Lyra
Weapon of Warning (Longsword),
Wand of Pyrotechnics,
Deck of Illusions,
Javelin of Lightning,
Ring of Warmth,
+1 Shield,
Scroll of Revivify,
Gavel of the Venn Rune,
Doss Lute,
+1 Rapier
Log Entries
Date Played | Adventure Title | Session | Levels ▼ | GP | Downtime | Magic Items | ||
---|---|---|---|---|---|---|---|---|
2022-10-11 19:00 | DDHC-RoT-Chapter 6: Metallic Dragons Arise | 59 | -2 | 10 | Show | |||
2022-10-17 18:30 | DDHC-RoT-Chapter 3: Varram the White | 60 | 5 | 10 | Show | |||
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2022-10-17 19:19 | Purchase Log | -175 | -70 | Show Purchase | ||||
Downtime Activity: Training |
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2022-10-25 18:30 | DDHC-RoT-Chapter 3: Varram the White | 61 | 10 | Show | ||||
2022-11-01 15:12 | DDHC-RoT-Chapter 3: Varram the White | 62 | 10 | Show | ||||
2022-11-15 15:13 | DDHC-RoT-Chapter 3: Varram the White | 63 | 10 | Show | ||||
2022-11-22 15:14 | DDHC-RoT-Chapter 3: Varram the White | 64 | 10 | Show | ||||
2022-11-29 15:14 | DDHC-RoT-Chapter 3: Varram the White | 65 | 10 | Show | ||||
2022-12-06 18:08 | DDHC-RoT-Chapter 3: Varram the White | 66 | 10 | Show | ||||
2022-12-20 19:30 | SKT - Chapter 5 : Den of the Hill Giants | 68 | 10 | Show | ||||
2022-12-30 18:30 | SKT - Chapter 5 : Den of the Hill Giants | 69 | 10 | Show | ||||
Skilled Feat (von AL Charakter Creation) |
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2023-01-03 18:30 | SKT - Chapter 5 : Den of the Hill Giants | 70 | 169 | 10 | Gavel of the Venn Rune, Doss Lute | Show | ||
Loot: Conch of Teleportation |
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2023-01-17 18:30 | DDHC-RoT-Chapter 5: The Cult Strikes Back | 72 | 10 | Show | ||||
2023-01-24 18:30 | DDHC-SKT-Chapter 5: Den of the Hill Giants | 73 | 10 | Show | ||||
2023-01-31 19:59 | DDHC-SKT-Chapter 3: The Savage Frontier | 74 | 10 | Show | ||||
2022-07-29 09:54 | Character Creation | 4 | 15 | +1 Rapier | Show | |||
Race: Eladrin Ability Scores: Features: Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. Fey Step: 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. Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Psionic Power (Psi Warrior): You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Fighting Style: Defense: While you are wearing armor, you gain a +1 bonus to AC. Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself. 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. Darkvision: You can see in dim light within 120 feet of yourself 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. Lvl up: Martial Versatility: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice. Resilient: Choose one ability score. You gain the following benefits: Proficiencies: Armor: light, medium & heavy armor, shields Starting Gear: (+25gp) |
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2022-08-02 10:29 | WBW-DC-FWF Sowing of Hope | 1 | 850 | 10 | Half Plate Armor of resistance (necrotic), Dread Helm | Show | ||
Eure Gruppe hat sich von Mosstone aus nach Osten in den Wald Zwar habt ihr einiges an Tierspuren gefunden, doch wenig Tiere Der Wald wirkt... unheimlich. Jedenfalls spürt ihr seit letzter Nacht, Loot: |
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2022-08-04 01:35 | Downtime - Catching Up | 1 | 75 | -10 | Show | |||
Stats angepasst: Feat: Verkauf: |
