Show Log Entry
Adventure Title
Character creation
Character creation
Session
Date Played
2022-08-23 11:23:00 UTC
2022-08-23 11:23:00 UTC
Levels Gained
GP +/-
0.1
0.1
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Raimundo_O
Raimundo_O
DM DCI Number
6320847593
6320847593
Notes
**Race:** Shadar-Kai **Point buy:** STR: 13 DEX: 15 CON: 15 INT: 8 WIS: 14 CHA: 8 **Ability Score Increase:** DEX +2, CON +1 **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Trance** You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trance like meditation, during which you retain consciousness. Whenever you finish this Trance trait, you gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. **Keen Senses** You have proficiency in the Perception skill. **Necrotic Resistance** You have resistance to necrotic damage. **Blessing of the Raven Queen** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. Start at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. **Languages:** You can speak, read, and write Common and Elven. / **Background:** Haunted One **Skill Proficiencies:** Investigation, Religion **Languages:** Two of your choice ( **Dwarvish, Sylvan**) **Equipment:** A monster hunter’s pack and one trinket of special significance (**A pocket watch that runs backward for an hour every time a creature dies near you.** ). Also gain a set of set of common clothes and 1sp. / **Class:** Rogue **Hit Dice:** 1d8 per rogue level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords **Tools:** Thieves' tools **Saving Throws:** Dexterity, Intelligence **Skills:** Acrobatics, Insight, Sleight of Hand and Stealth **Equipment:** You start with the following equipment, in addition to the equipment granted by your background: (b) a shortsword (a) a shortbow and quiver of 20 arrows (c) an explorer's pack Leather armor, two daggers, and thieves' tools / **Expertise:** At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. **(Perception, Stealth)** At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. / **Sneak Attack:** Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. / **Thieves' Cant** During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
**Race:** Shadar-Kai **Point buy:** STR: 13 DEX: 15 CON: 15 INT: 8 WIS: 14 CHA: 8 **Ability Score Increase:** DEX +2, CON +1 **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Trance** You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trance like meditation, during which you retain consciousness. Whenever you finish this Trance trait, you gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. **Keen Senses** You have proficiency in the Perception skill. **Necrotic Resistance** You have resistance to necrotic damage. **Blessing of the Raven Queen** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. Start at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. **Languages:** You can speak, read, and write Common and Elven. / **Background:** Haunted One **Skill Proficiencies:** Investigation, Religion **Languages:** Two of your choice ( **Dwarvish, Sylvan**) **Equipment:** A monster hunter’s pack and one trinket of special significance (**A pocket watch that runs backward for an hour every time a creature dies near you.** ). Also gain a set of set of common clothes and 1sp. / **Class:** Rogue **Hit Dice:** 1d8 per rogue level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords **Tools:** Thieves' tools **Saving Throws:** Dexterity, Intelligence **Skills:** Acrobatics, Insight, Sleight of Hand and Stealth **Equipment:** You start with the following equipment, in addition to the equipment granted by your background: (b) a shortsword (a) a shortbow and quiver of 20 arrows (c) an explorer's pack Leather armor, two daggers, and thieves' tools / **Expertise:** At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. **(Perception, Stealth)** At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. / **Sneak Attack:** Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. / **Thieves' Cant** During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.