Beru Chillwind Akannathi

Season:
Forgotten Realms
Race:
Aasimar
Class:
Paladin / Warlock
Background:
Arctic Guide
Lifestyle:
Poor
Current Level:
16
Total GP:
2824.825
Total Downtime:
650
Tag:
T1
Faction:
Order of the Gauntlet
Faction Rank:
Whitehawk (rank 3)
Magic Item Count:
1
Magic Item Limit:
6
Lantern of Tracking (Elementals)

Log Entries

Date Played Adventure Title ▼ Session Levels GP Downtime Magic Items
2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

20gp
1x Spell Scroll: Animal Friendship
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Story:

The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully.
A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
The plesiosaurus answered straightforward questions and knew the following information:
It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.)
The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood.
The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore.
When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet.
While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman.
Marta sang a peculiar song to herself:
Ahead of winter’s wind she came—
The lovely woman with no name;
Draped in a fur-lined cloak of red,
To the icy lake she fled;
The wind pursued her all the same—
As sure as night she’s dead.

She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman.
Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale.
Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk.
Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again.
The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.

2024-02-28 20:00 DDHC-RotF-01 Foaming Mugs 1 52.85 10 Show

GAINED:
2x Potions of Animal Friendship
Oyaminartok's Legacy
This pole has a metal hook and a reinforced iron tip to break ice and provide additional safety when hiking through glaciers or steep mountain passes. There is a small indentation on the middle handle that, when pressed, extends a fishing rod at the bottom of the rod.
Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Charakter Progression Show

Level 1: Paladin (1)
Lay on Hands
Spellcasting
Weapon Mastery
Quarterstaff, Halbert


Level 2: Warlock (1)
Pact Magic:
Cantrips: Eldritch Blast, Lightning Lure
Prepared Spells of Level 1: Hellish Rebuke, Tasha's Hideous Laughter
Eldritch Invocations: Pact of the Blade


Level 3: Paladin (2)
Fighting Style: Blind Fighting
Paladin's Smite


Level 4: Paladin (3)
Channel Divinity
Oath of the Watchers Spells: alarm, detect magic


Level 5: Paladin (4)
Ability Score Improvement: Polearm Master STR +1


Level 6: Paladin (5)
Extra Attack
Faithful Steed


Level 7: Paladin (6)
Aura of Protection


Level 8: Paladin (7)
Aura of the Sentinel

2024-12-30 19:10 Character Rebuild PHB'24 3 Show

Race: Aasimar (PHB'24)
Point buy:
STR: 14 DEX: 08 CON: 15 INT: 08 WIS: 12 CHA: 14
Ability Score Increase: CON +1, CHA +2
Celestial Resistance
You have Resistance to Necrotic damage and Radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Heavenly Wings
Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud
Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Languages: Common, Giant
/
Background:
Outlander (PHB'14)
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: Celestial
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Feat: Tough
/
Class: Paladin
Hit Point Die: D10 per Paladin level
Hit Points at Level 1: 10 + Con. modifier
Hit Points per additional Paladin Level: D10 + your Con. modifier, or, 6 + your Con. modifier
Saving Throw Proficiencies: Wisdom,Charisma
Skill Proficiencies: Intimidation, Persuasion
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields

2024-11-01 20:32 Character Rebuild PHB'24 Show

Race: Aasimar PHB'24
Point buy:
STR: 15 DEX: 08 CON: 15 INT: 08 WIS: 10 CHA: 14
Ability Score Increase: CON +1, CHA +2
Celestial Resistance.
You have Resistance to Necrotic damage and Radiant damage.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Heavenly Wings
Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance.
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud
Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Languages You can speak, read, and write Common, Celestial and Giant
/
Background: Outlander (PHB'14)
Skill Proficiencies: Athletics, Survival
Tool Proficiency: One type of musical instrument
Tool Proficiency swap: Musical Instrument ---> Land Vehicle
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Specialty Guide
Aditional Feat: Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
/
Class: Paladin
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Armor: Light, Medium, and Heavy armor and Shields
Weapons: Simple and Martial weapons
Saving Throws: Wisdom,Charisma
Skills: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion.
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
Choose A, B, or C:
(A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; **
/
Weapon Mastery:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

2024-02-07 12:00 Character Creation 10 Show

Race: Aasimar (MpMM)
Ability Scores:
Point Buy:
STR 14 DEX 08 CON 15 INT 08 WIS 10 CHA 15
(b) Choose three different +1
+1 STR, +1 CON, +1 CHA
Size: Medium
Speed: 30 ft.

Darkvision
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 discern colors in that darkness only as shades of gray
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.
Radiant Soul
Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Languages: Common, Giant


Background: Outlander (PHB)
Skill Proficiencies: Athletics, Survival
Skill Swap: Athletics ---> Perception
Tool Proficiencies: One type of musical instrument
Proficiencies Swap: Musical Instrument ---> Vehicles (Land)
Languages: One of your choice Draconic
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Specialty
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. Guide

Aditional 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.