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2022-08-05 09:58 | CCC-BFG 01-01 A House Devided | 1 | 227 | 10 | Weapon of Warning (Longsword) | Show | ||
Miri Kirmani (Selune Priester) Die Kirche kann niemanden entbehren, um selbst Nachforschungen Reitpferd (-75g) + Sattel geschenkt (FU-Ry) Loot: |
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2022-12-13 20:10 | DDHC-RoT-Chapter 3: Varram the White | 67 | 1 | 72 | 10 | Show | ||
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Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2022-10-11 19:00 | DDHC-RoT-Chapter 6: Metallic Dragons Arise | 59 | 10 | Show | ||||
2022-10-17 18:30 | DDHC-RoT-Chapter 3: Varram the White | 60 | 10 | Show | ||||
|
||||||||
2022-10-17 19:19 | Purchase Log | -70 | Show Purchase | |||||
Downtime Activity: Training |
||||||||
2022-10-25 18:30 | DDHC-RoT-Chapter 3: Varram the White | 61 | 10 | Show | ||||
2022-11-01 15:12 | DDHC-RoT-Chapter 3: Varram the White | 62 | 10 | Show | ||||
2022-11-15 15:13 | DDHC-RoT-Chapter 3: Varram the White | 63 | 10 | Show | ||||
2022-11-22 15:14 | DDHC-RoT-Chapter 3: Varram the White | 64 | 10 | Show | ||||
2022-11-29 15:14 | DDHC-RoT-Chapter 3: Varram the White | 65 | 10 | Show | ||||
2022-12-06 18:08 | DDHC-RoT-Chapter 3: Varram the White | 66 | 10 | Show | ||||
2022-12-20 19:30 | SKT - Chapter 5 : Den of the Hill Giants | 68 | 10 | Show | ||||
2022-12-30 18:30 | SKT - Chapter 5 : Den of the Hill Giants | 69 | 10 | Show | ||||
Skilled Feat (von AL Charakter Creation) |
||||||||
2023-01-03 18:30 | SKT - Chapter 5 : Den of the Hill Giants | 70 | 10 | Show | ||||
Loot: Conch of Teleportation |
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2023-01-17 18:30 | DDHC-RoT-Chapter 5: The Cult Strikes Back | 72 | 10 | Show | ||||
2023-01-24 18:30 | DDHC-SKT-Chapter 5: Den of the Hill Giants | 73 | 10 | Show | ||||
2023-01-31 19:59 | DDHC-SKT-Chapter 3: The Savage Frontier | 74 | 10 | Show | ||||
2022-07-29 09:54 | Character Creation | Show | ||||||
Race: Eladrin Ability Scores: Features: Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. Fey Step: 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. Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Psionic Power (Psi Warrior): You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Fighting Style: Defense: While you are wearing armor, you gain a +1 bonus to AC. Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself. 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. Darkvision: You can see in dim light within 120 feet of yourself 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. Lvl up: Martial Versatility: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice. Resilient: Choose one ability score. You gain the following benefits: Proficiencies: Armor: light, medium & heavy armor, shields Starting Gear: (+25gp) |
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2022-08-02 10:29 | WBW-DC-FWF Sowing of Hope | 10 | Show | |||||
Eure Gruppe hat sich von Mosstone aus nach Osten in den Wald Zwar habt ihr einiges an Tierspuren gefunden, doch wenig Tiere Der Wald wirkt... unheimlich. Jedenfalls spürt ihr seit letzter Nacht, Loot: |
||||||||
2022-08-04 01:35 | Downtime - Catching Up | -10 | Show | |||||
Stats angepasst: Feat: Verkauf: |
||||||||
2022-08-05 09:58 | CCC-BFG 01-01 A House Devided | 10 | Show | |||||
