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Adventure Title
Charakter Creation
Charakter Creation
Session
Date Played
2023-07-21 15:00:00 UTC
2023-07-21 15:00:00 UTC
Levels Gained
GP +/-
23
23
Downtime +/-
Location Played
Roll20
Roll20
DM Name
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Notes
# Race: **(Player's Handbook 2024)** **Wood Elf** **Alignment:** Neutral Good **Size:** Medium **Speed:** 35 feet **Darkvision.** You have Darkvision with a range of 60 feet. **Elven Lineage.** You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage). **Fey Ancestry.** You have Advantage on saving throws you make to avoid or end the Charmed condition. **Keen Senses.** You have proficiency in the Insight, **Perception**, or Survival skill. **Trance.** You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. ... **Ability Scores:** Str: 13 Dex: 15 (+2) Con: 12 Int: 8 Wis: 15 (+1) Cha: 8 # Class: Ranger **Level 1: Spellcasting** You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. **Spell Slots.** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells. **Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. **Level 1: Favored Enemy** You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. **Level 1: Weapon Mastery** Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. # Proficiencies **Primery Ability:** Dexterity and Wisdom **Hit Dice Die:** D10 per Ranger level **Saving Throws Proficiencies:** Strength and Dexterity **Skill Proficiencies:** Animal Handling, **Athletics**, Insight, **Investigation**, Nature, Perception, Stealth, or **Survival** **Weapons Proficiencies:** Simple and Martial weapons **Armor Training:** Light and Medium armor and Shields **Starting Equipment:** Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP # Background: Wayfarer You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you. **Ability Scores:** Dexterity, Wisdom, Charisma **Feat: Lucky** **Skill Proficiencies:** Insight and Stealth **Tool Proficiencies:** Thieves’ Tools **Equipment:** Choose A or B: (A) 2 Daggers, Thieves’ Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
# Race: **(Player's Handbook 2024)** **Wood Elf** **Alignment:** Neutral Good **Size:** Medium **Speed:** 35 feet **Darkvision.** You have Darkvision with a range of 60 feet. **Elven Lineage.** You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage). **Fey Ancestry.** You have Advantage on saving throws you make to avoid or end the Charmed condition. **Keen Senses.** You have proficiency in the Insight, **Perception**, or Survival skill. **Trance.** You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. ... **Ability Scores:** Str: 13 Dex: 15 (+2) Con: 12 Int: 8 Wis: 15 (+1) Cha: 8 # Class: Ranger **Level 1: Spellcasting** You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. **Spell Slots.** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells. **Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. **Level 1: Favored Enemy** You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. **Level 1: Weapon Mastery** Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. # Proficiencies **Primery Ability:** Dexterity and Wisdom **Hit Dice Die:** D10 per Ranger level **Saving Throws Proficiencies:** Strength and Dexterity **Skill Proficiencies:** Animal Handling, **Athletics**, Insight, **Investigation**, Nature, Perception, Stealth, or **Survival** **Weapons Proficiencies:** Simple and Martial weapons **Armor Training:** Light and Medium armor and Shields **Starting Equipment:** Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP # Background: Wayfarer You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you. **Ability Scores:** Dexterity, Wisdom, Charisma **Feat: Lucky** **Skill Proficiencies:** Insight and Stealth **Tool Proficiencies:** Thieves’ Tools **Equipment:** Choose A or B: (A) 2 Daggers, Thieves’ Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Longbow +1 | Uncommon | AL - Player Guide | false | ||
Weapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed, Slow |