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Date Played
2023-09-10 23:27:00 UTC
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10
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**Race:** Harengon **Ability Scores** Str: 10 Dex: 16 (+1) Con: 13 Int: 8 Wis: 16 (+2) Cha: 12 **Proficiency bonus:** +2 **Speed:** 30ft **Ini:** +5 **Armor:** 16 **prof. Saving Throws** Strength, Dexterity **Prof:** Acrobatics, Insight, Athletics, Perseption, Stealth **Proficiencies and Languages:** **Armor:** none **Weapons:** Shortsword, Simple Weapons **Tools:** Cartographer's Tools, Navigator's Tools, Vehicles (Water) **Languages:** Common, Gnomish **Senses** Passive Perception: 15 Passive Investigation: 9 Passive Insight: 15 **Start Inventory:** Clothes (Common), Dart (10), Rope, Silk (50 feet), Shortsword **Backpack:** crowbar, hammer, piton (10), Rations (10) rope, Hempen (50 feet), Tinderbox, Torch (10), waterskin **Other Possessions:** a belaying pin (club), a small stone with a hole in the center **Racial Traits** **Size:** You are Medium **Hare-Trigger:** You can add your proficiency bonus to your initiative rolls. **Leporine Senses:** You have proficiency in the Perception skill **Lucky Footwork:** When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0. **Rabbit Hop:** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Tough (Feat):** 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. **Class Features ** **Unarmored Defense**: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. **Martial Arts** At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section. **Background:** Sailor Feature: 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. **Beschreibung:** ich wuchs in einem kleinen Fischerdorf auf, ohne groß was zu erleben. Bis eines tages ein Großes Handelsschiff in unserer nähe verunglückte. Wir bemühten uns der Crew zu helfen und halfen das Schiff wieder fahrtüchtit zu machen. In der Zeit erzählten mir die Seefahrer die interessantesten Geschichten über die See und unbekannte Länder. Diese erwachten in mir die Abenteuerlust und ich schloß mich der crew dieses Handelsschiffes an, wo ich auch die Kampfkunst eines Seefahrer aus aus einem fernen Land lernte. Nun bin ich auf Reisen weitere neue Abenteuer zu bestreiten.