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Adaption for D&D2024
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2024-09-29 23:59:00 UTC
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**Quirk** **1.Class** Warlock/Sorcerer **2.Origin** **Race: Goblin** **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 can't discern color in darkness, only shades of gray. **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Fury of the Small** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest, and you can use it no more than once per turn. **Nimble Escape** You can take the Disengage or Hide action as a bonus action on each of your turns. **Background: Wayfarer** Abilities: DEX +1, CHA +2 Feat: Lucky Skills: Insight, Stealth Tools: Thieves' Tools Equipment: 50 GP or two daggers, Thieves’ Tools, any Gaming Set, a bedroll, two pouches, traveler’s clothes, and 15 GP. **Abilities** STR 8 (0) DEX 15 (9) [+1] CON 14 (7) INT 10 (2) WIS 10 (2) CHA 14 (7) [+2] **Alignment** Chaotic Good (CG) **Personality** **by Attributes** Indirect Fidgety Hearty Informative/Uninformed Wary/Naive Inspiring **by Alignment** Rebellious - Kind **Warlock 2** HP: 8+5 Save Proficiencies: Wisdom and Charisma Skill Proficiencies: 2 of Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion Weapon Proficiencies: Simple Weapons Armor Training: Light armor Starting Equipment: Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP **Class Features** Eldritch Invocations: 3 Pact Magic: 2 Cantrips 2 spells prepared, 1 spell slot level 1 3 Eldritch Invocations: **Magical Cunning** You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest. **Sorcerer 2** HP: 4+4 **Class Features** **Spellcasting** 4 Cantrips: 4 Prepared Spells: 3 Spell slots level 1 **Innate Sorcery** An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest. **Font of Magic: 2 Sorcery Points** **Metamagic: 2 Metamagic Options** Empowered Spell Seeking Spell