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Character creation
Character creation
Session
Date Played
2022-04-05 11:00:00 UTC
2022-04-05 11:00:00 UTC
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GP +/-
15
15
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Roll20
Roll20
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**Race:** Lightfoot Halfling **Point buy:** STR: 08 DEX: 14 CON: 15 INT: 13 WIS: 08 CHA: 14 **Ability Score Increase:** CON +1 CHA +2 **Age:** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. **Size:** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small. **Speed:** Your base walking speed is 25 feet. **Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. **Brave:** You have advantage on saving throws against being frightened. **Nimble:** You can move through the space of any creature that is of a size larger than yours. **Languages:** You can speak, read, and write Common and Halfling. **Ability Score Increase:** Your Charisma score increases by 1. **Naturally Stealthy:** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. / **Background:** Rewarded **Skill Proficiencies:** Insight, Persuasion **Languages:** None **Equipment:** A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp **Feature: Fortune's Favor** Your unexpected good fortune is reflected by a minor boon. You gain the ** Lucky,** Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life. / **Class:** Bard **Hit Dice:** 1d8 per bard level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st **Proficiencies** **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools:** Three musical instruments of your choice **(Lute, Flute, Viol)** **Saving Throws:** Dexterity, Charisma **Skills:** Choose any three **(Persuasion, Stealth, Arcana)** **Equipment** You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier (b) an entertainer's pack (b) a Flute Leather armor and a dagger / **Bardic Inspiration** You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
**Race:** Lightfoot Halfling **Point buy:** STR: 08 DEX: 14 CON: 15 INT: 13 WIS: 08 CHA: 14 **Ability Score Increase:** CON +1 CHA +2 **Age:** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. **Size:** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small. **Speed:** Your base walking speed is 25 feet. **Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. **Brave:** You have advantage on saving throws against being frightened. **Nimble:** You can move through the space of any creature that is of a size larger than yours. **Languages:** You can speak, read, and write Common and Halfling. **Ability Score Increase:** Your Charisma score increases by 1. **Naturally Stealthy:** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. / **Background:** Rewarded **Skill Proficiencies:** Insight, Persuasion **Languages:** None **Equipment:** A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp **Feature: Fortune's Favor** Your unexpected good fortune is reflected by a minor boon. You gain the ** Lucky,** Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life. / **Class:** Bard **Hit Dice:** 1d8 per bard level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st **Proficiencies** **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools:** Three musical instruments of your choice **(Lute, Flute, Viol)** **Saving Throws:** Dexterity, Charisma **Skills:** Choose any three **(Persuasion, Stealth, Arcana)** **Equipment** You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier (b) an entertainer's pack (b) a Flute Leather armor and a dagger / **Bardic Inspiration** You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.