Show Log Entry

Adventure Title
DDAL-09-01 Escape from Elturgard
Session
Date Played
2025-01-25 16:19:00 UTC
Levels Gained
4
GP +/-
100
Downtime +/-
0.0
Location Played
Roll20
DM Name
DM DCI Number
Notes
# Teilnehmer (1) Bramymond - Sasha - Air Genasi - Monk 1 (2) Echo - Mitoss "Argentum" the Brave - Tasha's Custom Lineage - Paladin - ? (1) Tom the Elevator - Judas Brutos - Halfling - Rogue (1) - Harper (1) Zitzus - Malakar Schattenfluch - Tiefling - Wizard 1 (1) Stephan - Thoran - Human - Cleric 1 # Loot **2x Potion: Healing** (2d4+2) **1x Scroll: Protection against Energy** **Amulet Of Proof Against Detection And Location** *Wondrous item, uncommon (requires attunement)* While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors # Character changes: **Level up - Monk Level 5** *(4th Level from the Adventure, 5th Level from Downtime spent)* **Level 2: Monk’s Focus** Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. **Flurry of Blows.** You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. **Patient Defense.** You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. **Step of the Wind.** You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. **Level 2: Unarmored Movement** Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table. **Level 2: Uncanny Metabolism** When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can’t use it again until you finish a Long Rest. **Level 3: Deflect Attacks** When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack. **Level 3: Open Hand Technique** Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. **Addle.** The target can’t make Opportunity Attacks until the start of its next turn. **Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. **Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition. **Level 4: Slow Fall** You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level. **ASI - Feat: Grappler** *General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)* You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Punch and Grab.** When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. **Attack Advantage.** You have Advantage on attack rolls against a creature Grappled by you. **Fast Wrestler.** Your Speed isn't halved when you move a creature Grappled by you if the creature is your size or smaller. **Level 5: Extra Attack** You can attack twice instead of once whenever you take the Attack action on your turn. **Level 5: Stunning Strike** Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Magic Items

Name Rarity Location Table Result Counts?
Amulet Of Proof Against Detection And Location Uncommon DDAL-09-01 Escape from Elturgard true
While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors