Show Log Entry
Adventure Title
Char creation at LVL 5
Char creation at LVL 5
Session
Date Played
2024-02-17 13:00:00 UTC
2024-02-17 13:00:00 UTC
Levels Gained
4
4
GP +/-
510
510
Downtime +/-
40.0
40.0
Location Played
DM Name
DM DCI Number
Notes
******Race**: forest Gnome **Ability Scores (build Point) Str: 14 Dex: 14 (+1) Con: 14 Int: 10 (+2) Wis: 14 Cha: 9** **Proficiency bonus**: +3 **Speed:** 25ft **Ini**: +2 **Armor**: 16 **prof. Saving Throws**: Wisdom, Intelligence **Prof**: Acrobatics, Animal Handling, Nature, Survival **Proficiencies and Languages:** **Armor**: Light Armor, Medium Armor, Shields **Weapons**: Martial Weapons, Simple Weapons **Tolls:** Herbalism Kit, Cook's Utensils, Vehicles (Land) **Languages**: Common, Druidic, Gnomish # Senses **Passive Perception**: 12 **Passive Investigation**: 10 **Passive Insight**: 12 **Start Inventory**: Clothes Common, Leather, Scimtar, Wooden Shield, Totem (druidic Focus) **Backpack**: Bedroll, Mess kit, Ration (10), Rope (hempen 50feet), Tinderbox, Torch (10), Waterskin, Herbalism Kit, shovel, iron pot, **Magic Item:** Moon Sickle # Spells: **Modifier**: +2 **Spell attack**: +6 (+1 Moon Sickle) **Save DC:** 14 (+1 Moon Sickle) **Cantrips:** Frostbite, Minor Illusion, Thunderclap **1st LVL spells**: cure wounds, detect magic, Earth Tremor, Speak with Animals, Thunderwave **2nd LVL Spells:** Beast Sense # Druid Features: **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. [**Wild Shape:** ](https://www.dndbeyond.com/sources/basic-rules/classes#WildShapet)Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. **Druid Circle**: Circle of the Moon **Combat Wild Shape:** When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. **Circle Forms:** The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. # Barbarian Features **Rage:** In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. **Unarmored Defense:** While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. **Reckless Attack:** Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. **Danger Sense:** At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. **Primal Path:** Path of the Totem Warrior **Spirit Seeker:** Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section. **Totem Spirit:** At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. **Bear** While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. # Race Feats: **Size**: Small **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. **Gnome Cunning:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. **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. # Feat **Tough** (at Background 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. # Background Folk Hero FEATURE: RUSTIC HOSPITALITY Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. # Beschreibung: Brocc Bear, wird von jeden nur als Bear oder Bär angesprochen. Der Wald Gnome zeigt gerne seine difinierten Muskeln, aber ohne zu protzen. Nicht zu übersehen ist seine Battleaxt, der er über seiner Schulter trägt und fasst den schein gibt, sie wäre zu groß für ihn. Der Bär ist sein Spiritanimal, welches er durch sein Totem um seinem Hals trägt. Der Rufname Bär kommt von seinem Bärenfäll wechles er als Kopfschmuck träckt und von weitem ausschauen lässt wie ein kleiner Bär auf zwei Beinen. Im Kampf, wenn er in den Zweikampf eingeht, nehmt er aber auch gerne die Form eines Braunbären an und wütet beinah wie ein echter umher. Es scheint fast so als würden jeglicher Schaden kaum effekt zeigen. Bär ist in einem Barbarendorf mitten in den Wäldern auf gewachsen. Dort lernte er unter den Schamanen mit der Macht der Natur zu kämpfen und eins mit ihr zu werden, Aber auch wie man die Kräfte von Tiergeistern respektiert und für sich nutzen kann. So trainierte er sich im Kampf der Barbaren und verfeinerte seine Techniken mit der Macht sich in Tiere verwandeln zu können. Bekannt wurde er in der Umgebung als Bärenkrieger. Da er bei Angriffen und Katastrophen, in den umliegenden Gebieten, zu hilfe kam. Dies meist jedoch in Form eines Braunbärens, oder er sich in besonderen Situationen in solch einen verwandelte. Nun reist er durch die Lande um denjengen zu helfen die sie brauchen und deren Missionen zu erledigen.
******Race**: forest Gnome **Ability Scores (build Point) Str: 14 Dex: 14 (+1) Con: 14 Int: 10 (+2) Wis: 14 Cha: 9** **Proficiency bonus**: +3 **Speed:** 25ft **Ini**: +2 **Armor**: 16 **prof. Saving Throws**: Wisdom, Intelligence **Prof**: Acrobatics, Animal Handling, Nature, Survival **Proficiencies and Languages:** **Armor**: Light Armor, Medium Armor, Shields **Weapons**: Martial Weapons, Simple Weapons **Tolls:** Herbalism Kit, Cook's Utensils, Vehicles (Land) **Languages**: Common, Druidic, Gnomish # Senses **Passive Perception**: 12 **Passive Investigation**: 10 **Passive Insight**: 12 **Start Inventory**: Clothes Common, Leather, Scimtar, Wooden Shield, Totem (druidic Focus) **Backpack**: Bedroll, Mess kit, Ration (10), Rope (hempen 50feet), Tinderbox, Torch (10), Waterskin, Herbalism Kit, shovel, iron pot, **Magic Item:** Moon Sickle # Spells: **Modifier**: +2 **Spell attack**: +6 (+1 Moon Sickle) **Save DC:** 14 (+1 Moon Sickle) **Cantrips:** Frostbite, Minor Illusion, Thunderclap **1st LVL spells**: cure wounds, detect magic, Earth Tremor, Speak with Animals, Thunderwave **2nd LVL Spells:** Beast Sense # Druid Features: **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. [**Wild Shape:** ](https://www.dndbeyond.com/sources/basic-rules/classes#WildShapet)Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. **Druid Circle**: Circle of the Moon **Combat Wild Shape:** When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. **Circle Forms:** The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. # Barbarian Features **Rage:** In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. **Unarmored Defense:** While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. **Reckless Attack:** Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. **Danger Sense:** At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. **Primal Path:** Path of the Totem Warrior **Spirit Seeker:** Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section. **Totem Spirit:** At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. **Bear** While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. # Race Feats: **Size**: Small **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. **Gnome Cunning:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. **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. # Feat **Tough** (at Background 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. # Background Folk Hero FEATURE: RUSTIC HOSPITALITY Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. # Beschreibung: Brocc Bear, wird von jeden nur als Bear oder Bär angesprochen. Der Wald Gnome zeigt gerne seine difinierten Muskeln, aber ohne zu protzen. Nicht zu übersehen ist seine Battleaxt, der er über seiner Schulter trägt und fasst den schein gibt, sie wäre zu groß für ihn. Der Bär ist sein Spiritanimal, welches er durch sein Totem um seinem Hals trägt. Der Rufname Bär kommt von seinem Bärenfäll wechles er als Kopfschmuck träckt und von weitem ausschauen lässt wie ein kleiner Bär auf zwei Beinen. Im Kampf, wenn er in den Zweikampf eingeht, nehmt er aber auch gerne die Form eines Braunbären an und wütet beinah wie ein echter umher. Es scheint fast so als würden jeglicher Schaden kaum effekt zeigen. Bär ist in einem Barbarendorf mitten in den Wäldern auf gewachsen. Dort lernte er unter den Schamanen mit der Macht der Natur zu kämpfen und eins mit ihr zu werden, Aber auch wie man die Kräfte von Tiergeistern respektiert und für sich nutzen kann. So trainierte er sich im Kampf der Barbaren und verfeinerte seine Techniken mit der Macht sich in Tiere verwandeln zu können. Bekannt wurde er in der Umgebung als Bärenkrieger. Da er bei Angriffen und Katastrophen, in den umliegenden Gebieten, zu hilfe kam. Dies meist jedoch in Form eines Braunbärens, oder er sich in besonderen Situationen in solch einen verwandelte. Nun reist er durch die Lande um denjengen zu helfen die sie brauchen und deren Missionen zu erledigen.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Moon Sickle +1 | Uncommon | true | |||
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |