Show Log Entry
Adventure Title
Character Cration
Character Cration
Session
Date Played
2023-08-01 19:27:00 UTC
2023-08-01 19:27:00 UTC
Levels Gained
0
0
GP +/-
5
5
Downtime +/-
Location Played
Roll20
Roll20
DM Name
me
me
DM DCI Number
0000
0000
Notes
**Race:** Lighfoot Halfling *Alignment:* Neutral Good *Size:* Small *Speed:* 25 *Language:* Common, Halfling, Druidic, Draconic *Lucky:* When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. *Brave:* You have advantage on saving throws against being frightened. *Halfling Nimbleness:* You can move through the space of any creature that is of a size larger than yours. *Volksunterart Attributswerterhöhung:* Charisma +1 *Naturally Stealthy:* You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ------------------------------------------------ **Ability Scores:** Str: 10 Dex: 16 (+2) Con: 13 Int: 10 Wis: 15 Cha: 10 (+1) AL - Level 1 Feat: Tough --------------------------------------- **Class:** ***Druid*** *Druidic* You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. *Ritual Casting* You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. --------------------------------------------------------------------------------------- **Background:** ***Hermit*** *Discovery* The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
**Race:** Lighfoot Halfling *Alignment:* Neutral Good *Size:* Small *Speed:* 25 *Language:* Common, Halfling, Druidic, Draconic *Lucky:* When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. *Brave:* You have advantage on saving throws against being frightened. *Halfling Nimbleness:* You can move through the space of any creature that is of a size larger than yours. *Volksunterart Attributswerterhöhung:* Charisma +1 *Naturally Stealthy:* You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ------------------------------------------------ **Ability Scores:** Str: 10 Dex: 16 (+2) Con: 13 Int: 10 Wis: 15 Cha: 10 (+1) AL - Level 1 Feat: Tough --------------------------------------- **Class:** ***Druid*** *Druidic* You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. *Ritual Casting* You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. --------------------------------------------------------------------------------------- **Background:** ***Hermit*** *Discovery* The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.