Miri Kirmani (Selune Priester) Die Kirche kann niemanden entbehren, um selbst Nachforschungen Reitpferd (-75g) + Sattel geschenkt (FU-Ry) Loot: |
||||||||
2022-12-13 20:10 | DDHC-RoT-Chapter 3: Varram the White | 67 | 10 | Show | ||||
|
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2022-10-11 19:00 | DDHC-RoT-Chapter 6: Metallic Dragons Arise | 59 | -2 | 10 | Show | |||
2022-10-17 18:30 | DDHC-RoT-Chapter 3: Varram the White | 60 | 5 | 10 | Show | |||
|
||||||||
2022-10-17 19:19 | Purchase Log | -175 | -70 | Show Purchase | ||||
Downtime Activity: Training |
||||||||
2022-10-25 18:30 | DDHC-RoT-Chapter 3: Varram the White | 61 | 10 | Show | ||||
2022-11-01 15:12 | DDHC-RoT-Chapter 3: Varram the White | 62 | 10 | Show | ||||
2022-11-15 15:13 | DDHC-RoT-Chapter 3: Varram the White | 63 | 10 | Show | ||||
2022-11-22 15:14 | DDHC-RoT-Chapter 3: Varram the White | 64 | 10 | Show | ||||
2022-11-29 15:14 | DDHC-RoT-Chapter 3: Varram the White | 65 | 10 | Show | ||||
2022-12-06 18:08 | DDHC-RoT-Chapter 3: Varram the White | 66 | 10 | Show | ||||
2022-12-20 19:30 | SKT - Chapter 5 : Den of the Hill Giants | 68 | 10 | Show | ||||
2022-12-30 18:30 | SKT - Chapter 5 : Den of the Hill Giants | 69 | 10 | Show | ||||
Skilled Feat (von AL Charakter Creation) |
||||||||
2023-01-03 18:30 | SKT - Chapter 5 : Den of the Hill Giants | 70 | 169 | 10 | Gavel of the Venn Rune, Doss Lute | Show | ||
Loot: Conch of Teleportation |
||||||||
2023-01-17 18:30 | DDHC-RoT-Chapter 5: The Cult Strikes Back | 72 | 10 | Show | ||||
2023-01-24 18:30 | DDHC-SKT-Chapter 5: Den of the Hill Giants | 73 | 10 | Show | ||||
2023-01-31 19:59 | DDHC-SKT-Chapter 3: The Savage Frontier | 74 | 10 | Show | ||||
2022-07-29 09:54 | Character Creation | 15 | +1 Rapier | Show | ||||
Race: Eladrin Ability Scores: Features: Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. Fey Step: 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. Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Psionic Power (Psi Warrior): You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Fighting Style: Defense: While you are wearing armor, you gain a +1 bonus to AC. Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself. 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. Darkvision: You can see in dim light within 120 feet of yourself 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. Lvl up: Martial Versatility: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice. Resilient: Choose one ability score. You gain the following benefits: Proficiencies: Armor: light, medium & heavy armor, shields Starting Gear: (+25gp) |
||||||||
2022-08-02 10:29 | WBW-DC-FWF Sowing of Hope | 850 | 10 | Half Plate Armor of resistance (necrotic), Dread Helm | Show | |||
Eure Gruppe hat sich von Mosstone aus nach Osten in den Wald Zwar habt ihr einiges an Tierspuren gefunden, doch wenig Tiere Der Wald wirkt... unheimlich. Jedenfalls spürt ihr seit letzter Nacht, Loot: |
||||||||
2022-08-04 01:35 | Downtime - Catching Up | 75 | -10 | Show | ||||
Stats angepasst: Feat: Verkauf: |
||||||||
2022-08-05 09:58 | CCC-BFG 01-01 A House Devided | 227 | 10 | Weapon of Warning (Longsword) | Show | |||
Miri Kirmani (Selune Priester) Die Kirche kann niemanden entbehren, um selbst Nachforschungen Reitpferd (-75g) + Sattel geschenkt (FU-Ry) Loot: |
||||||||
2022-12-13 20:10 | DDHC-RoT-Chapter 3: Varram the White | 67 | 72 | 10 | Show | |||
|