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Adventure Title
Character Creation
Session
Date Played
2022-07-29 09:54:00 UTC
Levels Gained
4
GP +/-
15
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
**Race:** Eladrin **Class:** Fighter 3 Wizard 2 **Background:** Faction Agent **Saving Throws:** Str, Con **Skill Profs:** Acrobatics, History, Insight, Investigation, Perception **Ability Scores:** Neu: ---------------------- *Alt:* Str: 10 --------------------- *17 (+2)* Dex: 18 (+2) -------------- *10* Con: 14 Int: 16 (+1) Wis: 8 Cha: 8 ----------------- **Features:** *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. *Action Surge:* Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. *Arcane Deflection:* At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. *Fey Step:* 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. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race) *Arcane Recovery:* You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. *Psionic Power (Psi Warrior):* You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. *Tactical Wit:* Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. *Fighting Style: Defense:* While you are wearing armor, you gain a +1 bonus to AC. *Ritual Casting:* You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. *Safe Haven:* As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. *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 change your season, and 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 120 feet of yourself 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. ------------------- Lvl up: *Extra Attack*: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. *Martial Versatility:* Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice. Replace a fighting style you know with another fighting style available to fighters.If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver. *Resilient:* Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. (Dex) --------------------------- **Proficiencies:** *Languages:* Common, Elvish, Sylvan, Draconic *Armor:* light, medium & heavy armor, shields *Weapons:* Simple & Martial weapons **Starting Gear: (+25gp)** Chain Mail Rapier +1 Shield Light Crossbow Set Common's Cloth A Explorer's pack: a backpack a pouch a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Arcane Focus Spellbook

Magic Items

Name Rarity Location Table Result Counts?
+1 Rapier Uncommon true
You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Found On: Magic Item Table F