Adventure Logsheet
Race: Lightfoot Halfling Point buy: STR: 08 DEX: 14 CON: 15 INT: 13 WIS: 08 CHA: 14 Ability Score Increase: CON +1 CHA +2 Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small. Speed: Your base walking speed is 25 feet. Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Brave: You have advantage on saving throws against being frightened. Nimble: You can move through the space of any creature that is of a size larger than yours. Languages: You can speak, read, and write Common and Halfling. Ability Score Increase: Your Charisma score increases by 1. Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. / Background: Rewarded Skill Proficiencies: Insight, Persuasion Languages: None Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp Feature: Fortune's Favor Your unexpected good fortune is reflected by a minor boon. You gain the ** Lucky,** Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life. / Class: Bard Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of your choice (Lute, Flute, Viol) Saving Throws: Dexterity, Charisma Skills: Choose any three (Persuasion, Stealth, Arcana) Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier (b) an entertainer's pack (b) a Flute Leather armor and a dagger / Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
1x Potion of Fire Breath
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Player: Raimund O. DCI: 6320847593 Character: Murmel Item: Mac-Fuirmidh cittern Found in: CCC-THENT01-03 The Dreaming Relic
Adventure Logsheet
Purchased: 10x Torch - 0,1 GP 1x Flowers -1GP
4th Level ASI: Feat: Bountiful Luck Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. - You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor! - When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn College of Eloquence - Silver Tongue - Unsettling Words
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Purchased: 1x Mastif -25 GP
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1 Potion of Healing
+1 Potion of Healing, +1 Potion of Heroism
+2 LvL Wizard Arcane Tradition: School of Divination Divination Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved. Portent Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Adventure Logsheet
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Purchased: 1x Spellbook -50 GP Materials for Find Familiar -20 GP 1x Pearl - 100 GP Sold: 1x LeatherArmor +5 GP 1x Backpack +1 GP
Story Award: Tarot of Fate (Hanged Man): Upright. Although you didn’t strike a fatal blow, the guardian died. What caused that? Hopefully the Mages of Thentia can learn more by studying its heart. +1x Spell Scroll of Skill Empowerment. Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
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Player: RaimundoO DCI: 6320847593 Character: Headband of Intellect Item: Ring of Swimming Found in: DDAL05-16 Parnast Under Siege https://www.adventurersleaguelog.com/users/33187/characters/89379/tradelogentries/951996
Adventure Logsheet
+1 Scroll of detect magic +1 Scroll of comprehend languages +1 Scroll of greater restoration
+1 Potion of Growth
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Player: Arikatzi020 DCI: 42069 Character: Sekae Nightglimm Item: Circlet of Blasting Found in: DDAL05-16 Parnast Under Siege https://www.adventurersleaguelog.com/users/36450/characters/93248/tradelogentries/1093369
Adventure Logsheet
Equiped Magic Item Mac-Fuirmidh cittern Bag of Holding Headband of Intellect Common Magic Items Consumables 1x Potion of Fire Breath 1x Potion of Healing 1x Potion of Heroism Stored Magic Item Goggles of Night, Rapier +1, Shield +1 Common Magic Items Consumables Scroll of Skill Empowerment,