Luna Prime

Season:
Forgotten Realm
Race:
Shadar-Kai
Class:
Artificer LvL13
Background:
Guild Artisan
Lifestyle:
None
Current Level:
15
Total GP:
22226.903
Total Downtime:
0
Tag:
Faction:
Lord's Alliance
Faction Rank:
Stingblade (rank 3)
Magic Item Count:
31
Magic Item Limit:
6
Miners Pick,
Scimitar,
Heward's Handy Haversack Wondrous item, rare,
🗵Eyes of the Eagle,
FOS-06 Story Award: Ferryman's Fee,
Artisan Tools,
Bead of Refreshment (x3),
🗵Mystery Key,
Staff of the Python,
🗵Spell Scroll of Snare,
☐Scroll of Beast Bond,
☐Helm of Telepathy,
🗵Necklace of Fireballs,
🗵 Ring of Portection,
☐ Flame Tongue Longsword,
Chain Mail +1,
Goggles of Night,
Stone of Good Luck,
Boots of Striding and Springing ,
🗵Ring of Protection ,
1x ring of spellstoring( 2x mirror image),
Necklace of Prayer Beads,
🗵Blessing of Protection,
🗵4x Potion of Greater Healing,
Bracers of Defense,
Eyes of Minute Seeing,
Folding Boat,
Giant Slayer Shortsword,
🗵4x Potion of Greater Healing,
Crystal Blade,
🗵4 Potion of supirior Healing

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
Char Erstellung 15 Show

Ability Score Increase.


8 STR 14 DEX 14Con 15 INT 10 CIS 8 CHA

+1 Con +2 Int Race Costum Linage
Tough

Source: Player's Handbook

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.


Creature Type.
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.


Blessing of the Raven Queen.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.


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.

Fey Ancestry.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses.
You have proficiency in the Perception skill.

Necrotic Resistance.
You have resistance to necrotic damage.


Trance.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. (Tieves Tools) (Waffe ka xD)


Languages.
Your character can speak, read, and write Common and Silvan.

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Background: Guild Artisan

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.


Skill Proficiencies: Insight, Persuasion
prof Swap Slight of Hand and Investigation
Tool Proficiencies: Smiths Tools
Languages: Dwarvish
Equipment: A set of artisan's tools (Smiths Tools, a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp


Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table.

16 Smiths and metal-forgers

As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.


Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons
Tools:
Letherworking Tools Saving Throws:
Constitution, Intelligence
Skills:
Choose two from Arcana, History,


Equipmant
You start with the following equipment, in addition to the equipment granted by your background:

2 Light Hammer, a light crossbow and 20 bolts, scale mail Leatherworking’ tools and a dungeoneer’s pack


Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Magical Tinkering


At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.


Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.


Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Prepared Spells
Cantrip: Mending, Thorn Wip
1st LvL Spell: Cure Wounds, Tasha's Caustic Brew


2024-01-28 16:13 Trade Log -2 > Miners Pick Show Trade Log
2024-01-28 19:55 DDHC-JRC-02 Written in Blood 1 76.17 10 Scimitar, Heward's Handy Haversack Wondrous item, rare Show

Mitspieler:
(1) Bramymond - Thetis Thalryssian - Triton - Tempest Cleric 1
(1) Frederic T. - Thelus Thalryssian - Triton - Paladin 1
(4) Marcelinho700 - Thorin Healhammer - Standard Human - Life Domain Cleric 4 - none
(3) TimoL - Jessica Fortescue - Variant Human - Rogue 3 - Harper
(4) Echo - Fin Cinderflower - Ghostwise Halfling - Shepperd Druid 4 - None
(1) Cookie - Luna Prime - Shadar-Kai- Artificer (1)


Ausgaben: 0.5g für eine Tagesration
Einnahmen:76,67
findet im Bauernhaus von einem der Bauern ein rostiges Scimitar. Dieses repariert sie mit Mending.

1 LvL up

2024-01-29 16:16 Purchase Log -20 Show Purchase

Forgery Kit , Leatherworker's tools

2024-01-31 20:00 catching up 1 -10 Show

LvL 3The Right Tool for the Job


At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.


LvL 3 Tools of the Trade


When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.


Armorer Spells LvL 3


Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Armorer Spells
Artificer Level Armorer Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force


Arcane Armor LvL 3


Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

You can use the arcane armor as a spellcasting focus for your artificer spells.

The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.

You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.


Armor Model LvL3


Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.


Prepared Spells:
Infusions Enhanced Defence/Weapon, Mind Sharpener ,Armor of Magical Strength
Cantrip
Thorn Wip, Mending
1st Lvl Cure Wounds, Detect Magic, Identify, Taschas Caustik Brew

Von der Klasse zusätzlich Magic Missile,, Thunderwave

2024-01-31 20:06 FR-DC-FOS-06 Down to Safety 1 44.4 10 🗵Eyes of the Eagle, FOS-06 Story Award: Ferryman's Fee, Bead of Refreshment (x3) Show

Mitspieler:

  1. (3) WasabiPrime - Silk - Changeling - Arcane Trickster 3 "Höchst technisches Paddel sein Firearm heißt boom Boom Stick"
    Weiß nicht was sie von dem Nielpferd halten soll, sein Verhalten den armen Mann offensichtlich zu beklauen ist schlecht fürs Geschäft.

  2. (3) Luna Prime - Shadar-Kai- Artificer Armorer lvl3

  3. (2) Arikatzi020 - Yoake - Aasimar - Light Domain Cleric 2 sucht ihre Schwester.
    Ist sehr beeindruckt von ihr mit der Heilungsaktion bzw der zerstörung der Untoten

  4. (3) - Vaxl - The Crow - Variant Human - Battle Master Fighter 3

  5. (2) Doldie - Aldric Furienfaust - Standard Human - Lifedomain Cleric 2


Gefunden: Pfeile 1 Dolch und Wurfspeere

5 Grabeblumen

kürschnert das Krokodil


Note: Last Words from a Dying Orc

One orc warrior is barely alive and is using its last breath to speak these words to you:

In land's dryest heart you will yet find

The great who's free, you cannot bind.

There you must search within the core

To bring the peace or lasting war.

In Landes' trockenen Herzen wirst du finden

Den Großen der frei ist, kannst ihn nicht binden.

Dort müsst ihr suchen mitten im Kern

Den Frieden zu bringen oder bleibenden Krieg.

Es ist in vielen Kulturen bekannt, dass die letzten Augenblicke einer intelligenten Kreatur eine Brücke zwischen göttlichen / übernatürlichen Kräften und unserer Ebene ermöglichen können. Daher werden die Worte von Sterbenden häufig als besonders angesehen und es wird versucht zu interpretieren, ob sie einen Blick in die Zukunft oder auf Unbekanntes ermöglichen.

Ob diese Worte dazu zählen, ob sie für euch bestimmt waren, das bleibt ebenso dunkel wie der Blick des nun toten Orks.


Atuned Items (1/2) : Eyes of the Eagle +5 Passiv Perception wegen advantage on Wisdom (Perception)


Vorbereitete Spells: Cantrip: Thorn Wip, Mending
1st LvL Spell: (Rituale) Identify, Detect Magic
Cure Wounds, Feather Fall, Tashas Caustic Brew,
Durch Armorer zusätzlich vorbereitet: Magic Missile, Thunderwave

2024-02-01 12:12 Purchase Log -107 Artisan Tools Show Purchase
2024-02-08 20:33 FR-DC-FOS-07 Savage Beasts Need Company 0 30 10 🗵Mystery Key, Staff of the Python Show
  1. (3) Arikatzi020 - Yoake - Aasimar - Light Domain Cleric 2, Druid 1

    1. (3) WasabiPrime - Silk - Changeling - Rouge 3
    2. (3) - Vaxl - The Crow - Human – Eldritch Fighter
    3. (4) Luna Prime - Shadar-Kai- Artificer Armorer 4
    4. (2) - Jarlsson - Haldir Rehauge - Firbolg - Circle of Stars Druid 2

Rewards: 30 Gold, 1 Healing Potion,

Vorbereitete Spells: Cantrip: Thorn Wip, Mending
1st LvL Spell: (Rituale) Identify, Detect Magic
Cure Wounds, Feather Fall, Tashas Caustic Brew,
Durch Armorer zusätzlich vorbereitet: Magic Missile, Thunderwave

2024-02-23 19:30 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 1 83.333 10 🗵Spell Scroll of Snare, ☐Scroll of Beast Bond, ☐Helm of Telepathy Show

(4) Cookie - Luna Prime - Shadar-Kai - Artificer Armorer LvL 4 - Lord's Alliance
(4) Smokycloud - Olfonso del Toro - Deep Gnome - Wizard 4
(1) lukaswingarmor - Aetlach - Tiefling - Bard Lvl. 1
(4) Echo - Hector "Wildcard" Gloomlight - Variant Human - Wild Magic Sorcerer 4 - Harper
(3)Kiri - Mellow Beast - Tabaxi - Path of the Beast Barbarian 3
(2) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom – Kämpfer 2

sehr beeindruckt von Kiri

Reward: Spell Scroll of Snare, Scroll of Beast Bond, Helm of Telepathy

2024-04-05 17:53 catching up 3 -30 Show

LvL 12 Feat Sentinal

2024-02-25 00:05 Trade Log -100 Show Trade Log

Pearl 100 GP worth für den Identifi Spell

2024-03-16 19:00 Keys from the Golden Vault - Heart of Ashes 1 2550 10 🗵Necklace of Fireballs, 🗵 Ring of Portection, ☐ Flame Tongue Longsword Show

(8)Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 8 - Emerald Enclave/Golden Vault

(8)Cookie- Luna Prime . Shadarkai - Artificer Armoroer LvL 8- Emerald Enclave

CaptainBlackeye - Chrimax - Rock Gnome - Storm Sorcery Sorcerer 8 - Golden Vault

(9) Stephan - Zanshin - Wood Elf - Way of Mercy Monk 9 - none

(8) TimoL - Meryll Brumblewynn (T2) - Aasimar - Paladin 8

8 Arroes +1

Flavor Award: 1 Anwesen +Land wurde uns vom König geschenkt in der Nähe von Waterdeep

Golden Vault Item
Ring of Portection
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.

+1 Battleaxe
+1 Shield
+1Oil of Sharpness
-1Healing Potion

Oil of Sharpness
Potion, very rare

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

2024-03-17 00:17 Purchase Log -800 Show Purchase

8 Greater Healing Potions

2024-03-27 15:05 Purchase Log -1200 Show Purchase

4 Gems 300gp worth

Hintergrundgeschichte von Luna Prime Show

Name: Luna Prime
Klasse: Artificer
Rasse: Shadarkai
Persönlichkeit: Luna glaubt fest daran, dass alles, was es wert ist, getan zu werden, auch richtig getan werden sollte. Sie ist eine Perfektionistin durch und durch und kann es einfach nicht ertragen, halbherzig zu arbeiten.
Ideal: Ihr Streben ist nach Vollkommenheit. Luna setzt sich unermüdlich dafür ein, die Beste in ihrem Handwerk zu sein und ständig ihre Fähigkeiten zu verbessern.
Bindung: Luna fühlt sich ihrer Gilde zutiefst verbunden und sieht in ihr diejenigen, die sie zu der Person gemacht haben, die sie heute ist. Sie betrachtet die Mitglieder ihrer Gilde als eine Art Familie und ist bereit, für sie alles zu geben.
Schwäche: Luna leidet unter starkem Neid, wenn sie das Gefühl hat, dass jemand anderes ihre handwerklichen Fähigkeiten übertrifft. Sie ist von Rivalität umgeben und fühlt sich ständig unter Druck gesetzt, sich zu beweisen.


Beschreibung des Aussehens: Luna ist eine Shadarkai mit hellen, durchdringenden eisblauen Augen. Sie ist recht groß, etwa 1,80 Meter, und hat einen etwas kräftigen Körperbau. Luna trägt eine maßgefertigte Rüstung, die eng an ihrem Körper anliegt und sie dennoch vor den Gefahren der Welt schützt. Ihr Rucksack ist groß und geräumig, gefüllt mit einer Vielzahl von Werkzeugen und Materialien, die sie für ihre Arbeit als Artificer benötigt.


Hintergrundgeschichte:

Luna wurde nicht in den Schattenlanden geboren, sondern in Mechanus, einer Welt der Ordnung und Präzision, die von den Modron bewohnt wird. Als Shadarkai, ein Volk aus den Schattenlanden, war sie eine ungewöhnliche Erscheinung in dieser Welt der Maschinen und Mechanismen.

Schon in jungen Jahren zeigte Luna ein außergewöhnliches Interesse an der Konstruktion und Gestaltung von Artefakten. Sie lernte die feinsten Techniken der Artificer von den Modron-Meistern und wurde bald zu einer der begabtesten Schmiedinnen in ganz Mechanus.

Doch Lunas Herz sehnte sich nach Abenteuer und Freiheit, und so verließ sie ihre Heimatwelt und machte sich auf den Weg in die weiten Welten jenseits von Mechanus. In Waterdeep, einer Stadt voller Möglichkeiten und Geheimnisse, fand sie eine neue Heimat und trat der mächtigen Gilde der Artificer bei.

Unter der Anleitung erfahrener Meister lernte Luna die feinsten Techniken der Arcanik und der Handwerkskunst. Sie wurde zur Meisterin der Rüstungsschmiede und erschuf einige der mächtigsten und schönsten Artefakte, die jemals geschmiedet wurden.

Doch Lunas Streben nach Perfektion kannte keine Grenzen, und sie fühlte sich ständig von Rivalen umgeben, die versuchten, sie zu übertreffen. Ihr Neid trieb sie an, härter zu arbeiten und noch besser zu werden, und sie wurde zu einer Legende in den Werkstätten von Waterdeep.

Als Mitglied der Lordsallianz fand Luna eine neue Heimat und eine neue Familie. Sie schwor, ihre Gilde zu verteidigen und für ihre Mitglieder zu kämpfen, und setzte ihre handwerklichen Fähigkeiten ein, um das Licht der Gerechtigkeit in die dunkelsten Ecken der Welt zu bringen.


Heute reist Luna Prime durch die Lande, immer auf der Suche nach neuen Herausforderungen und Möglichkeiten, ihre Fähigkeiten zu verbessern.

Nachdem Luna Prime sich der Lordsallianz angeschlossen hatte und ihre Fähigkeiten als Artificer zunehmend verfeinerte, führte ihr Weg sie auf ein Abenteuer in die wilden und gefährlichen Dschungel von Chult. Dort wurde sie von der Gilde beauftragt, einen Ankylosaurus einzufangen und über einen Fluss an die Küste zu transportieren, um die dortige Tierwelt zu erforschen und zu studieren.

Mit ihrem unerschütterlichen Willen und ihrer Entschlossenheit machte sich Luna auf den Weg in die unerforschten Tiefen des Dschungels. Begleitet von einer kleinen Gruppe mutiger Abenteurer und ausgestattet mit ihren magischen Artefakten, machte sie sich auf die Suche nach dem majestätischen Ankylosaurus.

Die Reise durch den Dschungel war gefährlich und voller Herausforderungen. Luna und ihre Gefährten mussten sich durch dichtes Unterholz und gefährliche Sumpfgebiete kämpfen, während sie vor den wilden Bestien und gefährlichen Fallen der Wildnis auf der Hut waren.

Nach vielen Tagen der Suche und des Überlebens gelang es Luna schließlich, den Ankylosaurus zu finden und ihn zu beruhigen. Mit Hilfe ihrer geschickten Artificer-Fähigkeiten und einer speziell angefertigten Vorrichtung gelang es ihr, das mächtige Tier einzufangen und für den Transport vorzubereiten.

Doch die Herausforderungen waren noch nicht vorbei. Um den Ankylosaurus sicher über den Fluss zu bringen, musste Luna eine komplexe Seilbrücke konstruieren und eine Reihe von Fallen und Hindernissen überwinden, die sich ihnen in den Weg stellten. Mit Geschick und Entschlossenheit gelang es ihnen schließlich, den Fluss zu überqueren und den Ankylosaurus sicher an die Küste zu bringen.


Das Abenteuer in Chult war eine prägende Erfahrung für Luna Prime. Es lehrte sie nicht nur die Bedeutung von Teamarbeit und Zusammenhalt, sondern stärkte auch ihren Glauben an ihre eigenen Fähigkeiten und ihre Entschlossenheit, jede Herausforderung zu meistern, die ihr im Weg stand.

Nach ihrer Rückkehr nach Waterdeep kehrte Luna in ihre Werkstatt zurück, wo sie von ihren Abenteuern in Chult erzählte. Die Geschichte verbreitete sich schnell unter den Mitgliedern ihrer Gilde und den Bewohnern der Stadt, und bald strömten neugierige Kunden in ihren Laden, um mehr über Lunas unglaubliche Reise zu erfahren.

In den Wochen und Monaten nach ihrer Rückkehr wurde Lunas Werkstatt zu einem beliebten Treffpunkt für Abenteurer, Händler und Neugierige gleichermaßen. Sie erzählte von den Gefahren des Dschungels, von wilden Bestien und unbekannten Geheimnissen, die sie entdeckt hatte.

Als Luna ihre Erlebnisse mit anderen teilte, wurde ihr Laden zu einem Ort der Inspiration und des Staunens. Viele kamen, um von ihrem Mut und ihrer Entschlossenheit zu lernen, und ihre Geschichten inspirierten eine neue Generation von Abenteurern und Artificern, die nach Ruhm und Abenteuer strebten.

Doch trotz ihres Ruhms und ihres Erfolgs blieb Luna bescheiden und konzentrierte sich weiterhin darauf, ihre handwerklichen Fähigkeiten zu verbessern und ihrer Gilde treu zu dienen. Sie wusste, dass noch viele Abenteuer auf sie warteten, und sie war bereit, sich ihnen mit derselben Entschlossenheit und demselben Mut zu stellen wie immer zuvor.

2024-03-27 18:30 TftYP: White Plume Mountain 0 14357 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing , 🗵Ring of Protection , 1x ring of spellstoring( 2x mirror image), Necklace of Prayer Beads, 🗵Blessing of Protection Show

Player:
(9) - Trix Forespell - Stout Halfling - Divination Wizard 7/Tempest Cleric 2 (Mag Trix nicht)
(7) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 7 - none
Maluku Seito - Sai - Wood Elf - Kensai 7 - Harpers
lvl (10) Gnash Redwood – Waldelf – Assassine – Rouge (4) – Kämpfer (2) – Gloom Stalker Ranger (4)
(9) Luna Prime - Shadarkai - Artificer Armorer LvL 9 - Redknife (rank 2)


Loot:
Gold: 600gp + 12.000gp + 10.000sp + 9.000gp + 600 gp + 2.000gp + 1.000gp + 2.000gp + 5.000gp + 3935gp + 10gp + 400ep + 300gp + 1.300gp + 10.000gp + 750gp + 6.000sp + 3.000gp + 1.000ep + 200pp +11.000gp + 5.000gp =
14.357gp pro person


Consumables: 1x potion of flying + spellscroll of fear + spellscroll of hold person + eine Potion of Mind Reading + drei Spell Scrolls Conjure minor Elementals, Dispel Magic, magic mouth + 1x potion of greater healing + 1x scroll of protection against fiends + 5x rare consumeable = Potion of Invulnerability

-4 Potion of Greater Healing


Equipment: +1 chainmail + 1x goggles of night + 1x stone of good luck +Spellbook:Magic Missile, Shield, Thunderwave, Mirror Image, Web, Dispel Magic, Fear, Haste, Stinking Cloud + 1x boots of striding & springing + 1x ring of protection + 1x ring of spellstoring( 2x mirror image) + Necklace of Prayer beads (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection + 🗵Blessing of Protection


Legendary Weapons: 1x blackrazor(Legendary Weapon T4 LvL 17) + 1x whelm (Legendary Weapon ab T4 LvL17) + 1x wave (Legendary Weapon ab T4 LvL17) (1 davon kann man sich ab gegebenem Tier aussuchen)

2024-03-28 14:07 Trade Log -400 > 🗵4x Potion of Greater Healing Show Trade Log
2024-03-28 19:00 (Ka'Narlist) Lost Caverns of Tsojcanth 1 700 10 Eyes of Minute Seeing, Bracers of Defense, Folding Boat, Giant Slayer Shortsword, 🗵4x Potion of Greater Healing Show

Mitspieler:
Gnash Redwood (Flammenklinge)
Luna Prime Shadarkai LvL 9 Artificer Armorer
Jarro Greyward (Ineverexist)
(Echo) Fin Cinderflower LvL 9 Shepard Druid
Guttrr (Folk2K)

Gefunden:
1xSpellscroll of Levitate One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.
* - (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Verbraucht: 3 Potion of Greater Healing 1 Potion of Invulnerability

Gekauft 3 Potion of greater Healing
1000gp vom adventure -300 Potion Kosten =700gp

Char Rebuild Show

8 Str 14 Dex 14 Con 9 Int 14 Wis 13 Cha
+2 Con +1 Cha Race Costum Linage = 8 Str 14 Dex 16 Con 9 Int 14 Wis 14 Cha

Infusions:
Gauntlets of ogre power =19 Str
Headband of intellect = 19 Int


Kann 4 Magic Items Attunen wegen Magic Item Adept:
You've achieved a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Armor Modifications
Kann Insgesamt 6 Items Infusen wobei 2 auf der Armor sein müssen.
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

2024-04-05 16:29 Catching UP 3 -30 Show
Date Played Adventure Title Tier Session ACP ▼ TCP Downtime Renown
Char Erstellung Show

Ability Score Increase.


8 STR 14 DEX 14Con 15 INT 10 CIS 8 CHA

+1 Con +2 Int Race Costum Linage
Tough

Source: Player's Handbook

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.


Creature Type.
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.


Blessing of the Raven Queen.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.


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.

Fey Ancestry.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses.
You have proficiency in the Perception skill.

Necrotic Resistance.
You have resistance to necrotic damage.


Trance.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. (Tieves Tools) (Waffe ka xD)


Languages.
Your character can speak, read, and write Common and Silvan.

-----------------------------------------------------------------------------------------------------------------------------------

Background: Guild Artisan

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.


Skill Proficiencies: Insight, Persuasion
prof Swap Slight of Hand and Investigation
Tool Proficiencies: Smiths Tools
Languages: Dwarvish
Equipment: A set of artisan's tools (Smiths Tools, a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp


Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table.

16 Smiths and metal-forgers

As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.


Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons
Tools:
Letherworking Tools Saving Throws:
Constitution, Intelligence
Skills:
Choose two from Arcana, History,


Equipmant
You start with the following equipment, in addition to the equipment granted by your background:

2 Light Hammer, a light crossbow and 20 bolts, scale mail Leatherworking’ tools and a dungeoneer’s pack


Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Magical Tinkering


At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.


Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.


Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Prepared Spells
Cantrip: Mending, Thorn Wip
1st LvL Spell: Cure Wounds, Tasha's Caustic Brew


2024-01-28 16:13 Trade Log Show Trade Log
2024-01-28 19:55 DDHC-JRC-02 Written in Blood 10 Show

Mitspieler:
(1) Bramymond - Thetis Thalryssian - Triton - Tempest Cleric 1
(1) Frederic T. - Thelus Thalryssian - Triton - Paladin 1
(4) Marcelinho700 - Thorin Healhammer - Standard Human - Life Domain Cleric 4 - none
(3) TimoL - Jessica Fortescue - Variant Human - Rogue 3 - Harper
(4) Echo - Fin Cinderflower - Ghostwise Halfling - Shepperd Druid 4 - None
(1) Cookie - Luna Prime - Shadar-Kai- Artificer (1)


Ausgaben: 0.5g für eine Tagesration
Einnahmen:76,67
findet im Bauernhaus von einem der Bauern ein rostiges Scimitar. Dieses repariert sie mit Mending.

1 LvL up

2024-01-29 16:16 Purchase Log Show Purchase

Forgery Kit , Leatherworker's tools

2024-01-31 20:00 catching up -10 Show

LvL 3The Right Tool for the Job


At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.


LvL 3 Tools of the Trade


When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.


Armorer Spells LvL 3


Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Armorer Spells
Artificer Level Armorer Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force


Arcane Armor LvL 3


Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

You can use the arcane armor as a spellcasting focus for your artificer spells.

The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.

You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.


Armor Model LvL3


Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.


Prepared Spells:
Infusions Enhanced Defence/Weapon, Mind Sharpener ,Armor of Magical Strength
Cantrip
Thorn Wip, Mending
1st Lvl Cure Wounds, Detect Magic, Identify, Taschas Caustik Brew

Von der Klasse zusätzlich Magic Missile,, Thunderwave

2024-01-31 20:06 FR-DC-FOS-06 Down to Safety 10 Show

Mitspieler:

  1. (3) WasabiPrime - Silk - Changeling - Arcane Trickster 3 "Höchst technisches Paddel sein Firearm heißt boom Boom Stick"
    Weiß nicht was sie von dem Nielpferd halten soll, sein Verhalten den armen Mann offensichtlich zu beklauen ist schlecht fürs Geschäft.

  2. (3) Luna Prime - Shadar-Kai- Artificer Armorer lvl3

  3. (2) Arikatzi020 - Yoake - Aasimar - Light Domain Cleric 2 sucht ihre Schwester.
    Ist sehr beeindruckt von ihr mit der Heilungsaktion bzw der zerstörung der Untoten

  4. (3) - Vaxl - The Crow - Variant Human - Battle Master Fighter 3

  5. (2) Doldie - Aldric Furienfaust - Standard Human - Lifedomain Cleric 2


Gefunden: Pfeile 1 Dolch und Wurfspeere

5 Grabeblumen

kürschnert das Krokodil


Note: Last Words from a Dying Orc

One orc warrior is barely alive and is using its last breath to speak these words to you:

In land's dryest heart you will yet find

The great who's free, you cannot bind.

There you must search within the core

To bring the peace or lasting war.

In Landes' trockenen Herzen wirst du finden

Den Großen der frei ist, kannst ihn nicht binden.

Dort müsst ihr suchen mitten im Kern

Den Frieden zu bringen oder bleibenden Krieg.

Es ist in vielen Kulturen bekannt, dass die letzten Augenblicke einer intelligenten Kreatur eine Brücke zwischen göttlichen / übernatürlichen Kräften und unserer Ebene ermöglichen können. Daher werden die Worte von Sterbenden häufig als besonders angesehen und es wird versucht zu interpretieren, ob sie einen Blick in die Zukunft oder auf Unbekanntes ermöglichen.

Ob diese Worte dazu zählen, ob sie für euch bestimmt waren, das bleibt ebenso dunkel wie der Blick des nun toten Orks.


Atuned Items (1/2) : Eyes of the Eagle +5 Passiv Perception wegen advantage on Wisdom (Perception)


Vorbereitete Spells: Cantrip: Thorn Wip, Mending
1st LvL Spell: (Rituale) Identify, Detect Magic
Cure Wounds, Feather Fall, Tashas Caustic Brew,
Durch Armorer zusätzlich vorbereitet: Magic Missile, Thunderwave

2024-02-01 12:12 Purchase Log Show Purchase
2024-02-08 20:33 FR-DC-FOS-07 Savage Beasts Need Company 10 Show
  1. (3) Arikatzi020 - Yoake - Aasimar - Light Domain Cleric 2, Druid 1

    1. (3) WasabiPrime - Silk - Changeling - Rouge 3
    2. (3) - Vaxl - The Crow - Human – Eldritch Fighter
    3. (4) Luna Prime - Shadar-Kai- Artificer Armorer 4
    4. (2) - Jarlsson - Haldir Rehauge - Firbolg - Circle of Stars Druid 2

Rewards: 30 Gold, 1 Healing Potion,

Vorbereitete Spells: Cantrip: Thorn Wip, Mending
1st LvL Spell: (Rituale) Identify, Detect Magic
Cure Wounds, Feather Fall, Tashas Caustic Brew,
Durch Armorer zusätzlich vorbereitet: Magic Missile, Thunderwave

2024-02-23 19:30 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 10 Show

(4) Cookie - Luna Prime - Shadar-Kai - Artificer Armorer LvL 4 - Lord's Alliance
(4) Smokycloud - Olfonso del Toro - Deep Gnome - Wizard 4
(1) lukaswingarmor - Aetlach - Tiefling - Bard Lvl. 1
(4) Echo - Hector "Wildcard" Gloomlight - Variant Human - Wild Magic Sorcerer 4 - Harper
(3)Kiri - Mellow Beast - Tabaxi - Path of the Beast Barbarian 3
(2) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom – Kämpfer 2

sehr beeindruckt von Kiri

Reward: Spell Scroll of Snare, Scroll of Beast Bond, Helm of Telepathy

2024-04-05 17:53 catching up -30 Show

LvL 12 Feat Sentinal

2024-02-25 00:05 Trade Log Show Trade Log

Pearl 100 GP worth für den Identifi Spell

2024-03-16 19:00 Keys from the Golden Vault - Heart of Ashes 10 Show

(8)Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 8 - Emerald Enclave/Golden Vault

(8)Cookie- Luna Prime . Shadarkai - Artificer Armoroer LvL 8- Emerald Enclave

CaptainBlackeye - Chrimax - Rock Gnome - Storm Sorcery Sorcerer 8 - Golden Vault

(9) Stephan - Zanshin - Wood Elf - Way of Mercy Monk 9 - none

(8) TimoL - Meryll Brumblewynn (T2) - Aasimar - Paladin 8

8 Arroes +1

Flavor Award: 1 Anwesen +Land wurde uns vom König geschenkt in der Nähe von Waterdeep

Golden Vault Item
Ring of Portection
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.

+1 Battleaxe
+1 Shield
+1Oil of Sharpness
-1Healing Potion

Oil of Sharpness
Potion, very rare

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

2024-03-17 00:17 Purchase Log Show Purchase

8 Greater Healing Potions

2024-03-27 15:05 Purchase Log Show Purchase

4 Gems 300gp worth

Hintergrundgeschichte von Luna Prime Show

Name: Luna Prime
Klasse: Artificer
Rasse: Shadarkai
Persönlichkeit: Luna glaubt fest daran, dass alles, was es wert ist, getan zu werden, auch richtig getan werden sollte. Sie ist eine Perfektionistin durch und durch und kann es einfach nicht ertragen, halbherzig zu arbeiten.
Ideal: Ihr Streben ist nach Vollkommenheit. Luna setzt sich unermüdlich dafür ein, die Beste in ihrem Handwerk zu sein und ständig ihre Fähigkeiten zu verbessern.
Bindung: Luna fühlt sich ihrer Gilde zutiefst verbunden und sieht in ihr diejenigen, die sie zu der Person gemacht haben, die sie heute ist. Sie betrachtet die Mitglieder ihrer Gilde als eine Art Familie und ist bereit, für sie alles zu geben.
Schwäche: Luna leidet unter starkem Neid, wenn sie das Gefühl hat, dass jemand anderes ihre handwerklichen Fähigkeiten übertrifft. Sie ist von Rivalität umgeben und fühlt sich ständig unter Druck gesetzt, sich zu beweisen.


