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Adventure Title
Char Creation
Char Creation
Session
Date Played
2022-10-05 17:13:00 UTC
2022-10-05 17:13:00 UTC
Levels Gained
GP +/-
15
15
Downtime +/-
Location Played
Roll20
Roll20
DM Name
DM DCI Number
Notes
**Race**: Air Genasi **Point buy**: STR: 08 DEX: 14 CON: 13(14) INT: 10 WIS: 12 CHA: 15(16) **Ability Score Increase**: CHA +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. **Unending Breath** You can hold your breath indefinitely while you’re not incapacitated. **Lightning Resistance** You have resistance to lightning damage. **Mingle with the Wind** You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).(**Charisma**) **Languages**: You can speak, read, and write Common and Primordial. / **Background**: Entertainer **Feat**: Magic Initiate: Sorcerer Spell List -> Gust, Message, Shield **Skill Proficiencies**: Acrobatics, Performance **Tool Proficiencies**: Disguise kit, one type of musical instrument **Equipment**: A musical instrument (**Flute**), the favor of an admirer (**love letter**), a costume, and a pouch containing 15 gp **Feature:** **By Popular Demand** You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. / **Class**: Warlock (The Genie) **Hit Dice**: 1d8 per warlock level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per warlock level after 1st **Armor**: Light armor **Weapons**: Simple weapons **Tools**: None **Saving Throws**: Wisdom, Charisma **Skills**: Arcana, Deception **Equipment**: You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar’s pack or (b) a dungeoneer’s pack Leather armor, any simple weapon, and two daggers / **Otherworldly Patron (The Genie)**: At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. / **Pact Magic**: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. **Cantrips** You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. **Spell Slots** The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. **Spells Known of 1st Level and Higher** At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability** Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier **Spellcasting Focus** You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your warlock spells. / **Expanded Spell List** The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, **djinni**, efreeti, or marid. / Spell Level Genie Spells | Dao Spells | **Djinni Spells** | Efreeti Spells | Marid Spells 1st detect evil and good | sanctuary | **thunderwave** | burning hands | fog cloud 2nd phantasmal force | spike growth | **gust of wind** | scorching ray | blur 3rd create food and water | meld into stone | **wind wall** | fireball | sleet storm 4th phantasmal killer | stone shape | **greater invisibility** | fire shield | control water 5th creation | wall of stone | **seeming** | flame strike | cone of cold 9th wish / **Genie’s Vessel** Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table. Genie’s Vessel d6 Vessel 1 Oil Lamp 2 Urn 3 **Ring with a compartment** 4 Stoppered bottle 5 Hollow statuette 6 Ornate lantern / While you are touching the vessel, you can use it in the following ways: / **Bottled Respite**. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest. / **Genie’s Wrath**. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
**Race**: Air Genasi **Point buy**: STR: 08 DEX: 14 CON: 13(14) INT: 10 WIS: 12 CHA: 15(16) **Ability Score Increase**: CHA +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. **Unending Breath** You can hold your breath indefinitely while you’re not incapacitated. **Lightning Resistance** You have resistance to lightning damage. **Mingle with the Wind** You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).(**Charisma**) **Languages**: You can speak, read, and write Common and Primordial. / **Background**: Entertainer **Feat**: Magic Initiate: Sorcerer Spell List -> Gust, Message, Shield **Skill Proficiencies**: Acrobatics, Performance **Tool Proficiencies**: Disguise kit, one type of musical instrument **Equipment**: A musical instrument (**Flute**), the favor of an admirer (**love letter**), a costume, and a pouch containing 15 gp **Feature:** **By Popular Demand** You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. / **Class**: Warlock (The Genie) **Hit Dice**: 1d8 per warlock level **Hit Points at 1st Level**: 8 + your Constitution modifier **Hit Points at Higher Levels**: 1d8 (or 5) + your Constitution modifier per warlock level after 1st **Armor**: Light armor **Weapons**: Simple weapons **Tools**: None **Saving Throws**: Wisdom, Charisma **Skills**: Arcana, Deception **Equipment**: You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar’s pack or (b) a dungeoneer’s pack Leather armor, any simple weapon, and two daggers / **Otherworldly Patron (The Genie)**: At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. / **Pact Magic**: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. **Cantrips** You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. **Spell Slots** The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. **Spells Known of 1st Level and Higher** At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability** Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier **Spellcasting Focus** You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your warlock spells. / **Expanded Spell List** The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, **djinni**, efreeti, or marid. / Spell Level Genie Spells | Dao Spells | **Djinni Spells** | Efreeti Spells | Marid Spells 1st detect evil and good | sanctuary | **thunderwave** | burning hands | fog cloud 2nd phantasmal force | spike growth | **gust of wind** | scorching ray | blur 3rd create food and water | meld into stone | **wind wall** | fireball | sleet storm 4th phantasmal killer | stone shape | **greater invisibility** | fire shield | control water 5th creation | wall of stone | **seeming** | flame strike | cone of cold 9th wish / **Genie’s Vessel** Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table. Genie’s Vessel d6 Vessel 1 Oil Lamp 2 Urn 3 **Ring with a compartment** 4 Stoppered bottle 5 Hollow statuette 6 Ornate lantern / While you are touching the vessel, you can use it in the following ways: / **Bottled Respite**. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest. / **Genie’s Wrath**. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.