Adventure Logsheet
Race: Hobgoblin Point buy: STR: 08 DEX: 15 CON: 14 INT: 15 WIS: 10 CHA: 08 Ability Score Increase: CON +2, INT+1 Tashas Custom Origin: INT+2, DEX +1 Martial Training: You are proficient with two martial weapons of your choice (Rapier, Longbow) and with light armor. Proficiencie swap: Light armor ---> Shields Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. Languages: You can speak, read, and write Common and Goblin. / Background: Noble - Knight Skill Proficiencies: History, Persuasion Skill Proficiencie swap: Persuasion ---> Stealth Tool Proficiencies: One type of gaming set Tool Proficiencie swap: Gaming set ---> Thieves' Tools Languages: One of your choice ( Elvish) Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 GP Variant Feature: Retainers: If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. / Class: Wizard Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Arcana, Investigation Equipment: You start with the following equipment, in addition to the equipment granted by your background: (b) a dagger (a) a component pouch (b) an explorer's pack A spellbook / Cantrips: Mage Hand, Fire Bolt, Minor Illusion Spells Known: Find Familiar, False Life, Chromatic Orb, Color Spray, Expeditious Retreat, Sleep / Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
+1x Potion of greater Healing +2 LvL Wizard School of Abjuration + Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
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Player: Raimund O. DCI: 6320847593 Character: Murmel Item: Ruby of the War Mage Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost Puchased: 1x Wooden Shield -10 GP 1x Rapier -25 GP 1x Longbow -50 GP 20x Arrows -1 GP 1x Materials for Find Familiar -10 GP
Race: Sea Elf (MpMM) Languages: Common, Elvish, Primordial Features: Child of the Sea Fey Ancestry Friend of the Sea Keen Senses Trance Background: Outlander Skill Proficiencies: Insight, Survival Tool Proficiencies: Drums Languages: Common Sign Language 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 Ability Scores Method: Point Buy Strength: 13 Dexterity: 15+1 Constitution: 15+1 Intelligence: 08 Wisdom: 13+1 Charisma: 08 Class: Campion Fighter Skill Proficiencies: Animal Handling, Survival Features Fighting Style - Archery Second Wind Weapon Mastery - Longbow, Shortsword, Scimitar Action Surge Tactical Mind Fighter Subclass - Champion Improved Critical Remarkable Athlete Feat: Level 1 Background - Tough Level 4 Fighter - Great Weapon Master
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Player: RaimundoO DCI: 6320847593 Character: Shi'ndiira Despana Item: +1 Longbow Found in: DDHC-TYP-6 - Against the Giants
Story Award: „Die Gunst des Rudels“ (Sozial) Ihr habt das Winterwolfsrudel nicht als Feinde betrachtet, sondern als Lebewesen, die ums Überleben kämpfen. Durch kluges Handeln, Mitgefühl oder das Teilen von Ressourcen habt ihr euch ihren Respekt verdient. Das Rudel erinnert sich an euch – und das Leittier hat euren Geruch nicht vergessen. Story Award: Sie haben die Ware ... aber was jetzt? Ihr habt die Güter für Garrett geborgen doch wie bekommt ihr sie nach Eastheaven wenn der sturm außerhalb der Zuflucht nicht ablässt? Garrett's Mysterious Goods müssen zu ihren Besitzer gebracht werden und natürlich eure Belohnung einfordern... doch waren die paar Gold das ganze wert? Story Award: Das Versprechen von „Aelinthal´Asyr“ Durch eure Prüfungen und eure Entschlossenheit habt ihr das Vertrauen eines des Schutzgeister gewonnen. Bevor ihr jedoch die verborgene Zuflucht betretet, müsst ihr einen Schwur leisten: Ihr dürft den wahren Namen dieses Ortes niemandem offenbaren, der nicht selbst als würdig befunden wurde. Der Name, den ihr erfahrt, ist „Aelinthal´Asyr“, ein Wort aus der alten Sprache der Elfen und Sylvanwesen. Es bedeutet sinngemäß „Der Atem unter dem Schnee“. Auch genannt: „Dorf der Flüstergeister“, „Aelinthalas“, „Das milchige Herz“. Auswirkung: Ihr könnt den Namen „Aelinthal´Asyr“ nicht willentlich aussprechen oder schriftlich weitergeben, es sei denn, euer Gegenüber wurde durch eine ähnliche Prüfung als würdig befunden. Versucht ihr, die Existenz von „Aelinthal´Asyr“ zu verraten, werdet ihr stattdessen unbewusst vage oder ausweichende Beschreibungen verwenden. Ihr habt das Zutrittsrecht zum verborgenen Ort und werdet von seinen Wächtern als Verbündete anerkannt. Wann immer ihr euch „Aelinthal´Asyr“ nähert, wird sich euch das Tor offenbaren – doch wer es unbedacht preisgibt oder versucht, das Geheimnis zu umgehen, riskiert, dass es sich für immer vor euch verschließt.