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Character Creation
Character Creation
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2022-11-21 16:45:00 UTC
2022-11-21 16:45:00 UTC
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10
10
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# Race: **(Tasha's Customizing Origin)** **Ghostwise Halfling** **Alignment:** Neutral Good **Size:** Small **Speed:** 25 **Language:** Common, Halfling, Druidic **Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. **Brave.** You have advantage on saving throws against being frightened. **Nimble.** You can move through the space of any creature that is of a size larger than yours. **Silent Speech.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. ... **Ability Scores:** Str: 8 Dex: 13 (+1) Con: 15 Int: 12 Wis: 15 (+2) Cha: 8 **AL - Level 1 Feat:** Magic Initiate or Tough or **Skilled (Intimidation, Persuasion, Stealth)** # Class: **Druid: Circle of the Moon** **Spellcasting.** Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. **Cantrips.** At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. **Ritual Casting.** You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Preparing and Casting Spells.** The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. # Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears **Tools:** Herbalism kit **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from **Arcana**, Animal Handling, Insight, Medicine, **Nature**, Perception, Religion, and Survival **Equipment:** **(a) a wooden shield** or (b) any simple weapon (a) a scimitar or **(b) any simple melee weapon** **Leather armor, an explorer's pack and a druidic focus** # Background: Outlander **Feature: Wanderer** You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. **Skill Proficiencies:** Perception, Survival **Tool Proficiencies:** One type of musical instrument - *Flute* **Languages:** One of your choice - *Primordial* **Equipment:** A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp
# Race: **(Tasha's Customizing Origin)** **Ghostwise Halfling** **Alignment:** Neutral Good **Size:** Small **Speed:** 25 **Language:** Common, Halfling, Druidic **Lucky.** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. **Brave.** You have advantage on saving throws against being frightened. **Nimble.** You can move through the space of any creature that is of a size larger than yours. **Silent Speech.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. ... **Ability Scores:** Str: 8 Dex: 13 (+1) Con: 15 Int: 12 Wis: 15 (+2) Cha: 8 **AL - Level 1 Feat:** Magic Initiate or Tough or **Skilled (Intimidation, Persuasion, Stealth)** # Class: **Druid: Circle of the Moon** **Spellcasting.** Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. **Cantrips.** At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. **Ritual Casting.** You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Preparing and Casting Spells.** The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. # Proficiencies **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears **Tools:** Herbalism kit **Saving Throws:** Intelligence, Wisdom **Skills:** Choose two from **Arcana**, Animal Handling, Insight, Medicine, **Nature**, Perception, Religion, and Survival **Equipment:** **(a) a wooden shield** or (b) any simple weapon (a) a scimitar or **(b) any simple melee weapon** **Leather armor, an explorer's pack and a druidic focus** # Background: Outlander **Feature: Wanderer** You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. **Skill Proficiencies:** Perception, Survival **Tool Proficiencies:** One type of musical instrument - *Flute* **Languages:** One of your choice - *Primordial* **Equipment:** A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bag of Holding | Uncommon | AL - Player Guide | false | ||
Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Notes: Utility, Container |