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Adventure Title
CCC-WWC-01 In the Face of Fear
CCC-WWC-01 In the Face of Fear
Session
Date Played
2021-07-01 18:00:00 UTC
2021-07-01 18:00:00 UTC
Levels Gained
1
1
GP +/-
80
80
Downtime +/-
Location Played
Roll20
Roll20
DM Name
WasabiPrime
WasabiPrime
DM DCI Number
3320826192
3320826192
Notes
**Story Award:** Courage in the Face of Fear **1LvL Barbarian** +**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. +**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.
**Story Award:** Courage in the Face of Fear **1LvL Barbarian** +**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. +**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.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Magic Missiles | Uncommon | true | |||
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |