Show Log Entry
Adventure Title
Character Creation
Character Creation
Session
Date Played
2023-07-28 18:28:00 UTC
2023-07-28 18:28:00 UTC
Levels Gained
0
0
GP +/-
15
15
Downtime +/-
Location Played
Roll20
Roll20
DM Name
me
me
DM DCI Number
0000
0000
Notes
**Race:** Variant Human *Alignment:* Neutral Good *Size:* Medium *Speed:* 30 *Language:* Common, + 1 (Elvish) *Skill Versatility:* You gain proficiency in one skill of your choice. (Acrobatics) *Feat:* You gain one feat of your choice for which you qualify. ***Actor***. Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. ... **Ability Scores:** Str: 8 Dex: 15 Con: 13 Int: 11 Wis: 11 Cha: 17 (+1) AL - Level 1 Feat: Magic Initiate (Bard) **Class:** ***Bard*** *Bardic Inspiration* Class: Bard You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. *Ritual Casting* Class: Bard You can cast any bard spell you know as a ritual if that spell has the ritual tag. **Background:** ***Enternainer*** *By Popular Demand* Background: Entertainer You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. **Proficiencies** *Armor:* Light Armor Weapons: Simple weapons, and Crossbow, Longsword, Rapier, Shortsword Tools: Disguise Kit, Flute, Pan Flute, Saving Throws: Dexterity, Charisma Skills: Acrobatics, Deception, History, Intimidation, Performance, Persuasion Equipment: Leather Armor, Rapier, Entertainer's Pack
**Race:** Variant Human *Alignment:* Neutral Good *Size:* Medium *Speed:* 30 *Language:* Common, + 1 (Elvish) *Skill Versatility:* You gain proficiency in one skill of your choice. (Acrobatics) *Feat:* You gain one feat of your choice for which you qualify. ***Actor***. Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. ... **Ability Scores:** Str: 8 Dex: 15 Con: 13 Int: 11 Wis: 11 Cha: 17 (+1) AL - Level 1 Feat: Magic Initiate (Bard) **Class:** ***Bard*** *Bardic Inspiration* Class: Bard You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. *Ritual Casting* Class: Bard You can cast any bard spell you know as a ritual if that spell has the ritual tag. **Background:** ***Enternainer*** *By Popular Demand* Background: Entertainer You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. **Proficiencies** *Armor:* Light Armor Weapons: Simple weapons, and Crossbow, Longsword, Rapier, Shortsword Tools: Disguise Kit, Flute, Pan Flute, Saving Throws: Dexterity, Charisma Skills: Acrobatics, Deception, History, Intimidation, Performance, Persuasion Equipment: Leather Armor, Rapier, Entertainer's Pack