Adventure Logsheet
Race: Fairy Point buy: STR: 15(16) DEX: 13 CON: 14(16) INT: 8 WIS: 10 CHA: 12 Ability Score Increase: STR +1, CON +2 Fairy Magic You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). | Charisma Charisma is your spellcasting ability for these spells when you cast them with this trait. Flight Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Languages: Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. (Sylvan) / Background: Far Traveler Skill Proficiencies: Insight, Perception Tool Proficiencies: Lyre Languages: Elvish Equipment: One set of traveler’s clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch containing 5 gp Feature: All Eyes on You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. / Class: Barbarian Hit Dice: 1d12 per barbarian level Hit Points at 1st Level 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival (Animal Handling, Nature) Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer’s pack and four javelins / Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. / Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Spell Scroll Knock Story Reward: Mysteries Letter Ihr habt einen Brief ei Blabbery Finderling gefunden. Was ist diese Organisation? Wo ist Port Dagik? Wer ist dieser Hozka Prfat? Vielleicht erfahrt ihr eines Tages mehr...
+Spellwrought Tattoo (Shield) +Potion of Healing +Potion of Comprehension Story Reward: Visionäre von Sanderwoon Die Bürger und der Kommissar von Sanderwoon, und vielleicht der ganzen Astral Sea liegen in eurer Schuld. In einem Abenteuer der Reihe bekommt ihr Rabatt auf den Erwerb folgenden Gegenstandes: Healing Flask für 10gp, Maximalmenge pro Person:1 Diese muss im Abenteuer genutzt werden. Des weiteren wisst ihr wie man ein Mitglied der Soul Gangster Gruppe identifizieren kann. Bought: Healing Flask für 10gp
-10 Downtime Days = +1 Level
+Healing Potion (-50gp) eingetragen +2x Ale, gallon (-4sp) eingetragen +Potion of Force Resistance Used: Story Award Healing Flask Potion Potion of Healing
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Trade with Kuros (https://www.adventurersleaguelog.com/users/40681/characters/95081)
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Trade with Ibron (https://www.adventurersleaguelog.com/users/40681/characters/94749)