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Adventure Title
Charakter Creation
Charakter Creation
Session
Date Played
2024-10-06 01:00:00 UTC
2024-10-06 01:00:00 UTC
Levels Gained
GP +/-
57
57
Downtime +/-
Location Played
Roll20
Roll20
DM Name
DM DCI Number
Notes
# Race: **(Tasha's Customizing Origin)** **Variant Human** **Alignment:** Neutral Good **Size:** Medium **Speed:** 30 **Language:** Common, Dwarvish, Draconic **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful.** You gain proficiency in one skill of your choice. **Versatile.** You gain an Origin feat of your choice (see "Feats"). **Tough:** Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. ... **Ability Scores:** Str: 8 Dex: 15 (+1) Con: 14 Int: 8 Wis: 10 Cha: 15 (+2) # Class: **Sorcerer Draconic Sorcery**. **Spellcasting.** Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells. **Cantrips.** You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table. **Spell Slots.** The Sorcerer 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 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Sorcerer spells for you. **Changing Your Prepared Spells.** Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots. **Spellcasting Ability.** Charisma is your spellcasting ability for your Sorcerer spells. **Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells. **Level 1: Innate Sorcery** An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest. # Proficiencies **Armor:** None **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Constitution and Charisma **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion **Equipment:** Choose (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP # Background: Noble *You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.* **Ability Scores:** Strength, Intelligence, Charisma **Feat: Skilled** You gain proficiency in any combination of three skills or tools of your choice. **Repeatable.** You can take this feat more than once. **Skill Proficiencies:** History and Persuasion **Tool Proficiencies:** Choose one kind of Gaming Set **Equipment:** Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP
# Race: **(Tasha's Customizing Origin)** **Variant Human** **Alignment:** Neutral Good **Size:** Medium **Speed:** 30 **Language:** Common, Dwarvish, Draconic **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful.** You gain proficiency in one skill of your choice. **Versatile.** You gain an Origin feat of your choice (see "Feats"). **Tough:** Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. ... **Ability Scores:** Str: 8 Dex: 15 (+1) Con: 14 Int: 8 Wis: 10 Cha: 15 (+2) # Class: **Sorcerer Draconic Sorcery**. **Spellcasting.** Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells. **Cantrips.** You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table. **Spell Slots.** The Sorcerer 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 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Sorcerer spells for you. **Changing Your Prepared Spells.** Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots. **Spellcasting Ability.** Charisma is your spellcasting ability for your Sorcerer spells. **Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells. **Level 1: Innate Sorcery** An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest. # Proficiencies **Armor:** None **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Constitution and Charisma **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion **Equipment:** Choose (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP # Background: Noble *You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.* **Ability Scores:** Strength, Intelligence, Charisma **Feat: Skilled** You gain proficiency in any combination of three skills or tools of your choice. **Repeatable.** You can take this feat more than once. **Skill Proficiencies:** History and Persuasion **Tool Proficiencies:** Choose one kind of Gaming Set **Equipment:** Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bloodwell Vial +1 | Uncommon | AL - Player Guide at 5th Level | true | ||
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. |