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Adventure Title
Character Creation
Session
Date Played
2023-02-04 16:02:00 UTC
Levels Gained
GP +/-
5
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
# **Race**: Eladrin **Creature Type**: Humanoid **Point buy**: STR: 8 DEX: 14 CON: 13(14) INT: 12 WIS: 15(17) CHA: 10 **Ability Score Increase**: WIS +2, CON +1 _________________________________________________________________________________________________________ **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. _________________________________________________________________________________________________________ **Fey Ancestry** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. _________________________________________________________________________________________________________ **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 (**Wisdom**): / Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. / Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. / Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. / Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. _________________________________________________________________________________________________________ **Keen Senses** You have proficiency in the Perception skill. _________________________________________________________________________________________________________ **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. (**Shortbow, Longbow**)(**Winter**) _________________________________________________________________________________________________________ **Languages**: You can speak, read, and write Common, Elvish _________________________________________________________________________________________________________ # **Background**: **Far Traveler** **Tool Proficiencies**: Any one musical instrument or gaming set of your choice, likely something native to your homeland (**Lyre**) _________________________________________________________________________________________________________ **Languages**: One of your choice (**Sylvan**) _________________________________________________________________________________________________________ **Equipment**:One set of traveler’s clothes, any one musical instrument or gaming set you are proficient with(**Lyre**), poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch containing 5 gp _________________________________________________________________________________________________________ **Feature:** **All Eyes on You** Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. / You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. _________________________________________________________________________________________________________ # **Class**: Druid **Hit Dice**: 1d8 per druid level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per druid level after 1st _________________________________________________________________________________________________________ **Armor**: Light armor, medium armor, shields **Weapons**: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears **Tools**: Herbalism kit **Saving Throws**: Intelligence, Wisdom **Skills**: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival (**Arcana, Nature**) _________________________________________________________________________________________________________ **Equipment**: You start with the following equipment, in addition to the equipment granted by your background: * (a) a wooden shield or (b) any simple weapon (**Shortbow**) * (a) a scimitar or (b) any simple melee weapon (**Scimitar**) * Leather armor, an explorer’s pack, and a druidic focus _________________________________________________________________________________________________________ **Druidic**: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. _________________________________________________________________________________________________________ **Spellcasting**: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. / **Cantrips** At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. / **Spellcasting Ability** Wisdom is your spellcasting ability for your druid spells / **Spellcasting Focus** You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells. / **Ritual Casting** You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.