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Adventure Title
Charakter Creation
Session
Date Played
2023-05-01 01:24:00 UTC
Levels Gained
GP +/-
15
Downtime +/-
Location Played
Roll20
DM Name
DM DCI Number
Notes
# Race: **(Tasha's Customizing Origin)** **Variant Human** **Alignment:** Neutral Good **Size:** Medium **Speed:** 30 **Language:** Common, Elvish **Feat.** You gain one feat of your choice for which you qualify. **Inspiring Leader** (Source: Player's Handbook) *Prerequisite: Charisma 13 or higher* You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. **Variable Trait.** You gain Proficiency in one skill of your choice. ... **Ability Scores:** Str: 8 Dex: 13 (+1) Con: 14 Int: 12 Wis: 10 Cha: 15 (+1) **AL - Level 1 Feat:** Magic Initiate or **Tough** or Skilled # Class: Bard, College of Lore **Spellcasting.** You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. **Cantrips.** You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. **Spells Known of 1st Level and Higher.** You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. **Ritual Casting.** You can cast any bard spell you know as a ritual if that spell has the ritual tag. **Bardic Inspiration.** You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. ... **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords **Tools:** Three musical instruments of your choice **Saving Throws:** Dexterity, Charisma **Skills:** Choose any three **(Deception, Performance, Persuasion)** **Equipment:** You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, (b) a longsword, or (c) any simple weapon (a) a diplomat's pack or (b) an entertainer's pack (a) a lute or (b) any other musical instrument Leather armor and a dagger # Background: Faction Agent **(Tasha's Customizing Background)** **Safe Haven** As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. **Skill Proficiencies:** Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction **(Investigation)** **Tool Proficiencies:** Thieves' Tools **Languages:** One of your choice **Equipment:** The badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp

Magic Items

Name Rarity Location Table Result Counts?
Bloodwell Vial +1 Uncommon Tasha's Cauldron of Everything true
Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.