Kazoku (Nana)

Season:
HC
Race:
Shadar-kai
Class:
Fighter 1
Background:
Archaeologist
Lifestyle:
Modest
Current Level:
1
Total GP:
17.5
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2022-07-14 18:28 Purchase Log -7.5 Show Purchase

Sell:
Chain Mail (+37,5GP)
Buy:
Studded Leather (-45GP)

2022-07-14 17:52 Character Creation 25 Show

Race: **
Shadar-kai
*Creature Type: *
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
*Size: *
You are Medium.
*Speed: *
Your walking speed is 30 feet.
**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.
Starting 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.
Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry: **
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
**Keen Senses:

You have proficiency in the Perception skill.
Necrotic Resistance:
You have resistance to necrotic damage.
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 trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can 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.

Class: **
Fighter
**Proficiencies;

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Skill Proficiency: Insight, Acrobatics
Fighting Style:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.

Abillity Scores:

Str: 8
Dex: 15 (+2) ► 17
Con: 15 (+1) ► 16
Int: 8
Wis: 15
Cha: 8

Background:
Archaeologist
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
Skill Proficiencies:History, Survival
Tool Proficiencies:Cartographer's Tools
Languages: Undercommon
Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Fighter Starting Equipment
a) chain mail b)leather armor, longbow, and 20 arrows
a) chain mail

a) a martial weapon and a shield b) two martial weapons
b) two martial weapons

a) a light crossbow and 20 bolts b) two handaxes
a) a light crossbow and 20 bolts

a) a dungeoneer's pack b) an explorer's pack
a) a dungeoneer's pack

a dungeoneer's pack :
Adventuring gear - 25 gp, 151,5 lb.
Includes:
a backpack,
a crowbar,
a hammer,
10 pitons,
10 torches,
a tinderbox,
10 days of rations,
a waterskin.
a 50 feet of hempen rope

Archaeologist Starting Equipment:
a wooden case containing a map to a ruin or dungeon
a bullseye lantern
a miner's pick
a set of traveler’s clothes
a shovel
a two-person tent
a trinket recovered from a dig site

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2022-07-14 18:28 Purchase Log Show Purchase

Sell:
Chain Mail (+37,5GP)
Buy:
Studded Leather (-45GP)

2022-07-14 17:52 Character Creation Show

Race: **
Shadar-kai
*Creature Type: *
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
*Size: *
You are Medium.
*Speed: *
Your walking speed is 30 feet.
**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.
Starting 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.
Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry: **
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
**Keen Senses:

You have proficiency in the Perception skill.
Necrotic Resistance:
You have resistance to necrotic damage.
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 trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can 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.

Class: **
Fighter
**Proficiencies;

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Skill Proficiency: Insight, Acrobatics
Fighting Style:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.

Abillity Scores:

Str: 8
Dex: 15 (+2) ► 17
Con: 15 (+1) ► 16
Int: 8
Wis: 15
Cha: 8

Background:
Archaeologist
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
Skill Proficiencies:History, Survival
Tool Proficiencies:Cartographer's Tools
Languages: Undercommon
Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Fighter Starting Equipment
a) chain mail b)leather armor, longbow, and 20 arrows
a) chain mail

a) a martial weapon and a shield b) two martial weapons
b) two martial weapons

a) a light crossbow and 20 bolts b) two handaxes
a) a light crossbow and 20 bolts

a) a dungeoneer's pack b) an explorer's pack
a) a dungeoneer's pack

a dungeoneer's pack :
Adventuring gear - 25 gp, 151,5 lb.
Includes:
a backpack,
a crowbar,
a hammer,
10 pitons,
10 torches,
a tinderbox,
10 days of rations,
a waterskin.
a 50 feet of hempen rope

Archaeologist Starting Equipment:
a wooden case containing a map to a ruin or dungeon
a bullseye lantern
a miner's pick
a set of traveler’s clothes
a shovel
a two-person tent
a trinket recovered from a dig site

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2022-07-14 18:28 Purchase Log -7.5 Show Purchase

Sell:
Chain Mail (+37,5GP)
Buy:
Studded Leather (-45GP)

2022-07-14 17:52 Character Creation 25 Show

Race: **
Shadar-kai
*Creature Type: *
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
*Size: *
You are Medium.
*Speed: *
Your walking speed is 30 feet.
**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.
Starting 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.
Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry: **
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
**Keen Senses:

You have proficiency in the Perception skill.
Necrotic Resistance:
You have resistance to necrotic damage.
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 trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can 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.

Class: **
Fighter
**Proficiencies;

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Skill Proficiency: Insight, Acrobatics
Fighting Style:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.

Abillity Scores:

Str: 8
Dex: 15 (+2) ► 17
Con: 15 (+1) ► 16
Int: 8
Wis: 15
Cha: 8

Background:
Archaeologist
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
Skill Proficiencies:History, Survival
Tool Proficiencies:Cartographer's Tools
Languages: Undercommon
Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Fighter Starting Equipment
a) chain mail b)leather armor, longbow, and 20 arrows
a) chain mail

a) a martial weapon and a shield b) two martial weapons
b) two martial weapons

a) a light crossbow and 20 bolts b) two handaxes
a) a light crossbow and 20 bolts

a) a dungeoneer's pack b) an explorer's pack
a) a dungeoneer's pack

a dungeoneer's pack :
Adventuring gear - 25 gp, 151,5 lb.
Includes:
a backpack,
a crowbar,
a hammer,
10 pitons,
10 torches,
a tinderbox,
10 days of rations,
a waterskin.
a 50 feet of hempen rope

Archaeologist Starting Equipment:
a wooden case containing a map to a ruin or dungeon
a bullseye lantern
a miner's pick
a set of traveler’s clothes
a shovel
a two-person tent
a trinket recovered from a dig site