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Adventure Title
Charakter Creation
Charakter Creation
Session
Date Played
2025-09-01 15:00:00 UTC
2025-09-01 15:00:00 UTC
Levels Gained
GP +/-
150
150
Downtime +/-
Location Played
Roll20
Roll20
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# Race: **(Tasha's Customizing Origin)** **Variant Human** **Alignment:** True Neutral **Size:** Medium **Speed:** 30 **Language:** Common, Draconic, Elvish **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful.** You gain proficiency in one skill of your choice. **Intimidation**. **Versatile.** You gain an Origin feat of your choice (see "Feats"). **Alert:** You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition. ... **Ability Scores:** Str: 8 Dex: 15 (+2) Con: 14 Int: 10 Wis: 15 (+1) Cha: 8 # Class: Ranger **Ranger: Hollow Warden** **Level 1: Spellcasting** You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. **Spell Slots.** The Ranger 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 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. If another Ranger 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 Ranger spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells. **Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. **Level 1: Favored Enemy** You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. **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. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. # Proficiencies **Primery Ability:** Dexterity and Wisdom **Hit Dice Die:** D10 per Ranger level **Saving Throws Proficiencies:** Strength and Dexterity **Skill Proficiencies:** Animal Handling, **Athletics**, **Insight**, Investigation, Nature, Perception, Stealth, or **Survival** **Weapons Proficiencies:** Simple and Martial weapons **Armor Training:** Light and Medium armor and Shields **Starting Equipment:** Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP # Background: Haunted One *You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.* **Ability Scores:** Strength, Constitution **Skill Proficiencies:** Choose two of **Arcana**, **Investigation**, Religion, or Survival **Tool Proficiencies:** None **Languages:** Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) **Equipment:** A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.
# Race: **(Tasha's Customizing Origin)** **Variant Human** **Alignment:** True Neutral **Size:** Medium **Speed:** 30 **Language:** Common, Draconic, Elvish **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful.** You gain proficiency in one skill of your choice. **Intimidation**. **Versatile.** You gain an Origin feat of your choice (see "Feats"). **Alert:** You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition. ... **Ability Scores:** Str: 8 Dex: 15 (+2) Con: 14 Int: 10 Wis: 15 (+1) Cha: 8 # Class: Ranger **Ranger: Hollow Warden** **Level 1: Spellcasting** You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. **Spell Slots.** The Ranger 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 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. If another Ranger 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 Ranger spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells. **Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. **Level 1: Favored Enemy** You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. **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. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. # Proficiencies **Primery Ability:** Dexterity and Wisdom **Hit Dice Die:** D10 per Ranger level **Saving Throws Proficiencies:** Strength and Dexterity **Skill Proficiencies:** Animal Handling, **Athletics**, **Insight**, Investigation, Nature, Perception, Stealth, or **Survival** **Weapons Proficiencies:** Simple and Martial weapons **Armor Training:** Light and Medium armor and Shields **Starting Equipment:** Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP # Background: Haunted One *You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.* **Ability Scores:** Strength, Constitution **Skill Proficiencies:** Choose two of **Arcana**, **Investigation**, Religion, or Survival **Tool Proficiencies:** None **Languages:** Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) **Equipment:** A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.