Show Log Entry

Adventure Title
Charakter Creation
Session
Date Played
2024-02-14 22:00:00 UTC
Levels Gained
GP +/-
17
Downtime +/-
Location Played
Roll20
DM Name
DM DCI Number
Notes
# Race: **(Player's Handbook 2024)** **Gold Dwarf** **Alignment:** Neutral Good **Size:** Medium **Speed:** 30 feet **Darkvision.** You have Darkvision with a range of 120 feet. **Dwarven Resilience.** You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. **Dwarven Toughness.** Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level. **Stonecunning.** As a Bonus Action, you gain **Tremorsense** with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. ... **Ability Scores:** Str: 8 Dex: 14 Con: 13 (+1) Int: 12 Wis: 15 (+2) Cha: 10 # Class: Cleric **Level 1: Spellcasting** You have learned to cast spells through prayer and meditation. **Cantrips.** You know three cantrips of your choice from the Cleric spell list. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. **Spell Slots.** The Cleric 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 four level 1 spells from the Cleric spell list. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. If another Cleric 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 Cleric spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Cleric spells. **Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells. ... **Level 1: Divine Order** You have dedicated yourself to one of the following sacred roles of your choice. **Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. **Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). # Proficiencies **Primery Ability:** Wisdom **Hit Dice Die:** D8 per Cleric level **Saving Throws Proficiencies:** Wisdom and Charisma **Skill Proficiencies:** History, **Insight**, Medicine, **Persuasion**, or Religion **Weapons Proficiencies:** Simple weapons **Armor Training:** Light and Medium armor and Shields **Starting Equipment:** Chosse A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP # Background: Cloistered Scholar You spent your early years secluded in monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation. **Ability Scores:** Constitution, Intelligence, Charisma **Feat: Magic Initiate** You gain the following benefits. **Two Cantrips.** You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). **Level 1 Spell.** Choose a level 1 spell from the same list you selected for this feat's cantrips. 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. **Spell Change.** Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. **Repeatable.** You can take this feat more than once, but you must choose a different spell list each time. **Skill Proficiencies:** History, plus your choice of one from among Arcana, Nature, and Religion **Language:** One of your choice **Tool Proficiencies:** Calligrapher’s Supplies **Equipment:** The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp