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Character creation
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Date Played
2022-04-01 20:45:00 UTC
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8
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Roll20
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**Race:** Custom Lineage (TcO) **Point Buy:** STR: 08 DEX: 14 CON: 14 INT: 08 WIS: 12 CHA: 15 **Ability Score Increase:** +2 CHA **Languages:** Common, Sylvan **Bonus Feat:** Fey Touched (**+1 CHA**) Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the **Misty Step** spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic **(Sleep)**. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. **Variable Trait:** Darkvision with a range of 60 feet. **Background:** Feylost (WbtW) **Skill Proficiencies:** Deception, Survival **Tool Proficiencies:** One type of musical instrument **Languages:** Elvish **Equipment:** A musical instrument (one of your choice), a set of traveler's clothes, three trinkets and a pouch containing 8 GP **Fey Mark:** You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. You have a sweet scent, like that of nectar or honey **Feywild Visitor:** Dryad Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally. / **Hit Dice:** 1d8 per warlock level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st **Proficiencies** **Armor:** Light armor **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Wisdom, Charisma **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion **Equipment** (a) a light crossbow and 20 bolts (a) a component pouch (b) a dungeoneer's pack Leather armor, spear, and two daggers / **Cantrips:** Eldritch Blast, Minor Illusion **Spells Known:** Armor of Agathys, Hellish Rebuke / **Otherworldly Patron:** The Hexblade **Expanded Spell List:** Shield, Wrathful Smite **Hexblade's Curse:** Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. **Hex Warrior:** At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.