Adventure Logsheet
Race: Custom Lineage (TCE) Point buy: STR: 08 DEX: 14 CON: 15 INT: 08 WIS: 12 CHA: 15 Ability Score Increase: CHA +2 Creature type: You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size: You are Small or Medium (your choice). Speed: Your base walking speed is 30 feet. Ability Score Increase: One ability score of your choice increases by 2. Feat: You gain one feat of your choice for which you qualify. Variable Trait: You gain one of the following options of your choice: Darkvision with a range of 60 feet. Proficiency in one skill of your choice. Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. / Background: Grinner (EGtW) Skill Proficiencies: Deception, Performance Skill swap: Deception ---> Pesuation Tool Proficiencies: One type of musical instrument, thieves' tools Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15gp. / Class: Fighter Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Armor: All armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Athletics, Perception Equipment: (a) Chain mail (b) a Greatsword and a Greatsword (a) a light crossbow and 20 bolts (b) an explorer's pack / Fighting Style: Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. / Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. / +2 Lvl Fighter Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype: Echo Knight: (EGtW) Manifest Echo: At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. Unleash Incarnation: At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. / +2 Lvl Warlock 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 Lvl 5 Item Rod of the Pact Keeper +1
*** TRADE ENTRY ***
Sold: 1x Chain Mail +37,5 2x Greatsword +50 1x Light Crossbow +12,5 GP 10x Crossbow Bolts +5 GP Purchased: 1x Scale Mail -50 GP 1x Battleaxe -10 GP
Adventure Logsheet
-0,1 GP