Show Log Entry

Adventure Title
Character Creation
Session
Date Played
2024-02-20 00:43:00 UTC
Levels Gained
GP +/-
10
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
# Race ## Sea Elf * **Languages:** Elfish * **Creature Type:** Humanoid * **Size:** Medium * **Speed:** Walking speed 30 ft., swimming speed 30 ft, water breathing. * **Darkvision:** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. * **Keen Senses:** You have proficiency in the Perception skill. * **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep. * **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. * **Languages:** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. * **Sea Elf Training:** You have proficiency with the spear, trident, light crossbow, and net. * **Child of the Sea:** You have a swimming speed of 30 feet, and you can breathe air and water. * **Friend of the Sea:** Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. * **Extra Language:** You can speak, read, and write Aquan. # Class ## Paladin * **Hit Dice:** 1d10 per ranger level * **Hit Points at 1st Level:** 10 + your Constitution modifier * **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st * **Proficiencies:** Athletics, Persuation * **Divine Sense:** The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. # Feats # ## Squire of Solamnia ## **Mount Up.** Mounting or dismounting costs you only 5 feet of movement. **Precise Strike.** Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. # Abilitites With Tasha's Ability Score Increases. * **Method:** Point Buy * **Abilities:** STR 16, DEX 8, CON 14, INT 8, WIS 12, CHA 16 # Description * **Alignment:** Lawful good * **Gender:** Male * **Eyes:** Yellow * **Size:** Medium * **Height:** 5,7', 175 cm * **Faith:** Habakkuk * **Hair:** Blond * **Skin:** Blue-grey * **Age:** 21 * **Weight:** 154 lb., 75 kg * **Lifetyle:** Moderate ## Character Traits Aufmerksam, Ruhepol, wird ernst wenn es notwendig ist. ## Ideals Loyalität, Gehorsamkeit. ## Bonds Meine Ehre ist mein Leben. ## Flaws Zittrige Hände, Logisches Denken. # Background * **Knight of Solamnia** # Background Story * Er wuchs in bescheidenen Verhältnissen bei Mutter Laryntha und Vater Thrax auf. * Seine Eltern arbeiteten als Schutzpersonal. * Balren hatte wenig Kontakt mit der Außenwelt. * Familie Dargonesti sieht in Balren Hoffnung und schickt ihn weg, um Ritter von Solamnia zu werden. # Allies & Organisations * Ritter von Solamnia: Anwärter der Ritter der Krone * Mitglied der Familie Dargonesti # Starting Equipment ## Paladin Starting Equipment: * Longsword * Shield * 5 Javelin * Chain Mail * Holy Symbol ## Background Starting Equipment: * Playing Card Set * Insignia Rank: Chevall (1) ## Explorer's pack: * Backpack * Mess kit * Tinderbox * 10 Torches * 10 Rations * Waterskin * Rope, Hempen (50 feet)