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Adventure Title
Character Creation
Session
Date Played
2025-01-20 16:15:00 UTC
Levels Gained
GP +/-
31
Downtime +/-
Location Played
Roll20
DM Name
DM DCI Number
Notes
# Race: **(Tasha's Customizing Origin)** **Air Genasi** **Alignment:** Neutral Good **Size:** Medium **Speed:** 35 **Language:** Common, Primordial, +1 **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. **Unending Breath.** You can hold your breath indefinitely while you’re not incapacitated. **Lightning Resistance.** You have resistance to lightning damage. **Mingle with the Wind.** You know the **Shocking Grasp** cantrip. Starting at 3rd level, you can cast the **Feather Fall** spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the **Levitate** spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). ... **Ability Scores:** Str: 8 Dex: 15 (+2) Con: 14 Int: 8 Wis: 15 (+1) Cha: 10 # Class: Monk **Level 1: Martial Arts** Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: * Simple Melee weapons * Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield. **Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action. **Martial Arts Die.** You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. **Dexterous Attacks.** You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC. **Level 1: Unarmored Defense** While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. # Proficiencies **Armor:** None **Weapons:** Simple weapons and Martial weapons that have the Light property **Tools:** Choose one type of Artisan’s Tools or Musical Instrument **Saving Throws:** Strength and Dexterity **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, or Stealth **Equipment:** (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP # Background: Sailor *You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.* **Ability Scores:** Strength, Dexterity, Wisdom **Feat: Tavern Brawler** *Origin Feat* You gain the following benefits. **Enhanced Unarmed Strike.** When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike. **Damage Rerolls.** Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll. **Improvised Weaponry.** You have proficiency with improvised weapons. **Push.** When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn. **Skill Proficiencies:** Acrobatics and Perception **Tool Proficiencies:** Navigator’s Tools **Equipment:** (A) Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP

Magic Items

Name Rarity Location Table Result Counts?
Wraps of Unarmed Power +1 Uncommon AL - Player Guide at 5th Level true
While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.