Beschreibung des Aussehens: Luna ist eine Shadarkai mit hellen, durchdringenden eisblauen Augen. Sie ist recht groß, etwa 1,80 Meter, und hat einen etwas kräftigen Körperbau. Luna trägt eine maßgefertigte Rüstung, die eng an ihrem Körper anliegt und sie dennoch vor den Gefahren der Welt schützt. Ihr Rucksack ist groß und geräumig, gefüllt mit einer Vielzahl von Werkzeugen und Materialien, die sie für ihre Arbeit als Artificer benötigt.


Hintergrundgeschichte:

Luna wurde nicht in den Schattenlanden geboren, sondern in Mechanus, einer Welt der Ordnung und Präzision, die von den Modron bewohnt wird. Als Shadarkai, ein Volk aus den Schattenlanden, war sie eine ungewöhnliche Erscheinung in dieser Welt der Maschinen und Mechanismen.

Schon in jungen Jahren zeigte Luna ein außergewöhnliches Interesse an der Konstruktion und Gestaltung von Artefakten. Sie lernte die feinsten Techniken der Artificer von den Modron-Meistern und wurde bald zu einer der begabtesten Schmiedinnen in ganz Mechanus.

Doch Lunas Herz sehnte sich nach Abenteuer und Freiheit, und so verließ sie ihre Heimatwelt und machte sich auf den Weg in die weiten Welten jenseits von Mechanus. In Waterdeep, einer Stadt voller Möglichkeiten und Geheimnisse, fand sie eine neue Heimat und trat der mächtigen Gilde der Artificer bei.

Unter der Anleitung erfahrener Meister lernte Luna die feinsten Techniken der Arcanik und der Handwerkskunst. Sie wurde zur Meisterin der Rüstungsschmiede und erschuf einige der mächtigsten und schönsten Artefakte, die jemals geschmiedet wurden.

Doch Lunas Streben nach Perfektion kannte keine Grenzen, und sie fühlte sich ständig von Rivalen umgeben, die versuchten, sie zu übertreffen. Ihr Neid trieb sie an, härter zu arbeiten und noch besser zu werden, und sie wurde zu einer Legende in den Werkstätten von Waterdeep.

Als Mitglied der Lordsallianz fand Luna eine neue Heimat und eine neue Familie. Sie schwor, ihre Gilde zu verteidigen und für ihre Mitglieder zu kämpfen, und setzte ihre handwerklichen Fähigkeiten ein, um das Licht der Gerechtigkeit in die dunkelsten Ecken der Welt zu bringen.


Heute reist Luna Prime durch die Lande, immer auf der Suche nach neuen Herausforderungen und Möglichkeiten, ihre Fähigkeiten zu verbessern.

Nachdem Luna Prime sich der Lordsallianz angeschlossen hatte und ihre Fähigkeiten als Artificer zunehmend verfeinerte, führte ihr Weg sie auf ein Abenteuer in die wilden und gefährlichen Dschungel von Chult. Dort wurde sie von der Gilde beauftragt, einen Ankylosaurus einzufangen und über einen Fluss an die Küste zu transportieren, um die dortige Tierwelt zu erforschen und zu studieren.

Mit ihrem unerschütterlichen Willen und ihrer Entschlossenheit machte sich Luna auf den Weg in die unerforschten Tiefen des Dschungels. Begleitet von einer kleinen Gruppe mutiger Abenteurer und ausgestattet mit ihren magischen Artefakten, machte sie sich auf die Suche nach dem majestätischen Ankylosaurus.

Die Reise durch den Dschungel war gefährlich und voller Herausforderungen. Luna und ihre Gefährten mussten sich durch dichtes Unterholz und gefährliche Sumpfgebiete kämpfen, während sie vor den wilden Bestien und gefährlichen Fallen der Wildnis auf der Hut waren.

Nach vielen Tagen der Suche und des Überlebens gelang es Luna schließlich, den Ankylosaurus zu finden und ihn zu beruhigen. Mit Hilfe ihrer geschickten Artificer-Fähigkeiten und einer speziell angefertigten Vorrichtung gelang es ihr, das mächtige Tier einzufangen und für den Transport vorzubereiten.

Doch die Herausforderungen waren noch nicht vorbei. Um den Ankylosaurus sicher über den Fluss zu bringen, musste Luna eine komplexe Seilbrücke konstruieren und eine Reihe von Fallen und Hindernissen überwinden, die sich ihnen in den Weg stellten. Mit Geschick und Entschlossenheit gelang es ihnen schließlich, den Fluss zu überqueren und den Ankylosaurus sicher an die Küste zu bringen.


Das Abenteuer in Chult war eine prägende Erfahrung für Luna Prime. Es lehrte sie nicht nur die Bedeutung von Teamarbeit und Zusammenhalt, sondern stärkte auch ihren Glauben an ihre eigenen Fähigkeiten und ihre Entschlossenheit, jede Herausforderung zu meistern, die ihr im Weg stand.

Nach ihrer Rückkehr nach Waterdeep kehrte Luna in ihre Werkstatt zurück, wo sie von ihren Abenteuern in Chult erzählte. Die Geschichte verbreitete sich schnell unter den Mitgliedern ihrer Gilde und den Bewohnern der Stadt, und bald strömten neugierige Kunden in ihren Laden, um mehr über Lunas unglaubliche Reise zu erfahren.

In den Wochen und Monaten nach ihrer Rückkehr wurde Lunas Werkstatt zu einem beliebten Treffpunkt für Abenteurer, Händler und Neugierige gleichermaßen. Sie erzählte von den Gefahren des Dschungels, von wilden Bestien und unbekannten Geheimnissen, die sie entdeckt hatte.

Als Luna ihre Erlebnisse mit anderen teilte, wurde ihr Laden zu einem Ort der Inspiration und des Staunens. Viele kamen, um von ihrem Mut und ihrer Entschlossenheit zu lernen, und ihre Geschichten inspirierten eine neue Generation von Abenteurern und Artificern, die nach Ruhm und Abenteuer strebten.

Doch trotz ihres Ruhms und ihres Erfolgs blieb Luna bescheiden und konzentrierte sich weiterhin darauf, ihre handwerklichen Fähigkeiten zu verbessern und ihrer Gilde treu zu dienen. Sie wusste, dass noch viele Abenteuer auf sie warteten, und sie war bereit, sich ihnen mit derselben Entschlossenheit und demselben Mut zu stellen wie immer zuvor.

2024-03-27 18:30 TftYP: White Plume Mountain 10 Show

Player:
(9) - Trix Forespell - Stout Halfling - Divination Wizard 7/Tempest Cleric 2 (Mag Trix nicht)
(7) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 7 - none
Maluku Seito - Sai - Wood Elf - Kensai 7 - Harpers
lvl (10) Gnash Redwood – Waldelf – Assassine – Rouge (4) – Kämpfer (2) – Gloom Stalker Ranger (4)
(9) Luna Prime - Shadarkai - Artificer Armorer LvL 9 - Redknife (rank 2)


Loot:
Gold: 600gp + 12.000gp + 10.000sp + 9.000gp + 600 gp + 2.000gp + 1.000gp + 2.000gp + 5.000gp + 3935gp + 10gp + 400ep + 300gp + 1.300gp + 10.000gp + 750gp + 6.000sp + 3.000gp + 1.000ep + 200pp +11.000gp + 5.000gp =
14.357gp pro person


Consumables: 1x potion of flying + spellscroll of fear + spellscroll of hold person + eine Potion of Mind Reading + drei Spell Scrolls Conjure minor Elementals, Dispel Magic, magic mouth + 1x potion of greater healing + 1x scroll of protection against fiends + 5x rare consumeable = Potion of Invulnerability

-4 Potion of Greater Healing


Equipment: +1 chainmail + 1x goggles of night + 1x stone of good luck +Spellbook:Magic Missile, Shield, Thunderwave, Mirror Image, Web, Dispel Magic, Fear, Haste, Stinking Cloud + 1x boots of striding & springing + 1x ring of protection + 1x ring of spellstoring( 2x mirror image) + Necklace of Prayer beads (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection + 🗵Blessing of Protection


Legendary Weapons: 1x blackrazor(Legendary Weapon T4 LvL 17) + 1x whelm (Legendary Weapon ab T4 LvL17) + 1x wave (Legendary Weapon ab T4 LvL17) (1 davon kann man sich ab gegebenem Tier aussuchen)

2024-03-28 14:07 Trade Log Show Trade Log
2024-03-28 19:00 (Ka'Narlist) Lost Caverns of Tsojcanth 10 Show

Mitspieler:
Gnash Redwood (Flammenklinge)
Luna Prime Shadarkai LvL 9 Artificer Armorer
Jarro Greyward (Ineverexist)
(Echo) Fin Cinderflower LvL 9 Shepard Druid
Guttrr (Folk2K)

Gefunden:
1xSpellscroll of Levitate One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.
* - (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Verbraucht: 3 Potion of Greater Healing 1 Potion of Invulnerability

Gekauft 3 Potion of greater Healing
1000gp vom adventure -300 Potion Kosten =700gp

Char Rebuild Show

8 Str 14 Dex 14 Con 9 Int 14 Wis 13 Cha
+2 Con +1 Cha Race Costum Linage = 8 Str 14 Dex 16 Con 9 Int 14 Wis 14 Cha

Infusions:
Gauntlets of ogre power =19 Str
Headband of intellect = 19 Int


Kann 4 Magic Items Attunen wegen Magic Item Adept:
You've achieved a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Armor Modifications
Kann Insgesamt 6 Items Infusen wobei 2 auf der Armor sein müssen.
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

2024-04-05 16:29 Catching UP -30 Show
Date Played Adventure Title Session XP GP Downtime Renown Magic Items
Char Erstellung 15 Show

Ability Score Increase.


8 STR 14 DEX 14Con 15 INT 10 CIS 8 CHA

+1 Con +2 Int Race Costum Linage
Tough

Source: Player's Handbook

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.


Creature Type.
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size. You are Medium.

Speed. Your walking speed is 30 feet.


Blessing of the Raven Queen.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.


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.

Fey Ancestry.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses.
You have proficiency in the Perception skill.

Necrotic Resistance.
You have resistance to necrotic damage.


Trance.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. (Tieves Tools) (Waffe ka xD)


Languages.
Your character can speak, read, and write Common and Silvan.

-----------------------------------------------------------------------------------------------------------------------------------

Background: Guild Artisan

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.


Skill Proficiencies: Insight, Persuasion
prof Swap Slight of Hand and Investigation
Tool Proficiencies: Smiths Tools
Languages: Dwarvish
Equipment: A set of artisan's tools (Smiths Tools, a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp


Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table.

16 Smiths and metal-forgers

As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.
Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.


Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons
Tools:
Letherworking Tools Saving Throws:
Constitution, Intelligence
Skills:
Choose two from Arcana, History,


Equipmant
You start with the following equipment, in addition to the equipment granted by your background:

2 Light Hammer, a light crossbow and 20 bolts, scale mail Leatherworking’ tools and a dungeoneer’s pack


Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Magical Tinkering


At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.


Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.


Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Prepared Spells
Cantrip: Mending, Thorn Wip
1st LvL Spell: Cure Wounds, Tasha's Caustic Brew


2024-01-28 16:13 Trade Log -2 > Miners Pick Show Trade Log
2024-01-28 19:55 DDHC-JRC-02 Written in Blood 76.17 10 Scimitar, Heward's Handy Haversack Wondrous item, rare Show

Mitspieler:
(1) Bramymond - Thetis Thalryssian - Triton - Tempest Cleric 1
(1) Frederic T. - Thelus Thalryssian - Triton - Paladin 1
(4) Marcelinho700 - Thorin Healhammer - Standard Human - Life Domain Cleric 4 - none
(3) TimoL - Jessica Fortescue - Variant Human - Rogue 3 - Harper
(4) Echo - Fin Cinderflower - Ghostwise Halfling - Shepperd Druid 4 - None
(1) Cookie - Luna Prime - Shadar-Kai- Artificer (1)


Ausgaben: 0.5g für eine Tagesration
Einnahmen:76,67
findet im Bauernhaus von einem der Bauern ein rostiges Scimitar. Dieses repariert sie mit Mending.

1 LvL up

2024-01-29 16:16 Purchase Log -20 Show Purchase

Forgery Kit , Leatherworker's tools

2024-01-31 20:00 catching up -10 Show

LvL 3The Right Tool for the Job


At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.


LvL 3 Tools of the Trade


When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.


Armorer Spells LvL 3


Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Armorer Spells
Artificer Level Armorer Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force


Arcane Armor LvL 3


Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

You can use the arcane armor as a spellcasting focus for your artificer spells.

The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.

You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.


Armor Model LvL3


Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.


Prepared Spells:
Infusions Enhanced Defence/Weapon, Mind Sharpener ,Armor of Magical Strength
Cantrip
Thorn Wip, Mending
1st Lvl Cure Wounds, Detect Magic, Identify, Taschas Caustik Brew

Von der Klasse zusätzlich Magic Missile,, Thunderwave

2024-01-31 20:06 FR-DC-FOS-06 Down to Safety 44.4 10 🗵Eyes of the Eagle, FOS-06 Story Award: Ferryman's Fee, Bead of Refreshment (x3) Show

Mitspieler:

  1. (3) WasabiPrime - Silk - Changeling - Arcane Trickster 3 "Höchst technisches Paddel sein Firearm heißt boom Boom Stick"
    Weiß nicht was sie von dem Nielpferd halten soll, sein Verhalten den armen Mann offensichtlich zu beklauen ist schlecht fürs Geschäft.

  2. (3) Luna Prime - Shadar-Kai- Artificer Armorer lvl3

  3. (2) Arikatzi020 - Yoake - Aasimar - Light Domain Cleric 2 sucht ihre Schwester.
    Ist sehr beeindruckt von ihr mit der Heilungsaktion bzw der zerstörung der Untoten

  4. (3) - Vaxl - The Crow - Variant Human - Battle Master Fighter 3

  5. (2) Doldie - Aldric Furienfaust - Standard Human - Lifedomain Cleric 2


Gefunden: Pfeile 1 Dolch und Wurfspeere

5 Grabeblumen

kürschnert das Krokodil


Note: Last Words from a Dying Orc

One orc warrior is barely alive and is using its last breath to speak these words to you:

In land's dryest heart you will yet find

The great who's free, you cannot bind.

There you must search within the core

To bring the peace or lasting war.

In Landes' trockenen Herzen wirst du finden

Den Großen der frei ist, kannst ihn nicht binden.

Dort müsst ihr suchen mitten im Kern

Den Frieden zu bringen oder bleibenden Krieg.

