Will Solace

Season:
Forgotten Realms
Race:
Wood Elf (PhB 2024)
Class:
Ranger: Hunter 6 | Cleric: War Domain 10
Background:
Wayfarer
Lifestyle:
Modest
Current Level:
16
Total GP:
42780
Total Downtime:
95
Tag:
DDAL
Faction:
Harpers
Faction Rank:
Brightcandle (rank 3)
Magic Item Count:
14
Magic Item Limit:
6
Cloak of Elvenkind,
Bracers of Archery,
Wand of Magic Missiles,
Dragonguard,
Moon-Touched Longsword,
Cloak of Displacement,
Ring of Protection,
Longbow +2 ,
Amulet of Health,
Belt of Hill Giant Strength,
Bronze Griffon Figurine of Wondrous Power,
Vicious Longbow,
Hat of Many Spells,
Ring of Djinni Summoning

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▲ Magic Items
2023-07-21 16:00 Downtime: Catching up Show

Charakter Changes:

Level up - Ranger: Beast Master 2
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

2023-07-27 21:00 Purchase Log -590 Show Purchase

Selling:
Leather Armor +5gp
2x Short Sword +10gp
...
Buying:
Breastplate -400gp
Sling and Bullets (100) -1gp
4x Quiver of Arrows (80) -4gp
2x Potion of Greater Healing (4d4 + 4) -200gp

2023-07-21 15:00 Charakter Creation 23 Longbow +1 Show

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

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
2023-07-21 16:00 Downtime: Catching up Show

Charakter Changes:

Level up - Ranger: Beast Master 2
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

2023-07-27 21:00 Purchase Log Show Purchase

Selling:
Leather Armor +5gp
2x Short Sword +10gp
...
Buying:
Breastplate -400gp
Sling and Bullets (100) -1gp
4x Quiver of Arrows (80) -4gp
2x Potion of Greater Healing (4d4 + 4) -200gp

2023-07-21 15:00 Charakter Creation Show

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

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
2023-07-21 16:00 Downtime: Catching up Show

Charakter Changes:

Level up - Ranger: Beast Master 2
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

2023-07-27 21:00 Purchase Log -590 Show Purchase

Selling:
Leather Armor +5gp
2x Short Sword +10gp
...
Buying:
Breastplate -400gp
Sling and Bullets (100) -1gp
4x Quiver of Arrows (80) -4gp
2x Potion of Greater Healing (4d4 + 4) -200gp

2023-07-21 15:00 Charakter Creation 23 Longbow +1 Show

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