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**Race:** Shadar-kai **Class:** Fighter **Background:** Urchin **Saving Throws:** Con, Str **Skill Profs:** Perception, Sleight of Hand, Stealth, Athletics, Acrobatics **Ability Scores:** Str: 14 Dex: 16(+2) Con: 16 (+1) Int: 10 Wis: 10 Cha: 8 **Features:** *Necrotic Resistance:* You have resistance to necrotic damage. *Fey Ancestry:* You have advantage on saving throws you make to avoid or end the charmed condition on yourself. *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. *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. *City Secrets:* You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. *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. *Superior Technique: Maneuvering Attack:* When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. *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. **Proficiencies:** *Tools:* Thieves' Tools, Disguise Kit *Languages:* Common, Elvish *Armor:* Light, Medium & Heavy Armor, Shields *Weapons:* Simple weapons, Martial Weapons **Starting Gear: (+10gp)** Heavy Crossbow Longsword 2x Handaxe Leather armor a small knife a map of the city you grew up in a pet mouse a token to remember your parents by Belt Pouch Set Traveler's Cloth 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