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Adventure Title
Char creation
Char creation
Session
Date Played
2023-08-19 10:37:00 UTC
2023-08-19 10:37:00 UTC
Levels Gained
GP +/-
15
15
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
**Race: Hill Dwarf** **Ability Scores** Str: 14 Dex: 8 Con: 14 (+2) Int: 10 Wis: 16 (+1) Cha: 13 **Proficiency bonus:** +2 **Speed:** 25ft **Ini:** -1 **Armor:** 18 **prof. Saving Throws:** Wisdom, Charisma **Prof:** Insight, Medicine, Persuasion, Religion **Proficiencies and Languages:** **Armor:** Heavy Armor, Light Armor, Medium Armor, Shields **Weapons:** Battleaxe, Simple Weapons, Warhammer **Tools:** Smith's Tools **Languages:** Common, Dwarvish, Elvish, Halfling **Senses** Passive Perception: 13 Passive Investigation: 10 Passive Insight: 15 Darkvision: 60ft. **Start Inventory:** Amulet (holy Symbol), Chain mail, Clothes Common, Crossbow Bolts (20), Crossbow (light), emblem (holy Symbol), Shield, Vestment, Warhammer Backpack: Bedroll, Mess kit, Rations (10), Rope (50 feet), Tinderbox, Torch (10), Waterskin Other Possessions: a Prayer Book, 5 stcks of incense **Spells: **Modifier:** +3 **Spell attack:** +5 **Save DC:** 13 **Cantrips:** Light, Sacred Flame, Spare the dying **1st LVL spells:** Bless, cure wounds, detect magic, Guiding Bolt, Inflict wounds, Shield of Faith **Race Feats:** **Darkvision** **Dwarven Resilience:** You have advantage on saving throws against poison, and you have resistance against poison damage **Dwarven Combat Training** **Tool Proficiency:** Smith's Tools **Stonecunning:** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Dwarven Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. **Feat:** Tough 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. **Background:** Acolyte FEATURE: SHELTER OF THE FAITHFUL As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple **Beschreibung:** Lebte in deinem Zwergischen Kloster als Heiler und wurde auf Reisen geschickt, um neue erfahrungen zu sammeln, was den Kampf angeht.
**Race: Hill Dwarf** **Ability Scores** Str: 14 Dex: 8 Con: 14 (+2) Int: 10 Wis: 16 (+1) Cha: 13 **Proficiency bonus:** +2 **Speed:** 25ft **Ini:** -1 **Armor:** 18 **prof. Saving Throws:** Wisdom, Charisma **Prof:** Insight, Medicine, Persuasion, Religion **Proficiencies and Languages:** **Armor:** Heavy Armor, Light Armor, Medium Armor, Shields **Weapons:** Battleaxe, Simple Weapons, Warhammer **Tools:** Smith's Tools **Languages:** Common, Dwarvish, Elvish, Halfling **Senses** Passive Perception: 13 Passive Investigation: 10 Passive Insight: 15 Darkvision: 60ft. **Start Inventory:** Amulet (holy Symbol), Chain mail, Clothes Common, Crossbow Bolts (20), Crossbow (light), emblem (holy Symbol), Shield, Vestment, Warhammer Backpack: Bedroll, Mess kit, Rations (10), Rope (50 feet), Tinderbox, Torch (10), Waterskin Other Possessions: a Prayer Book, 5 stcks of incense **Spells: **Modifier:** +3 **Spell attack:** +5 **Save DC:** 13 **Cantrips:** Light, Sacred Flame, Spare the dying **1st LVL spells:** Bless, cure wounds, detect magic, Guiding Bolt, Inflict wounds, Shield of Faith **Race Feats:** **Darkvision** **Dwarven Resilience:** You have advantage on saving throws against poison, and you have resistance against poison damage **Dwarven Combat Training** **Tool Proficiency:** Smith's Tools **Stonecunning:** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Dwarven Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. **Feat:** Tough 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. **Background:** Acolyte FEATURE: SHELTER OF THE FAITHFUL As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple **Beschreibung:** Lebte in deinem Zwergischen Kloster als Heiler und wurde auf Reisen geschickt, um neue erfahrungen zu sammeln, was den Kampf angeht.