Es ist in vielen Kulturen bekannt, dass die letzten Augenblicke einer intelligenten Kreatur eine Brücke zwischen göttlichen / übernatürlichen Kräften und unserer Ebene ermöglichen können. Daher werden die Worte von Sterbenden häufig als besonders angesehen und es wird versucht zu interpretieren, ob sie einen Blick in die Zukunft oder auf Unbekanntes ermöglichen.

Ob diese Worte dazu zählen, ob sie für euch bestimmt waren, das bleibt ebenso dunkel wie der Blick des nun toten Orks.


Atuned Items (1/2) : Eyes of the Eagle +5 Passiv Perception wegen advantage on Wisdom (Perception)


Vorbereitete Spells: Cantrip: Thorn Wip, Mending
1st LvL Spell: (Rituale) Identify, Detect Magic
Cure Wounds, Feather Fall, Tashas Caustic Brew,
Durch Armorer zusätzlich vorbereitet: Magic Missile, Thunderwave

2024-02-01 12:12 Purchase Log -107 Artisan Tools Show Purchase
2024-02-08 20:33 FR-DC-FOS-07 Savage Beasts Need Company 30 10 🗵Mystery Key, Staff of the Python Show
  1. (3) Arikatzi020 - Yoake - Aasimar - Light Domain Cleric 2, Druid 1

    1. (3) WasabiPrime - Silk - Changeling - Rouge 3
    2. (3) - Vaxl - The Crow - Human – Eldritch Fighter
    3. (4) Luna Prime - Shadar-Kai- Artificer Armorer 4
    4. (2) - Jarlsson - Haldir Rehauge - Firbolg - Circle of Stars Druid 2

Rewards: 30 Gold, 1 Healing Potion,

Vorbereitete Spells: Cantrip: Thorn Wip, Mending
1st LvL Spell: (Rituale) Identify, Detect Magic
Cure Wounds, Feather Fall, Tashas Caustic Brew,
Durch Armorer zusätzlich vorbereitet: Magic Missile, Thunderwave

2024-02-23 19:30 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 83.333 10 🗵Spell Scroll of Snare, ☐Scroll of Beast Bond, ☐Helm of Telepathy Show

(4) Cookie - Luna Prime - Shadar-Kai - Artificer Armorer LvL 4 - Lord's Alliance
(4) Smokycloud - Olfonso del Toro - Deep Gnome - Wizard 4
(1) lukaswingarmor - Aetlach - Tiefling - Bard Lvl. 1
(4) Echo - Hector "Wildcard" Gloomlight - Variant Human - Wild Magic Sorcerer 4 - Harper
(3)Kiri - Mellow Beast - Tabaxi - Path of the Beast Barbarian 3
(2) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom – Kämpfer 2

sehr beeindruckt von Kiri

Reward: Spell Scroll of Snare, Scroll of Beast Bond, Helm of Telepathy

2024-04-05 17:53 catching up -30 Show

LvL 12 Feat Sentinal

2024-02-25 00:05 Trade Log -100 Show Trade Log

Pearl 100 GP worth für den Identifi Spell

2024-03-16 19:00 Keys from the Golden Vault - Heart of Ashes 2550 10 🗵Necklace of Fireballs, 🗵 Ring of Portection, ☐ Flame Tongue Longsword Show

(8)Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 8 - Emerald Enclave/Golden Vault

(8)Cookie- Luna Prime . Shadarkai - Artificer Armoroer LvL 8- Emerald Enclave

CaptainBlackeye - Chrimax - Rock Gnome - Storm Sorcery Sorcerer 8 - Golden Vault

(9) Stephan - Zanshin - Wood Elf - Way of Mercy Monk 9 - none

(8) TimoL - Meryll Brumblewynn (T2) - Aasimar - Paladin 8

8 Arroes +1

Flavor Award: 1 Anwesen +Land wurde uns vom König geschenkt in der Nähe von Waterdeep

Golden Vault Item
Ring of Portection
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.

+1 Battleaxe
+1 Shield
+1Oil of Sharpness
-1Healing Potion

Oil of Sharpness
Potion, very rare

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

2024-03-17 00:17 Purchase Log -800 Show Purchase

8 Greater Healing Potions

2024-03-27 15:05 Purchase Log -1200 Show Purchase

4 Gems 300gp worth

Hintergrundgeschichte von Luna Prime Show

Name: Luna Prime
Klasse: Artificer
Rasse: Shadarkai
Persönlichkeit: Luna glaubt fest daran, dass alles, was es wert ist, getan zu werden, auch richtig getan werden sollte. Sie ist eine Perfektionistin durch und durch und kann es einfach nicht ertragen, halbherzig zu arbeiten.
Ideal: Ihr Streben ist nach Vollkommenheit. Luna setzt sich unermüdlich dafür ein, die Beste in ihrem Handwerk zu sein und ständig ihre Fähigkeiten zu verbessern.
Bindung: Luna fühlt sich ihrer Gilde zutiefst verbunden und sieht in ihr diejenigen, die sie zu der Person gemacht haben, die sie heute ist. Sie betrachtet die Mitglieder ihrer Gilde als eine Art Familie und ist bereit, für sie alles zu geben.
Schwäche: Luna leidet unter starkem Neid, wenn sie das Gefühl hat, dass jemand anderes ihre handwerklichen Fähigkeiten übertrifft. Sie ist von Rivalität umgeben und fühlt sich ständig unter Druck gesetzt, sich zu beweisen.


Beschreibung des Aussehens: Luna ist eine Shadarkai mit hellen, durchdringenden eisblauen Augen. Sie ist recht groß, etwa 1,80 Meter, und hat einen etwas kräftigen Körperbau. Luna trägt eine maßgefertigte Rüstung, die eng an ihrem Körper anliegt und sie dennoch vor den Gefahren der Welt schützt. Ihr Rucksack ist groß und geräumig, gefüllt mit einer Vielzahl von Werkzeugen und Materialien, die sie für ihre Arbeit als Artificer benötigt.


Hintergrundgeschichte:

Luna wurde nicht in den Schattenlanden geboren, sondern in Mechanus, einer Welt der Ordnung und Präzision, die von den Modron bewohnt wird. Als Shadarkai, ein Volk aus den Schattenlanden, war sie eine ungewöhnliche Erscheinung in dieser Welt der Maschinen und Mechanismen.

Schon in jungen Jahren zeigte Luna ein außergewöhnliches Interesse an der Konstruktion und Gestaltung von Artefakten. Sie lernte die feinsten Techniken der Artificer von den Modron-Meistern und wurde bald zu einer der begabtesten Schmiedinnen in ganz Mechanus.

Doch Lunas Herz sehnte sich nach Abenteuer und Freiheit, und so verließ sie ihre Heimatwelt und machte sich auf den Weg in die weiten Welten jenseits von Mechanus. In Waterdeep, einer Stadt voller Möglichkeiten und Geheimnisse, fand sie eine neue Heimat und trat der mächtigen Gilde der Artificer bei.

Unter der Anleitung erfahrener Meister lernte Luna die feinsten Techniken der Arcanik und der Handwerkskunst. Sie wurde zur Meisterin der Rüstungsschmiede und erschuf einige der mächtigsten und schönsten Artefakte, die jemals geschmiedet wurden.

Doch Lunas Streben nach Perfektion kannte keine Grenzen, und sie fühlte sich ständig von Rivalen umgeben, die versuchten, sie zu übertreffen. Ihr Neid trieb sie an, härter zu arbeiten und noch besser zu werden, und sie wurde zu einer Legende in den Werkstätten von Waterdeep.