Paladin

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, Persuasion

Starting Equipment

(b) two martial weapons
2x Handcrossbow
(b) any simple melee weapon
Mace
(b) an explorer's pack
Chain mail and a holy symbol

2024-06-28 21:00 1 Show
Date Played Adventure Title ▼ Tier Session ACP TCP Downtime Renown
2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

20gp
1x Spell Scroll: Animal Friendship
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Story:

The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully.
A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
The plesiosaurus answered straightforward questions and knew the following information:
It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.)
The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood.
The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore.
When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet.
While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman.
Marta sang a peculiar song to herself:
Ahead of winter’s wind she came—
The lovely woman with no name;
Draped in a fur-lined cloak of red,
To the icy lake she fled;
The wind pursued her all the same—
As sure as night she’s dead.

She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman.
Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale.
Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk.
Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again.
The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.

2024-02-28 20:00 DDHC-RotF-01 Foaming Mugs 10 Show

GAINED:
2x Potions of Animal Friendship
Oyaminartok's Legacy
This pole has a metal hook and a reinforced iron tip to break ice and provide additional safety when hiking through glaciers or steep mountain passes. There is a small indentation on the middle handle that, when pressed, extends a fishing rod at the bottom of the rod.
Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Charakter Progression Show

Level 1: Paladin (1)
Lay on Hands
Spellcasting
Weapon Mastery
Quarterstaff, Halbert


Level 2: Warlock (1)
Pact Magic:
Cantrips: Eldritch Blast, Lightning Lure
Prepared Spells of Level 1: Hellish Rebuke, Tasha's Hideous Laughter
Eldritch Invocations: Pact of the Blade


Level 3: Paladin (2)
Fighting Style: Blind Fighting
Paladin's Smite


Level 4: Paladin (3)
Channel Divinity
Oath of the Watchers Spells: alarm, detect magic


Level 5: Paladin (4)
Ability Score Improvement: Polearm Master STR +1


Level 6: Paladin (5)
Extra Attack
Faithful Steed


Level 7: Paladin (6)
Aura of Protection


Level 8: Paladin (7)
Aura of the Sentinel

2024-12-30 19:10 Character Rebuild PHB'24 Show

Race: Aasimar (PHB'24)
Point buy:
STR: 14 DEX: 08 CON: 15 INT: 08 WIS: 12 CHA: 14
Ability Score Increase: CON +1, CHA +2
Celestial Resistance
You have Resistance to Necrotic damage and Radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Heavenly Wings
Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud
Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Languages: Common, Giant
/
Background:
Outlander (PHB'14)
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: Celestial
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Feat: Tough
/
Class: Paladin
Hit Point Die: D10 per Paladin level
Hit Points at Level 1: 10 + Con. modifier
Hit Points per additional Paladin Level: D10 + your Con. modifier, or, 6 + your Con. modifier
Saving Throw Proficiencies: Wisdom,Charisma
Skill Proficiencies: Intimidation, Persuasion
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields

2024-11-01 20:32 Character Rebuild PHB'24 Show

Race: Aasimar PHB'24
Point buy:
STR: 15 DEX: 08 CON: 15 INT: 08 WIS: 10 CHA: 14
Ability Score Increase: CON +1, CHA +2
Celestial Resistance.
You have Resistance to Necrotic damage and Radiant damage.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Heavenly Wings
Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance.
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud
Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Languages You can speak, read, and write Common, Celestial and Giant
/
Background: Outlander (PHB'14)
Skill Proficiencies: Athletics, Survival
Tool Proficiency: One type of musical instrument
Tool Proficiency swap: Musical Instrument ---> Land Vehicle
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Specialty Guide
Aditional Feat: Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
/
Class: Paladin
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Armor: Light, Medium, and Heavy armor and Shields
Weapons: Simple and Martial weapons
Saving Throws: Wisdom,Charisma
Skills: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion.
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
Choose A, B, or C:
(A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; **
/
Weapon Mastery:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

2024-02-07 12:00 Character Creation Show

Race: Aasimar (MpMM)
Ability Scores:
Point Buy:
STR 14 DEX 08 CON 15 INT 08 WIS 10 CHA 15
(b) Choose three different +1
+1 STR, +1 CON, +1 CHA
Size: Medium
Speed: 30 ft.

Darkvision
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 discern colors in that darkness only as shades of gray
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.
Radiant Soul
Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Languages: Common, Giant


Background: Outlander (PHB)
Skill Proficiencies: Athletics, Survival
Skill Swap: Athletics ---> Perception
Tool Proficiencies: One type of musical instrument
Proficiencies Swap: Musical Instrument ---> Vehicles (Land)
Languages: One of your choice Draconic
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Specialty
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. Guide

Aditional 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.


