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Adventure Title
Charakter Creation
Charakter Creation
Session
Date Played
2023-09-15 00:00:00 UTC
2023-09-15 00:00:00 UTC
Levels Gained
GP +/-
10
10
Downtime +/-
Location Played
Roll20
Roll20
DM Name
DM DCI Number
Notes
# Race: **(Tasha's Customizing Origin)** **Lightfood Halfling** **Alignment:** Chaotic Good **Size:** Small **Speed:** 25 **Language:** Common, Halfling, Druidic **Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. **Brave.** You have advantage on saving throws against being frightened. **Nimble.** You can move through the space of any creature that is of a size larger than yours. **Naturally Stealthy.** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. ... **Ability Scores:** Str: 8 Dex: 13 (+1) Con: 14 Int: 10 Wis: 15 (+2) Cha: 12 **AL - Level 1 Feat:** Magic Initiate or Tough or **Skilled (Nature, Medicine, Sleight of Hand)** # Class: **Druid: Circle of Wildfire** **Spellcasting.** Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. **Cantrips.** At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. **Ritual Casting.** You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Preparing and Casting Spells.** The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. # Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears **Tools:** Herbalism kit **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from Arcana, Animal Handling, **Insight**, Medicine, Nature, **Perception**, Religion, and Survival **Equipment:** **(a) a wooden shield** or (b) any simple weapon (a) a scimitar or **(b) any simple melee weapon** **Leather armor, an explorer's pack and a druidic focus** # Background: Feylost **Fey Mark.** You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. **Feywild Visitor.** Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally. **Feywild Connection.** Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. **Skill Proficiencies:** **Deception, Survival** **Tool Proficiencies:** None **Languages:** Two languagea *Elvish, Sylvan* **Equipment:** One musical instrument of your choice, a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp
# Race: **(Tasha's Customizing Origin)** **Lightfood Halfling** **Alignment:** Chaotic Good **Size:** Small **Speed:** 25 **Language:** Common, Halfling, Druidic **Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. **Brave.** You have advantage on saving throws against being frightened. **Nimble.** You can move through the space of any creature that is of a size larger than yours. **Naturally Stealthy.** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. ... **Ability Scores:** Str: 8 Dex: 13 (+1) Con: 14 Int: 10 Wis: 15 (+2) Cha: 12 **AL - Level 1 Feat:** Magic Initiate or Tough or **Skilled (Nature, Medicine, Sleight of Hand)** # Class: **Druid: Circle of Wildfire** **Spellcasting.** Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. **Cantrips.** At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. **Ritual Casting.** You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Preparing and Casting Spells.** The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. # Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears **Tools:** Herbalism kit **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from Arcana, Animal Handling, **Insight**, Medicine, Nature, **Perception**, Religion, and Survival **Equipment:** **(a) a wooden shield** or (b) any simple weapon (a) a scimitar or **(b) any simple melee weapon** **Leather armor, an explorer's pack and a druidic focus** # Background: Feylost **Fey Mark.** You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. **Feywild Visitor.** Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally. **Feywild Connection.** Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. **Skill Proficiencies:** **Deception, Survival** **Tool Proficiencies:** None **Languages:** Two languagea *Elvish, Sylvan* **Equipment:** One musical instrument of your choice, a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bag of Holding | Uncommon | AL - Player Guide | true | ||
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. *Notes: Utility, Container* |