Show Log Entry
Adventure Title
Character Creation
Character Creation
Session
Date Played
2024-09-23 19:30:00 UTC
2024-09-23 19:30:00 UTC
Levels Gained
GP +/-
10
10
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Raimundo_O
Raimundo_O
DM DCI Number
6320847593
6320847593
Notes
**Race:** Bugbear (MPMM) **Point buy:** STR: 12 DEX: 14 CON: 08 INT: 10 WIS: 13 CHA: 15 **Ability Score Increase:** STR +1, WIS +1, CHA +1 **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Long-Limbed** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. **Powerful Build** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Sneaky** You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. **Surprise Attack** If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat. **Languages:** Languages. You can speak, read, and write Common and one other language. **(Goblin)** / **Background:** Giant Foundling **Skill Proficiencies:** Intimidation, Survival **Languages:** Giant and one other language of your choice **(Primordial)** **Tool Proficiency:** Choose one kind of Musical Instrument **Tool Proficiency swap:** Musical Instrument Water Vehicles **Equipment:** A backpack, a set of traveler's clothes, a small stone or sprig that reminds you of home, and a pouch containing 10 gp **Feature:** Strike of the Giants You gain the **Strike of the Giants feat.** **Strike of the Giants** You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose: **Hill Strike** The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition. / **Class:** Fighter **Hit Dice:** 1d10 per fighter level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per rogue level after 1st **Armor:** Light, Medium, and Heavy armor and Shields **Weapons:** Simple and Martial weapons **Saving Throws:** Strength,Constitution **Skills:** Choose 2: Acrobatics, Animal Handling, **Athletics**, History, Insight, Intimidation, Persuasion, **Perception**, or Survival. **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; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP / **Fighting Style:** You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. **Great Weapon Fighting** Fighting Style Feat (Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit. / **Weapon Mastery:** Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table. **Mastery: Graze, Mastery: Cleave, Mastery: Push**
**Race:** Bugbear (MPMM) **Point buy:** STR: 12 DEX: 14 CON: 08 INT: 10 WIS: 13 CHA: 15 **Ability Score Increase:** STR +1, WIS +1, CHA +1 **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Long-Limbed** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. **Powerful Build** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Sneaky** You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. **Surprise Attack** If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat. **Languages:** Languages. You can speak, read, and write Common and one other language. **(Goblin)** / **Background:** Giant Foundling **Skill Proficiencies:** Intimidation, Survival **Languages:** Giant and one other language of your choice **(Primordial)** **Tool Proficiency:** Choose one kind of Musical Instrument **Tool Proficiency swap:** Musical Instrument Water Vehicles **Equipment:** A backpack, a set of traveler's clothes, a small stone or sprig that reminds you of home, and a pouch containing 10 gp **Feature:** Strike of the Giants You gain the **Strike of the Giants feat.** **Strike of the Giants** You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose: **Hill Strike** The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition. / **Class:** Fighter **Hit Dice:** 1d10 per fighter level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per rogue level after 1st **Armor:** Light, Medium, and Heavy armor and Shields **Weapons:** Simple and Martial weapons **Saving Throws:** Strength,Constitution **Skills:** Choose 2: Acrobatics, Animal Handling, **Athletics**, History, Insight, Intimidation, Persuasion, **Perception**, or Survival. **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; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP / **Fighting Style:** You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. **Great Weapon Fighting** Fighting Style Feat (Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit. / **Weapon Mastery:** Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table. **Mastery: Graze, Mastery: Cleave, Mastery: Push**