Show Log Entry
Adventure Title
Character creation
Character creation
Session
Date Played
2022-04-25 15:32:00 UTC
2022-04-25 15:32:00 UTC
Levels Gained
GP +/-
25
25
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Raimundo_O
Raimundo_O
DM DCI Number
6320847593
6320847593
Notes
**Race:** Hobgoblin **Point buy:** STR: 08 DEX: 15 CON: 14 INT: 15 WIS: 10 CHA: 08 **Ability Score Increase:** CON +2, INT+1 **Tashas Custom Origin:** INT+2, DEX +1 **Martial Training:** You are proficient with two martial weapons of your choice (**Rapier, Longbow**) and with light armor. **Proficiencie swap:** Light armor ---> Shields **Saving Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. **Languages:** You can speak, read, and write Common and Goblin. / **Background:** Noble - Knight **Skill Proficiencies:** History, Persuasion **Skill Proficiencie swap:** Persuasion ---> Stealth **Tool Proficiencies:** One type of gaming set **Tool Proficiencie swap:** Gaming set ---> Thieves' Tools **Languages:** One of your choice ( **Elvish**) **Equipment:** A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 GP **Variant Feature: Retainers:** If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. / **Class:** Wizard **Hit Dice:** 1d6 per wizard level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st **Armor:** None **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** None **Saving Throws:** Intelligence, Wisdom **Skills:** Arcana, Investigation **Equipment:** You start with the following equipment, in addition to the equipment granted by your background: (b) a dagger (a) a component pouch (b) an explorer's pack A spellbook / **Cantrips:** Mage Hand, Fire Bolt, Minor Illusion **Spells Known:** Find Familiar, False Life, Chromatic Orb, Color Spray, Expeditious Retreat, Sleep / **Arcane Recovery** You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
**Race:** Hobgoblin **Point buy:** STR: 08 DEX: 15 CON: 14 INT: 15 WIS: 10 CHA: 08 **Ability Score Increase:** CON +2, INT+1 **Tashas Custom Origin:** INT+2, DEX +1 **Martial Training:** You are proficient with two martial weapons of your choice (**Rapier, Longbow**) and with light armor. **Proficiencie swap:** Light armor ---> Shields **Saving Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. **Languages:** You can speak, read, and write Common and Goblin. / **Background:** Noble - Knight **Skill Proficiencies:** History, Persuasion **Skill Proficiencie swap:** Persuasion ---> Stealth **Tool Proficiencies:** One type of gaming set **Tool Proficiencie swap:** Gaming set ---> Thieves' Tools **Languages:** One of your choice ( **Elvish**) **Equipment:** A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 GP **Variant Feature: Retainers:** If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. / **Class:** Wizard **Hit Dice:** 1d6 per wizard level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st **Armor:** None **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** None **Saving Throws:** Intelligence, Wisdom **Skills:** Arcana, Investigation **Equipment:** You start with the following equipment, in addition to the equipment granted by your background: (b) a dagger (a) a component pouch (b) an explorer's pack A spellbook / **Cantrips:** Mage Hand, Fire Bolt, Minor Illusion **Spells Known:** Find Familiar, False Life, Chromatic Orb, Color Spray, Expeditious Retreat, Sleep / **Arcane Recovery** You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.