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Adventure Title
Creation of Drath Greyward
Creation of Drath Greyward
Session
Date Played
2024-05-13 19:10:00 UTC
2024-05-13 19:10:00 UTC
Levels Gained
5
5
GP +/-
515
515
Downtime +/-
30.0
30.0
Location Played
DM Name
DM DCI Number
Notes
Drath Greyward - Kenku - Circle of Shepherd Druid BG: Guild Artisan -Ability Scores- Strenght: 12 (1) Dexterity: 14 (2) Constitution: 13 + 1(from Race) = 14 (2) Intelligence: 8 (-1) Wisdom: 15 + 2(from Race) +1(from feat) = 18 (4) Charisma: 10 (0) -Proficiencys- Saving Throws: Intelligence Wisdom Skills: Insight Persuation Animal Handling Medicine Weapons&Armor: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Languages: Common, Auran Tools: Herbalism Kit Alchemist´s Supplies -Equippment- class: 01-Leather Armor 01-Quarterstaff (Druidic focus) 01-Shield 01-Moon Sickle +1 Explorer´s Pack: 01-Backpack 01-Bedroll 10-days of Rations 01-Tinderbox 01- Mess Kit 01-Hempen Rope (50ft) 10-Torches 01-Waterskin- Background: 01-Alechemis supplies 01-Set of traveler´s clothes 01- Letter of introduction from your guild 15- gp in a pouch Background Feat from Playerguide v. 14 Tough 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. Lvl 4 Ability Improvement: Fey Touched +1 Wisdom Lvl 5 Item: Moon Sickle +1 AL Playersguide V.14 500GP 40 Downtime - 10Downtime (for leveling) = 30 downtime
Drath Greyward - Kenku - Circle of Shepherd Druid BG: Guild Artisan -Ability Scores- Strenght: 12 (1) Dexterity: 14 (2) Constitution: 13 + 1(from Race) = 14 (2) Intelligence: 8 (-1) Wisdom: 15 + 2(from Race) +1(from feat) = 18 (4) Charisma: 10 (0) -Proficiencys- Saving Throws: Intelligence Wisdom Skills: Insight Persuation Animal Handling Medicine Weapons&Armor: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Languages: Common, Auran Tools: Herbalism Kit Alchemist´s Supplies -Equippment- class: 01-Leather Armor 01-Quarterstaff (Druidic focus) 01-Shield 01-Moon Sickle +1 Explorer´s Pack: 01-Backpack 01-Bedroll 10-days of Rations 01-Tinderbox 01- Mess Kit 01-Hempen Rope (50ft) 10-Torches 01-Waterskin- Background: 01-Alechemis supplies 01-Set of traveler´s clothes 01- Letter of introduction from your guild 15- gp in a pouch Background Feat from Playerguide v. 14 Tough 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. Lvl 4 Ability Improvement: Fey Touched +1 Wisdom Lvl 5 Item: Moon Sickle +1 AL Playersguide V.14 500GP 40 Downtime - 10Downtime (for leveling) = 30 downtime
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Moonsickle +1 | Uncommon | true | |||
Weapon (sickle), uncommon This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |