossbow**) (a) a light crossbow and 20 bolts (a) a dungeoneer's pack
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bag of Holding | Uncommon | LvL 5 Award | false | ||
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |