Show Log Entry
Adventure Title
Charakter Creation
Charakter Creation
Session
Date Played
2024-10-13 18:01:00 UTC
2024-10-13 18:01:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Raimundo_O
Raimundo_O
DM DCI Number
6320847593
6320847593
Notes
**Race:** Human PHB'24 **Point buy:** STR: 08 DEX: 15 CON: 14 INT: 10 WIS: 12 CHA: 14 **Ability Score Increase:** DEX +1, CHA +2 **Resourceful** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful** You gain proficiency in one skill of your choice. **Perception** **Versatile** You gain an Origin feat of your choice. **Musician** Instrument Training. You gain proficiency with three Musical Instruments of your choice. **Pan Flute, Drum, Lute** Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus. **Languages** You can speak, read, and write Common and two other languages **Primordial, Infernal** / **Background:** Variant Criminal (Spy) **Skill Proficiencies:** Deception, Stealth **Tool Proficiency:** One type of gaming set, thieves' tools **Equipment:** A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp **Feature:** Spy Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. **Specialty** Smuggler **Aditional Feat:** Magic Initiate (Wizard) Elementalism, Mind Sliver Shield 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. / **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. **Defense** / **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.
**Race:** Human PHB'24 **Point buy:** STR: 08 DEX: 15 CON: 14 INT: 10 WIS: 12 CHA: 14 **Ability Score Increase:** DEX +1, CHA +2 **Resourceful** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful** You gain proficiency in one skill of your choice. **Perception** **Versatile** You gain an Origin feat of your choice. **Musician** Instrument Training. You gain proficiency with three Musical Instruments of your choice. **Pan Flute, Drum, Lute** Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus. **Languages** You can speak, read, and write Common and two other languages **Primordial, Infernal** / **Background:** Variant Criminal (Spy) **Skill Proficiencies:** Deception, Stealth **Tool Proficiency:** One type of gaming set, thieves' tools **Equipment:** A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp **Feature:** Spy Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. **Specialty** Smuggler **Aditional Feat:** Magic Initiate (Wizard) Elementalism, Mind Sliver Shield 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. / **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. **Defense** / **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.