Als Mitglied der Lordsallianz fand Luna eine neue Heimat und eine neue Familie. Sie schwor, ihre Gilde zu verteidigen und für ihre Mitglieder zu kämpfen, und setzte ihre handwerklichen Fähigkeiten ein, um das Licht der Gerechtigkeit in die dunkelsten Ecken der Welt zu bringen.


Heute reist Luna Prime durch die Lande, immer auf der Suche nach neuen Herausforderungen und Möglichkeiten, ihre Fähigkeiten zu verbessern.

Nachdem Luna Prime sich der Lordsallianz angeschlossen hatte und ihre Fähigkeiten als Artificer zunehmend verfeinerte, führte ihr Weg sie auf ein Abenteuer in die wilden und gefährlichen Dschungel von Chult. Dort wurde sie von der Gilde beauftragt, einen Ankylosaurus einzufangen und über einen Fluss an die Küste zu transportieren, um die dortige Tierwelt zu erforschen und zu studieren.

Mit ihrem unerschütterlichen Willen und ihrer Entschlossenheit machte sich Luna auf den Weg in die unerforschten Tiefen des Dschungels. Begleitet von einer kleinen Gruppe mutiger Abenteurer und ausgestattet mit ihren magischen Artefakten, machte sie sich auf die Suche nach dem majestätischen Ankylosaurus.

Die Reise durch den Dschungel war gefährlich und voller Herausforderungen. Luna und ihre Gefährten mussten sich durch dichtes Unterholz und gefährliche Sumpfgebiete kämpfen, während sie vor den wilden Bestien und gefährlichen Fallen der Wildnis auf der Hut waren.

Nach vielen Tagen der Suche und des Überlebens gelang es Luna schließlich, den Ankylosaurus zu finden und ihn zu beruhigen. Mit Hilfe ihrer geschickten Artificer-Fähigkeiten und einer speziell angefertigten Vorrichtung gelang es ihr, das mächtige Tier einzufangen und für den Transport vorzubereiten.

Doch die Herausforderungen waren noch nicht vorbei. Um den Ankylosaurus sicher über den Fluss zu bringen, musste Luna eine komplexe Seilbrücke konstruieren und eine Reihe von Fallen und Hindernissen überwinden, die sich ihnen in den Weg stellten. Mit Geschick und Entschlossenheit gelang es ihnen schließlich, den Fluss zu überqueren und den Ankylosaurus sicher an die Küste zu bringen.


Das Abenteuer in Chult war eine prägende Erfahrung für Luna Prime. Es lehrte sie nicht nur die Bedeutung von Teamarbeit und Zusammenhalt, sondern stärkte auch ihren Glauben an ihre eigenen Fähigkeiten und ihre Entschlossenheit, jede Herausforderung zu meistern, die ihr im Weg stand.

Nach ihrer Rückkehr nach Waterdeep kehrte Luna in ihre Werkstatt zurück, wo sie von ihren Abenteuern in Chult erzählte. Die Geschichte verbreitete sich schnell unter den Mitgliedern ihrer Gilde und den Bewohnern der Stadt, und bald strömten neugierige Kunden in ihren Laden, um mehr über Lunas unglaubliche Reise zu erfahren.

In den Wochen und Monaten nach ihrer Rückkehr wurde Lunas Werkstatt zu einem beliebten Treffpunkt für Abenteurer, Händler und Neugierige gleichermaßen. Sie erzählte von den Gefahren des Dschungels, von wilden Bestien und unbekannten Geheimnissen, die sie entdeckt hatte.

Als Luna ihre Erlebnisse mit anderen teilte, wurde ihr Laden zu einem Ort der Inspiration und des Staunens. Viele kamen, um von ihrem Mut und ihrer Entschlossenheit zu lernen, und ihre Geschichten inspirierten eine neue Generation von Abenteurern und Artificern, die nach Ruhm und Abenteuer strebten.

Doch trotz ihres Ruhms und ihres Erfolgs blieb Luna bescheiden und konzentrierte sich weiterhin darauf, ihre handwerklichen Fähigkeiten zu verbessern und ihrer Gilde treu zu dienen. Sie wusste, dass noch viele Abenteuer auf sie warteten, und sie war bereit, sich ihnen mit derselben Entschlossenheit und demselben Mut zu stellen wie immer zuvor.

2024-03-27 18:30 TftYP: White Plume Mountain 14357 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing , 🗵Ring of Protection , 1x ring of spellstoring( 2x mirror image), Necklace of Prayer Beads, 🗵Blessing of Protection Show

Player:
(9) - Trix Forespell - Stout Halfling - Divination Wizard 7/Tempest Cleric 2 (Mag Trix nicht)
(7) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 7 - none
Maluku Seito - Sai - Wood Elf - Kensai 7 - Harpers
lvl (10) Gnash Redwood – Waldelf – Assassine – Rouge (4) – Kämpfer (2) – Gloom Stalker Ranger (4)
(9) Luna Prime - Shadarkai - Artificer Armorer LvL 9 - Redknife (rank 2)


Loot:
Gold: 600gp + 12.000gp + 10.000sp + 9.000gp + 600 gp + 2.000gp + 1.000gp + 2.000gp + 5.000gp + 3935gp + 10gp + 400ep + 300gp + 1.300gp + 10.000gp + 750gp + 6.000sp + 3.000gp + 1.000ep + 200pp +11.000gp + 5.000gp =
14.357gp pro person


Consumables: 1x potion of flying + spellscroll of fear + spellscroll of hold person + eine Potion of Mind Reading + drei Spell Scrolls Conjure minor Elementals, Dispel Magic, magic mouth + 1x potion of greater healing + 1x scroll of protection against fiends + 5x rare consumeable = Potion of Invulnerability

-4 Potion of Greater Healing


Equipment: +1 chainmail + 1x goggles of night + 1x stone of good luck +Spellbook:Magic Missile, Shield, Thunderwave, Mirror Image, Web, Dispel Magic, Fear, Haste, Stinking Cloud + 1x boots of striding & springing + 1x ring of protection + 1x ring of spellstoring( 2x mirror image) + Necklace of Prayer beads (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection + 🗵Blessing of Protection


Legendary Weapons: 1x blackrazor(Legendary Weapon T4 LvL 17) + 1x whelm (Legendary Weapon ab T4 LvL17) + 1x wave (Legendary Weapon ab T4 LvL17) (1 davon kann man sich ab gegebenem Tier aussuchen)

2024-03-28 14:07 Trade Log -400 > 🗵4x Potion of Greater Healing Show Trade Log
2024-03-28 19:00 (Ka'Narlist) Lost Caverns of Tsojcanth 700 10 Eyes of Minute Seeing, Bracers of Defense, Folding Boat, Giant Slayer Shortsword, 🗵4x Potion of Greater Healing Show

Mitspieler:
Gnash Redwood (Flammenklinge)
Luna Prime Shadarkai LvL 9 Artificer Armorer
Jarro Greyward (Ineverexist)
(Echo) Fin Cinderflower LvL 9 Shepard Druid
Guttrr (Folk2K)

Gefunden:
1xSpellscroll of Levitate One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.
* - (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Verbraucht: 3 Potion of Greater Healing 1 Potion of Invulnerability

Gekauft 3 Potion of greater Healing
1000gp vom adventure -300 Potion Kosten =700gp

Char Rebuild Show

8 Str 14 Dex 14 Con 9 Int 14 Wis 13 Cha
+2 Con +1 Cha Race Costum Linage = 8 Str 14 Dex 16 Con 9 Int 14 Wis 14 Cha

Infusions:
Gauntlets of ogre power =19 Str
Headband of intellect = 19 Int


Kann 4 Magic Items Attunen wegen Magic Item Adept:
You've achieved a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Armor Modifications
Kann Insgesamt 6 Items Infusen wobei 2 auf der Armor sein müssen.
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

2024-04-05 16:29 Catching UP -30 Show