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Adventure Title
Char Creation
Char Creation
Session
Date Played
2022-09-28 12:30:00 UTC
2022-09-28 12:30:00 UTC
Levels Gained
GP +/-
10
10
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
**Race**: Kenku **Point buy**: STR: 10 DEX: 14(16) CON: 12 INT: 14 WIS: 14(16) CHA: 8 **Ability Score Increase**: DEX +2, WIS +1 **Expert Duplication** When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. **Kenku Recall (Insight, Perception)** Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Mimicry** You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. **Languages**: You can speak, read, and write Common, and one other language of your choice.(**Elvish**) / **Background**: Investigator **Skill Proficiencies**: Investigation, History **Languages**: Halfling, Dwarvish **Equipment**: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp **Feature:** **Watcher’s Eye** Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter. **Feat**: Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. / **Class**: Rogue **Hit Dice**: 1d8 per rogue level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per rogue level after 1st **Armor**: Light armor **Weapons**: Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools**: Thieves’ tools **Saving Throws**: Dexterity, Intelligence **Skills**: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth (**Deception, Acrobatics, Persuasion. Stealth**) **Equipment**: (a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack Leather armor, two daggers, and thieves’ tools / **Expertise**: (**Investigation, Insight**)At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. / **Sneak Attack**: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. / **Thieves’ Cant**: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
**Race**: Kenku **Point buy**: STR: 10 DEX: 14(16) CON: 12 INT: 14 WIS: 14(16) CHA: 8 **Ability Score Increase**: DEX +2, WIS +1 **Expert Duplication** When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. **Kenku Recall (Insight, Perception)** Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Mimicry** You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. **Languages**: You can speak, read, and write Common, and one other language of your choice.(**Elvish**) / **Background**: Investigator **Skill Proficiencies**: Investigation, History **Languages**: Halfling, Dwarvish **Equipment**: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp **Feature:** **Watcher’s Eye** Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter. **Feat**: Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. / **Class**: Rogue **Hit Dice**: 1d8 per rogue level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per rogue level after 1st **Armor**: Light armor **Weapons**: Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools**: Thieves’ tools **Saving Throws**: Dexterity, Intelligence **Skills**: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth (**Deception, Acrobatics, Persuasion. Stealth**) **Equipment**: (a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack Leather armor, two daggers, and thieves’ tools / **Expertise**: (**Investigation, Insight**)At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. / **Sneak Attack**: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. / **Thieves’ Cant**: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.