Show Log Entry

Adventure Title
Charakter Creation
Session
Date Played
2025-04-01 19:00:00 UTC
Levels Gained
4
GP +/-
530
Downtime +/-
40.0
Location Played
DM Name
DM DCI Number
Notes
# Race: **(Player's Handbook 2024; Starting Play at 5th Level)** **Lightfood Halfling** **Alignment:** Lawful Good **Size:** Small **Speed:** 30 **Language:** Common, Undercommon, Halfling, Thieve's Cant, Goblin **Brave.** You have Advantage on saving throws you make to avoid or end the Frightened condition. **Halfling Nimbleness.** You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space. **Luck.** When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll. **Naturally Stealthy.** You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you. ... **Ability Scores:** Str: 8 Dex: 15 (+2) Con: 12 Int: 13 Wis: 13 (+1) Cha: 12 # Class: Thief Rogue **Level 1: Expertise** You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice. **Level 1: Sneak Attack** You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table. **Level 1: Thieves’ Cant** You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in chapter 2. **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, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. **Level 2: Cunning Action** Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. **Level 3: Fast Hands** As a Bonus Action, you can do one of the following. **Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket. **Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action. **Level 3: Second-Story Work** You’ve trained to get into especially hard-to-reach places, granting you these benefits. **Climber.** You gain a Climb Speed equal to your Speed. **Jumper.** You can determine your jump distance using your Dexterity rather than your Strength. **Level 3: Steady Aim** As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. **Level 4: Dungeon Delver** *Source: Player's Handbook 2014* Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. - You have advantage on saving throws made to avoid or resist traps. - You have resistance to the damage dealt by traps. - Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score. **Level 5: Cunning Strike** You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. - Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. - Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. **Level 5: Uncanny Dodge** When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). # Proficiencies **Armor:** Light armor **Weapons:** Simple weapons and Martial weapons that have the Finesse or Light property **Tools:** Thieves’ Tools **Saving Throws:** Dexterity and Intelligence **Skills:** Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, **Investigation**, **Perception**, Persuasion, **Sleight of Hand**, or **Stealth** **Equipment:** Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP # Background: Guild Merchant *You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.* **Ability Scores:** Constitution, Intelligence, Charisma **Feat: Skilled** You gain proficiency in any combination of three skills or tools of your choice. **(Acrobatics, Arcana, Insight)** **Repeatable.** You can take this feat more than once. **Skill Proficiencies:** History and Persuasion **Tool Proficiencies:** Navigator’s Tools **Equipment:** Choose A or B: (A) Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP; or (B) 50 GP

Magic Items

Name Rarity Location Table Result Counts?
Bag of Holding Uncommon AL - Player Guide at 5th Level true
Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward’s 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.