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Variant Human Druid Sage Stats: Point for buy: Str: 8 Dex: 15 + 1 = 16 Con: 14 Wis: 15 + 1 = 16 Int: 10 Cha: 8 Feats: War Caster (Race) Magic Initiate (Background) Infestation, Thunderclap Find Familiar Languages: Common, Primordial, Abyssal, Infernal Equipment: Druidic Focus, Bottle of Black Ink, Quill, Small Knife, Letter from a Dead Colleague Posing a Question You Have Not Yet Been Able to Answer, Belt Pouch, Wooden Shield, Quarterstaff, Leather Armor, Common clothes, Explorer's Pack, Backpack, Bedroll, Mess kit, Tinderbox, 10x Torch,, 10x Rations, Waterskin, Hempen rope Skills: Animal Handling, Arcana, History, Nature, Perception Personalty Traits: There's nothing I like more than a good mystery I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. Ideals: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) Bonds: I have an ancient text that holds terrible secrets that must not fall into the wrong hands Flaws: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Potion of Healing
1x Spell Scroll of Protection from Energy
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1x Potion of healing
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Purchase: Studded Leather (-45gp) Sell: Leather Armor (+5gp)
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-10g beim Stoffhändler für Far's neues Kleid 1x Potion of Poison (Potion, uncommon This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by Illusion magic. An Identify spell reveals its true Nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.)
Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Invisible: • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. Hat of Wizardry Wondrous item, common (requires attunement by a wizard) This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: • You can use the hat as a spellcasting focus for your wizard spells. • You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. Minor Property: Beacon The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. Minor Property: Key The item is used to unlock a container, chamber, vault, or other entryway. Scroll of Helm
Gemäss neuen AL Player's Guide: zusätzliches Feat bei Charaktererstellung - Skilled: Proficencies: Poisoner's Kit Stealth Medicine
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1x Potion of Heroism 1x Potion of gasious form 1x Bag of Holding
1x Boots of striding and springing 1x Driftglobe 1x Stone of good luck 1x Caligrapher Tool 1x Tinker Tool 6 Healer's Kit 4x Potions of Healing A packet of dust of disappearance (1 use left) 2x flask of alchemist's fire <br> Potion of Hill Giant Strength Potion, uncommon When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. <br> Spell Scroll of Magic Weapon Scroll, uncommon Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Reward des Golden Vault: 1x Cloak of Displacement
Mitspieler: C0ldW0lf - Khazraxx KaNarlist - Alyona Ariaktzi020 - Azalea Moonvine thebaconing - Lalit <br> Used: 1x Potion of Healing <br> Rewards: Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. <br> 540gp <br> Learned: Language Grippli (Primordial)
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*** TRADE ENTRY ***
traded with Oberon: https://www.adventurersleaguelog.com/users/40329/characters/93876?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D
*** TRADE ENTRY ***
Traded with Movogal: https://www.adventurersleaguelog.com/users/40329/characters/93642
Party: 1. (8) Ineverexist - Ulgier - Kobold - Giants Barbarian 8 (6) AlexP. - Kivrorat Byrrin Ben'arak - V. Human - Rogue 5 Ranger 1 (5+) Silk / Dr. Pepper / Freya / Elodie / Maren / Grishka - Changeling - Rogue (7) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (7) (8) JinxedBear - Adeline Arceneaux - Changeling - College of Whispers Bard 6, Hexblade Warlock 2 - Harpers Loot: 700gp Ring of Free Action