Show Log Entry
Adventure Title
Rebuild
Rebuild
Session
Date Played
2022-11-11 12:15:00 UTC
2022-11-11 12:15:00 UTC
Levels Gained
2
2
GP +/-
Downtime +/-
Location Played
Roll20
Roll20
DM Name
DM DCI Number
Notes
# Race: Eladrin **Languages**: Common, Elven **Proficiencies**: Perception **ASI**: +2 Dex, +1 Wis ## Features: - Darkvision (60 ft.) - Fey Ancestry - Fey Step - Trance # Background: Hermit **Skill Proficiencies**: Insight, Investigation (Customized - Investigator) **Tool Proficiencies**: Artisan's tool (Woodcarver? "buying" Arrows?), thieves' tools # Heroic Chronicle **3 - Mysterious Stranger gave you an Item** *A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the Ally and Rival Identities table to determine the identity of the stranger. Then roll on Magic Item Table B in the Dungeon Master's Guide to determine the item. If you roll a consumable item from the table, roll again.* - Mithral Plate **5 - Trained by famous Warrior** *A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master's Guide. You also have the Martial Adept feat from the Player's Handbook.* **Martial Adept**: - 1 superiority die (d6) - 2 Maneuvers: Precision Attack, Quick Toss **Signature Weapon**: Guarding Bolt (Dart), common magical weapon with special features: - **Creator**: *Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel.* - **History**: *Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer.* - **Minor Property**: *Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.* - **Quirk**: *Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.* **7 - Tutored by Famous Mage** *A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the Magic Initiate feat from the Player's Handbook.* **Magic Initiate**: - Cantrips: Prestidigitation, Minor Illusion - Spells: Find Familiar # Ability Scores **Method**: Point Buy **Strength**: 8 **Dexterity**: 15 +2 = 17 **Constitution**: 14 **Intelligence**: 10 **Wisdom**: 15 +1 = 16 **Charisma**: 8 # Class: Horizon Walker Ranger 4/Life Cleric 1 **Skill Proficiencies**: Nature, Stealth, Survival ## Features Ranger: - Deft Explorer (Canny: Sylvan, Primordial, Perception exp.) - Favored Foe - Fighting Style (Archery) - Spellcasting - Primal Awareness (PA) - Horizon Walker Magic (HW) - Detect Portal - Planar Warrior ### Spells Ranger **1st Level**: Protection from Evil and Good (HW), Speak with Animals (PA), Absorb Elements, Goodberry Entangle ## Features Cleric: - Domain Spells (Life) - Bonus Proficiency (Heavy Armor) - Disciple of Life ### Spells Cleric: **Cantrips**: Guidance, Maneding, Sacred Flame **1st Level**: Bless (Life), Cure Wounds (Life), Usually Prepared (4x): Create or Destroy Water, Healing Word, Detect Magic, Sanctuary ## ASI's: - Level 4 Ranger - Sharpshooter ## Level 5 Item - Longbow +1
# Race: Eladrin **Languages**: Common, Elven **Proficiencies**: Perception **ASI**: +2 Dex, +1 Wis ## Features: - Darkvision (60 ft.) - Fey Ancestry - Fey Step - Trance # Background: Hermit **Skill Proficiencies**: Insight, Investigation (Customized - Investigator) **Tool Proficiencies**: Artisan's tool (Woodcarver? "buying" Arrows?), thieves' tools # Heroic Chronicle **3 - Mysterious Stranger gave you an Item** *A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the Ally and Rival Identities table to determine the identity of the stranger. Then roll on Magic Item Table B in the Dungeon Master's Guide to determine the item. If you roll a consumable item from the table, roll again.* - Mithral Plate **5 - Trained by famous Warrior** *A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master's Guide. You also have the Martial Adept feat from the Player's Handbook.* **Martial Adept**: - 1 superiority die (d6) - 2 Maneuvers: Precision Attack, Quick Toss **Signature Weapon**: Guarding Bolt (Dart), common magical weapon with special features: - **Creator**: *Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel.* - **History**: *Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer.* - **Minor Property**: *Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.* - **Quirk**: *Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.* **7 - Tutored by Famous Mage** *A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the Magic Initiate feat from the Player's Handbook.* **Magic Initiate**: - Cantrips: Prestidigitation, Minor Illusion - Spells: Find Familiar # Ability Scores **Method**: Point Buy **Strength**: 8 **Dexterity**: 15 +2 = 17 **Constitution**: 14 **Intelligence**: 10 **Wisdom**: 15 +1 = 16 **Charisma**: 8 # Class: Horizon Walker Ranger 4/Life Cleric 1 **Skill Proficiencies**: Nature, Stealth, Survival ## Features Ranger: - Deft Explorer (Canny: Sylvan, Primordial, Perception exp.) - Favored Foe - Fighting Style (Archery) - Spellcasting - Primal Awareness (PA) - Horizon Walker Magic (HW) - Detect Portal - Planar Warrior ### Spells Ranger **1st Level**: Protection from Evil and Good (HW), Speak with Animals (PA), Absorb Elements, Goodberry Entangle ## Features Cleric: - Domain Spells (Life) - Bonus Proficiency (Heavy Armor) - Disciple of Life ### Spells Cleric: **Cantrips**: Guidance, Maneding, Sacred Flame **1st Level**: Bless (Life), Cure Wounds (Life), Usually Prepared (4x): Create or Destroy Water, Healing Word, Detect Magic, Sanctuary ## ASI's: - Level 4 Ranger - Sharpshooter ## Level 5 Item - Longbow +1
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
🗹 (UC) Longbow +1 | Uncommon | AL Player's Guide | true | ||
Weapon (Longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. | |||||
🗹 (UC) Mithral Plate | Uncommon | DMG Magic Item Table B (Heroic Chronicle Number 3) | true | ||
Armor (Plate), uncommon Mithral is a light, flexible metal. A mithral Chain Shirt or Breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. | |||||
🗹 (C) Guardian Bolt (Dart) | Common | Heroic Chronicle Number 5 | false | ||
**Signature Weapon**: Guarding Bolt (Dart), common magical weapon with special features: - **Creator**: *Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel.* - **History**: *Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer.* - **Minor Property**: *Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.* - **Quirk**: *Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.* |