Fietje (Guppi) Hörtewind

Season:
Forgotten Realm
Race:
Gnome
Class:
Cleric
Background:
Sailor
Lifestyle:
Modest
Current Level:
1
Total GP:
10
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2023-09-13 17:32 Charaktererstellung 10 Show

Bases
Race: Forest Gnome
Alignment: Neutral
Size: small
Speed: 25
Language: Common, Gnomish

Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Darkvision
Accustomed to life underground, 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.

Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

...

Feats:
Tough (AL)
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

...

Ability Scores:
Str: 11
Dex: 10 (+1)
Con: 15
Int: 14
Wis: 15
Cha: 8
AL - Level 1 Feat: Magic Initiate (Bard)

...

Class: Tempest Cleric

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

...

Background: Sailor

Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

...

Proficiencies
Armor: Heavy Armor, Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial Weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, History, Medicine, Perception

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2023-09-13 17:32 Charaktererstellung Show

Bases
Race: Forest Gnome
Alignment: Neutral
Size: small
Speed: 25
Language: Common, Gnomish

Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Darkvision
Accustomed to life underground, 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.

Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

...

Feats:
Tough (AL)
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

...

Ability Scores:
Str: 11
Dex: 10 (+1)
Con: 15
Int: 14
Wis: 15
Cha: 8
AL - Level 1 Feat: Magic Initiate (Bard)

...

Class: Tempest Cleric

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

...

Background: Sailor

Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

...

Proficiencies
Armor: Heavy Armor, Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial Weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, History, Medicine, Perception

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2023-09-13 17:32 Charaktererstellung 10 Show

Bases
Race: Forest Gnome
Alignment: Neutral
Size: small
Speed: 25
Language: Common, Gnomish

Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Darkvision
Accustomed to life underground, 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.

Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

...

Feats:
Tough (AL)
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

...

Ability Scores:
Str: 11
Dex: 10 (+1)
Con: 15
Int: 14
Wis: 15
Cha: 8
AL - Level 1 Feat: Magic Initiate (Bard)

...

Class: Tempest Cleric

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

...

Background: Sailor

Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

...

Proficiencies
Armor: Heavy Armor, Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial Weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, History, Medicine, Perception