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Adventure Title
Charcter Creation
Charcter Creation
Session
Date Played
2022-09-12 10:47:00 UTC
2022-09-12 10:47:00 UTC
Levels Gained
GP +/-
15
15
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
**Race**: Kalashtar **Point buy**: STR: 9 DEX: 14 CON: 14 INT: 10 WIS: 14(16) CHA: 11(14) **Ability Score Increase**: WIS +2, CHA +1 **Dual Mind** You have advantage on all Wisdom saving throws. **Mental Discipline** You have resistance to psychic damage. **Mind Link** You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. **Severed from Dreams** Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. **Languages**: You can speak, read, and write Common, Quori, and one other language of your choice.(**Elvish**) / **Background**: Acolyte **Skill Proficiencies**: Religion, Perception **Languages**: Celestial, Dwarvish **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 pouch containing 15 gp. **Feature:** **Shelter of the Faithful** As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. **Background Feat:** **Skilled:** You gain proficiency in any combination of three skills or tools of your choice. | Survival | Medicine | Athletics / **Class**: Monk **Hit Dice**: 1d8 per monk level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per monk level after 1st **Armor**: None **Weapons**: Simple weapons, Shortswords **Tools**: Choose one type of artisan’s tools or one musical instrument (**Weaver's Tools**) **Saving Throws**: Strength, Dexterity **Skills**: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (**Insight, Acrobatics**) **Equipment**: You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) any simple weapon (a) a dungeoneer’s pack or (b) an explorer’s pack 10 darts / **Unarmored Defense**: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. / **Martial Arts**: At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
**Race**: Kalashtar **Point buy**: STR: 9 DEX: 14 CON: 14 INT: 10 WIS: 14(16) CHA: 11(14) **Ability Score Increase**: WIS +2, CHA +1 **Dual Mind** You have advantage on all Wisdom saving throws. **Mental Discipline** You have resistance to psychic damage. **Mind Link** You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. **Severed from Dreams** Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. **Languages**: You can speak, read, and write Common, Quori, and one other language of your choice.(**Elvish**) / **Background**: Acolyte **Skill Proficiencies**: Religion, Perception **Languages**: Celestial, Dwarvish **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 pouch containing 15 gp. **Feature:** **Shelter of the Faithful** As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. **Background Feat:** **Skilled:** You gain proficiency in any combination of three skills or tools of your choice. | Survival | Medicine | Athletics / **Class**: Monk **Hit Dice**: 1d8 per monk level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per monk level after 1st **Armor**: None **Weapons**: Simple weapons, Shortswords **Tools**: Choose one type of artisan’s tools or one musical instrument (**Weaver's Tools**) **Saving Throws**: Strength, Dexterity **Skills**: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth (**Insight, Acrobatics**) **Equipment**: You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) any simple weapon (a) a dungeoneer’s pack or (b) an explorer’s pack 10 darts / **Unarmored Defense**: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. / **Martial Arts**: At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.