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Character creation
Character creation
Session
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2022-03-17 15:00:00 UTC
2022-03-17 15:00:00 UTC
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GP +/-
20
20
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Roll20
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**Race:** Topaz Dragonborn (FToD) **Point Buy:** STR: 12 DEX: 12 CON: 15 INT: 08 WIS: 8 CHA: 15 **Ability Score Increase:** +1 STR +1 CON +1 CHA **Languages:** Common, Draconic **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Draconic Resistance:** You have resistance to the damage type associated with your Gem Ancestry. **Psionic Mind:** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. **Background:** Faceless (DiA): **Skill Proficiencies:** Deception, Intimidation **Tool Proficiencies:** Disguise kit **Languages:** Primordial **Equipment:** A disguise kit, a costume, and a pouch containing 10 GP **Class:** Paladin (+13 HP) **Armor:** All armor, shields **Weapons:** Simple weapons, martial weapons **Tools:**None **Saving** Throws: Wisdom, Charisma **Skills:** Athletics, Medicine **Skill swap:** Medicine ---> Perception **Divine Sense** The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. **Lay on Hands** Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. **Equipment** You start with the following equipment, in addition to the equipment granted by your background: (a) warhammer, shield (a) five javelins (b) an explorer's pack Chain mail and a holy symbol 10 GP
**Race:** Topaz Dragonborn (FToD) **Point Buy:** STR: 12 DEX: 12 CON: 15 INT: 08 WIS: 8 CHA: 15 **Ability Score Increase:** +1 STR +1 CON +1 CHA **Languages:** Common, Draconic **Breath Weapon:** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Draconic Resistance:** You have resistance to the damage type associated with your Gem Ancestry. **Psionic Mind:** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. **Background:** Faceless (DiA): **Skill Proficiencies:** Deception, Intimidation **Tool Proficiencies:** Disguise kit **Languages:** Primordial **Equipment:** A disguise kit, a costume, and a pouch containing 10 GP **Class:** Paladin (+13 HP) **Armor:** All armor, shields **Weapons:** Simple weapons, martial weapons **Tools:**None **Saving** Throws: Wisdom, Charisma **Skills:** Athletics, Medicine **Skill swap:** Medicine ---> Perception **Divine Sense** The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. **Lay on Hands** Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. **Equipment** You start with the following equipment, in addition to the equipment granted by your background: (a) warhammer, shield (a) five javelins (b) an explorer's pack Chain mail and a holy symbol 10 GP