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Adventure Title
Character Creation
Character Creation
Session
0
0
Date Played
2024-06-13 23:52:00 UTC
2024-06-13 23:52:00 UTC
Levels Gained
0
0
GP +/-
10
10
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Claudia N.
Claudia N.
DM DCI Number
1337
1337
Notes
**Race:** Half-Elf **Class:** Cleric **Background:** Anthropologist (Halfling) **Saving Throws:** Wis, Cha **Skill Profs:** Animal Handling, Insight, Medicine, Nature, Persuation, Religion, Survival ***Ability Scores: *** Str: 14 (+1 drin) Dex: 8 Con: 13 Int: 12 Wis: 16 (+2) Cha: 14 (+1 drin) ***Features:*** **Fey Ancestry:** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Darkvision:** Thanks to your elf blood, you have superior vision in dark and dim conditions. 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. **Ritual Casting:** You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Feature: Adept Linguist** You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level. **Feature: Cultural Chameleon** Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted. ***Channel Divinity*** Channel Divinity: Turn Undead Channel Divinity: Charm Animals and Plants ***Feat:*** **Magic Initiate:** Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. (Cantrips: Fire Bolt, Prestidigitation 1 Lvl Spell: Shield) **Proficiencies:** Languages: Common, Elvish, Halfling, Dwarvish, Draconic Armor: Light, Medium & Heavy Armor, shields Weapons: Simple weapons **Starting Gear:** Chain Mail Armor a Shield with a Holy Symbol a Quarterstaff a Dagger An explorer's pack: a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Background Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
**Race:** Half-Elf **Class:** Cleric **Background:** Anthropologist (Halfling) **Saving Throws:** Wis, Cha **Skill Profs:** Animal Handling, Insight, Medicine, Nature, Persuation, Religion, Survival ***Ability Scores: *** Str: 14 (+1 drin) Dex: 8 Con: 13 Int: 12 Wis: 16 (+2) Cha: 14 (+1 drin) ***Features:*** **Fey Ancestry:** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. **Darkvision:** Thanks to your elf blood, you have superior vision in dark and dim conditions. 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. **Ritual Casting:** You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Feature: Adept Linguist** You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level. **Feature: Cultural Chameleon** Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted. ***Channel Divinity*** Channel Divinity: Turn Undead Channel Divinity: Charm Animals and Plants ***Feat:*** **Magic Initiate:** Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. (Cantrips: Fire Bolt, Prestidigitation 1 Lvl Spell: Shield) **Proficiencies:** Languages: Common, Elvish, Halfling, Dwarvish, Draconic Armor: Light, Medium & Heavy Armor, shields Weapons: Simple weapons **Starting Gear:** Chain Mail Armor a Shield with a Holy Symbol a Quarterstaff a Dagger An explorer's pack: a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Background Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp