Adventure Logsheet
Race: Lizardfolk (VGM) Point buy: STR: 10 DEX: 14 CON: 14 INT: 10 WIS: 15 CHA: 08 Ability Score Increase: CON+2, WIS +1 Speed Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Bite Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hold Breath You can hold your breath for up to 15 minutes at a time. Nature's Intuition: You gain proficiency with two of the following skills of your choice: Animal Handling, Insight, Nature, Medicine, Perception, Stealth, or Survival. Natural Armor You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. In battle, you can throw yourself into a vicious feeding frenzy. Hungry Jaws As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. 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. Languages: You can speak, read, and write Common and Draconic. / Background: Urchin (PHB): Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise kit, thieves' tools Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10gp City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. / Class: Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival / Equipment: You start with the following equipment, in addition to the equipment granted by your background: (b) Rapier (b) Short bow An explorer's pack and four javelins / Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. / Unarmored Defense: While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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Sold: 4x Rations 1 GP Purchased: 20x Arrows -1 GP
Story Award: Courage in the Face of Fear 1LvL Barbarian +Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. +Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Adventure Logsheet
Story Award: Mercy for the Merfolk King +1 Potion of Water Breathing 1LvL Druid + Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. + Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. (Produce Flame, Guidance) You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. + Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
*** TRADE ENTRY ***
Sold: Shortbow + 12,5 GP Purchased: Longbow -50 GP 20 Arrows -1 GP Wooden Shield -10 GP Thieves' Tools -25 GP Tent -2 GP Crowbar - 2 GP Caltrops -1 GP 5x Oil Flask -0,5 GP
Story Award: Worthy Sacrifice 1LvL Druid + Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. + Druid Circle: Circle of the Moon At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. + Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. + Wild Companion At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Adventure Logsheet
+1 Potion of Hill Giant Strength 1LvL Druid
Story Award: Anders Tharion Rescued 1 LvL Barbarian + Primal Path: Totem Warrior At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. + Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells as rituals. +Totem Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. +Primal Knowledge When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level ** (Athletics)**.
Purchased: Cold Weather Clothing -2 GP +1 Spell Scroll of Spider Climb 1LvL Druid ASI: +2 WIS
Adventure Logsheet
+1 Lvl Barbarian ASI: +2 WIS +2 LvL Druid + Circle Forms Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. +Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Equiped Magic Item Wand of Magic Missiles Common Magic Items Consumables Potion of Hill Giant Strength, Potion of Water Breathing , Spell Scroll of Spider Climb Stored Magic Item Circlet of Blasting, Bag of Holding, Common Magic Items Consumables