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Adventure Title
Char Creation
Char Creation
Session
Date Played
2022-11-21 20:57:00 UTC
2022-11-21 20:57:00 UTC
Levels Gained
GP +/-
15
15
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
# **Race**: Autognome **Creature Type**: You are a Construct. **Point buy**: STR: 8 DEX: 12 CON: 13(14) INT: 12 WIS: 14 CHA: 14(16) **Ability Score Increase**: CHA +2, CON +1 / **Armor Casing** You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. / **Built for Success** You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. 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. / **Healing Machine** If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). / In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. / **Mechanical Nature** You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe. / **Sentry’s Rest** When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious. / **Specialized Design** You gain two tool proficiencies of your choice, selected from the Player’s Handbook.(**Carpenter's tools, Woodcarver's tools**) / **Languages**: You can speak, read, and write Common, Gnomish / / # **Background**: **Guild Artisan** **Tool Proficiencies**: One type of artisan’s tools (**Tinker's tools**) **Languages**: One of your choice (**Gith**) **Equipment**:A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp / **Feature:** **Guild Membership** As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. / Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. / You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. / / # **Class**: Sorcerer **Hit Dice**: 1d6 per sorcerer level **Hit Points at 1st Level**: 6 + your Constitution modifier **Hit Points at Higher Levels**: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st **Armor**: None **Weapons**: Daggers, darts, slings, quarterstaffs, light crossbows **Tools**: None **Saving Throws**: Constitution, Charisma **Skills**: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion (**Arcana, Reliqion**) **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 dungeoneer’s pack or (b) an explorer’s pack * Two daggers / **Spellcasting**: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. **Cantrips** At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. **Spell Slots** The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. **Spells Known of 1st Level and Higher** You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability** Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one. **Spellcasting Focus** You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells. / **Sorcerous Origin (Clockwork Soul)**: Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. / **Clockwork Magic**: You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list. / Sorcerer Level Spells 1st alarm, protection from evil and good 3rd aid, lesser restoration 5th dispel magic, protection from energy 7th freedom of movement, summon construct (a spell in chapter 3) 9th greater restoration, wall of force / **Restore Balance**: Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
# **Race**: Autognome **Creature Type**: You are a Construct. **Point buy**: STR: 8 DEX: 12 CON: 13(14) INT: 12 WIS: 14 CHA: 14(16) **Ability Score Increase**: CHA +2, CON +1 / **Armor Casing** You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. / **Built for Success** You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. 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. / **Healing Machine** If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). / In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. / **Mechanical Nature** You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe. / **Sentry’s Rest** When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious. / **Specialized Design** You gain two tool proficiencies of your choice, selected from the Player’s Handbook.(**Carpenter's tools, Woodcarver's tools**) / **Languages**: You can speak, read, and write Common, Gnomish / / # **Background**: **Guild Artisan** **Tool Proficiencies**: One type of artisan’s tools (**Tinker's tools**) **Languages**: One of your choice (**Gith**) **Equipment**:A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp / **Feature:** **Guild Membership** As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. / Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. / You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. / / # **Class**: Sorcerer **Hit Dice**: 1d6 per sorcerer level **Hit Points at 1st Level**: 6 + your Constitution modifier **Hit Points at Higher Levels**: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st **Armor**: None **Weapons**: Daggers, darts, slings, quarterstaffs, light crossbows **Tools**: None **Saving Throws**: Constitution, Charisma **Skills**: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion (**Arcana, Reliqion**) **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 dungeoneer’s pack or (b) an explorer’s pack * Two daggers / **Spellcasting**: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. **Cantrips** At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. **Spell Slots** The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. **Spells Known of 1st Level and Higher** You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability** Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one. **Spellcasting Focus** You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells. / **Sorcerous Origin (Clockwork Soul)**: Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. / **Clockwork Magic**: You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list. / Sorcerer Level Spells 1st alarm, protection from evil and good 3rd aid, lesser restoration 5th dispel magic, protection from energy 7th freedom of movement, summon construct (a spell in chapter 3) 9th greater restoration, wall of force / **Restore Balance**: Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.