Paladin

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, Persuasion

Starting Equipment

(b) two martial weapons
2x Handcrossbow
(b) any simple melee weapon
Mace
(b) an explorer's pack
Chain mail and a holy symbol

2024-06-28 21:00 Show
Date Played Adventure Title ▼ Session XP GP Downtime Renown Magic Items
2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

20gp
1x Spell Scroll: Animal Friendship
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Story:

The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully.
A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
The plesiosaurus answered straightforward questions and knew the following information:
It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.)
The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood.
The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore.
When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet.
While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman.
Marta sang a peculiar song to herself:
Ahead of winter’s wind she came—
The lovely woman with no name;
Draped in a fur-lined cloak of red,
To the icy lake she fled;
The wind pursued her all the same—
As sure as night she’s dead.

She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman.
Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale.
Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk.
Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again.
The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.

2024-02-28 20:00 DDHC-RotF-01 Foaming Mugs 52.85 10 Show

GAINED:
2x Potions of Animal Friendship
Oyaminartok's Legacy
This pole has a metal hook and a reinforced iron tip to break ice and provide additional safety when hiking through glaciers or steep mountain passes. There is a small indentation on the middle handle that, when pressed, extends a fishing rod at the bottom of the rod.
Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Charakter Progression Show

Level 1: Paladin (1)
Lay on Hands
Spellcasting
Weapon Mastery
Quarterstaff, Halbert


Level 2: Warlock (1)
Pact Magic:
Cantrips: Eldritch Blast, Lightning Lure
Prepared Spells of Level 1: Hellish Rebuke, Tasha's Hideous Laughter
Eldritch Invocations: Pact of the Blade


Level 3: Paladin (2)
Fighting Style: Blind Fighting
Paladin's Smite


Level 4: Paladin (3)
Channel Divinity
Oath of the Watchers Spells: alarm, detect magic


Level 5: Paladin (4)
Ability Score Improvement: Polearm Master STR +1


Level 6: Paladin (5)
Extra Attack
Faithful Steed


Level 7: Paladin (6)
Aura of Protection


Level 8: Paladin (7)
Aura of the Sentinel

2024-12-30 19:10 Character Rebuild PHB'24 Show

Race: Aasimar (PHB'24)
Point buy:
STR: 14 DEX: 08 CON: 15 INT: 08 WIS: 12 CHA: 14
Ability Score Increase: CON +1, CHA +2
Celestial Resistance
You have Resistance to Necrotic damage and Radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Heavenly Wings
Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud
Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Languages: Common, Giant
/
Background:
Outlander (PHB'14)
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: Celestial
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Feat: Tough
/
Class: Paladin
Hit Point Die: D10 per Paladin level
Hit Points at Level 1: 10 + Con. modifier
Hit Points per additional Paladin Level: D10 + your Con. modifier, or, 6 + your Con. modifier
Saving Throw Proficiencies: Wisdom,Charisma
Skill Proficiencies: Intimidation, Persuasion
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields

2024-11-01 20:32 Character Rebuild PHB'24 Show

Race: Aasimar PHB'24
Point buy:
STR: 15 DEX: 08 CON: 15 INT: 08 WIS: 10 CHA: 14
Ability Score Increase: CON +1, CHA +2
Celestial Resistance.
You have Resistance to Necrotic damage and Radiant damage.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Heavenly Wings
Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance.
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud
Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Languages You can speak, read, and write Common, Celestial and Giant
/
Background: Outlander (PHB'14)
Skill Proficiencies: Athletics, Survival
Tool Proficiency: One type of musical instrument
Tool Proficiency swap: Musical Instrument ---> Land Vehicle
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Specialty Guide
Aditional Feat: Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
/
Class: Paladin
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Armor: Light, Medium, and Heavy armor and Shields
Weapons: Simple and Martial weapons
Saving Throws: Wisdom,Charisma
Skills: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion.
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
Choose A, B, or C:
(A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; **
/
Weapon Mastery:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

2024-02-07 12:00 Character Creation 10 Show

Race: Aasimar (MpMM)
Ability Scores:
Point Buy:
STR 14 DEX 08 CON 15 INT 08 WIS 10 CHA 15
(b) Choose three different +1
+1 STR, +1 CON, +1 CHA
Size: Medium
Speed: 30 ft.

Darkvision
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 discern colors in that darkness only as shades of gray
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.
Radiant Soul
Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Languages: Common, Giant


Background: Outlander (PHB)
Skill Proficiencies: Athletics, Survival
Skill Swap: Athletics ---> Perception
Tool Proficiencies: One type of musical instrument
Proficiencies Swap: Musical Instrument ---> Vehicles (Land)
Languages: One of your choice Draconic
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Specialty
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. Guide

Aditional 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.


Paladin

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, Persuasion

Starting Equipment

(b) two martial weapons
2x Handcrossbow
(b) any simple melee weapon
Mace
(b) an explorer's pack
Chain mail and a holy symbol

2024-06-28 21:00 Show