Adventure Logsheet
Race: (Player's Handbook 2024) Gold Dwarf Alignment: Neutral Good Size: Medium Speed: 30 feet Darkvision. You have Darkvision with a range of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level. Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. 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. ... Ability Scores: Str: 8 Dex: 14 Con: 13 (+1) Int: 12 Wis: 15 (+2) Cha: 10 Class: Cleric Level 1: Spellcasting You have learned to cast spells through prayer and meditation. Cantrips. You know three cantrips of your choice from the Cleric spell list. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells. Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells. ... Level 1: Divine Order You have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). Proficiencies Primery Ability: Wisdom Hit Dice Die: D8 per Cleric level Saving Throws Proficiencies: Wisdom and Charisma Skill Proficiencies: History, Insight, Medicine, Persuasion, or Religion Weapons Proficiencies: Simple weapons Armor Training: Light and Medium armor and Shields Starting Equipment: Chosse A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Background: Cloistered Scholar You spent your early years secluded in monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation. Ability Scores: Constitution, Intelligence, Charisma Feat: Magic Initiate You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time. Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion Language: One of your choice Tool Proficiencies: Calligrapher’s Supplies Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp
Teilnehmer: (1) Arikatzi020 - Mysra Darkmantle - Mountain Dwarve - Arcana Domain Cleric - none (1) Bramymond - Eirhardt Sunforger - Gold Dwarf - Cleric: Light Domain (1) Shinigami/Max - Fate1 - Autognome - PeacCleric1/Wizard1 (2) (1 )Cookie - 4e 72 2e 31 Disposal Unit - Autognom - Barbarian LvL 1 (2) WasabiPrime - Fafnar Forgehammer - Mountain Dwarf - War Wizard 2 (2) Raimundo_O - Canthatellus Cibarius- TCL - Sorcerer 2- none (2) Fir4triXx - Eleftherios - Variant Human - Tempest Cleric 2 Loot: 500gp 2x Beer of Healing (2d4+2) Tankard of Sobriety Wondrous item, common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. The stern face sculpted into the side of this tankard is that of a human man in his late 30s with a finely groomed mustache and beard, and a monocle. Staff of Adornment Staff, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops. Pipe of Smoke Monsters Wondrous item, common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird. Story Award: Great. The beer is a rousing success, and many say that it has no equal in all of the Moonsea. You can expect to be treated quite well by connoisseurs and enthusiasts everywhere—if you can convince them you actually played a part in the brewing. Consumables expended: 3x Potion of Healing (2d4+2) Deaths: (2) WasabiPrime - Fafnar Forgehammer - Mountain Dwarf - War Wizard 2 [Darkling Elder - Critical hit over Max.HP] Charakter Changes: Level up - Cleric: Light Domain 2 Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use your Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Teilnehmer: (2) Bramymond - Eirhardt Sungorger - Gold Dwarf - Cleric: Light Domain 2 (3) Eike R - Rasna Gimbal - Ranger: Swarmkeeper 3 (3) Echo - Wächter - Fighter: Psi Warrior 3 (3) Raimundo_O - Canthatellus Cibarius - TCL - Sorcerer: Aberrant Mind 3 (3) Inflames - Treigoth - Half Orc - Warlock: The Fiend 3 Loot: 10gp 1x Pearl worth 100gp 1x Potion of Healing (2d4+2) 1x Spell Scroll: Hold Person 1x Potion: Lightning Resistance ... Battleaxe +1 Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Versatile ... Dragon Hoard: 4,500 cp, 2,200 sp, and 130 gp. There are also ten gems: five pale blue quartz crystals worth 10 gp each and five blue jasper stones worth 50 gp each. A waterproof leather case holds a blue silk fan painted with powdered blue gems, worth 25 gp. Charakter Changes: Level up - Cleric: Light Domain 3 Level 3: Light Domain Spells Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared. Light Domain Spells Level 3: Radiance of the Dawn As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit sunlight in a 30-foot-radius sphere centered on yourself. Any magical darkness—such as that created by the Darkness spell—in the sphere is dispelled. Additionally, each creature of your choice in the sphere must make a Constitution saving throw, taking Radiant damage equal to 2d10 + your Cleric level on a failed save, or half as much damage on a successful one. Level 3: Warding Flare When a creature that you can see within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Adventure Logsheet
Teilnehmer: (3) Bramymond - Eirhardt Sungorger - Gold Dwarf - Cleric: Light Domain 3 (4) Marcelinho700 - Aziss - Aaracokra - Monk: Way of Mercy 4 (2) TimoL - Jennifer Fortescue - Aasimar - Fighter 2 - Shadow Angel Order of Crusading Knights (3) Zitzus - Elfric - Elf - Ranger 3 (1) Maluku Seito - Cha Cha Chandra - Shadar-kai - Bard: College of Dance 1 (4) Raimundo_O - Cantharellus Cibarius - TCL - Aberrant Mind Sorcerer 4 Loot: Gold TOTAL: 10.641gp & 7sp 20x crossbow bolts 6x flasks of oil 1x smith’s tools 1x priest's pack 2x flasks of holy water 1x Plate Armor Type: Heavy Armor Cost: 1500 gp Weight: 65 lbs Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. 2x Potion of Healing (2d4+2) 1x Potion of Greater Healing (4d4+4) 6x Healing Honey (1d4+1) Charm of Heroism. This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. 60x Fireworks. If lit, an intact firework explodes in a harmless burst of light accompanied by a crackling noise audible up to 300 feet away. The light is as bright as a torch flame but lasts only a second. Potion of Invisibility Potion, very rare This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. 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. Helm Of Telepathy Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. Wand of Magic Detection Wand, uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. Wand of Secrets Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Weapon of Warning Weapon (any weapon), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Longsword +1 Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack. Javelin of Lightning Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Rapier +1 Melee weapon (martial, rapier), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Wand of Paralysis Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Cloak of Protection Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. Hardmode: Shield +2 Armor (shield), rare While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Scimitar of Speed Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Deck of Illusions (24 cards) Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Charakter Changes: Level up - Cleric: Light Domain 4 ASI - Feat 4th Level: War Caster (WIS+1) General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature) You gain the following benefits: Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.