Sasha Seawind

Season:
Forgotten Realms
Race:
Air Genasi (MMOM)
Class:
Monk: Warrior of the Open Hand
Background:
Sailor
Lifestyle:
Modest
Current Level:
8
Total GP:
4431
Total Downtime:
0
Tag:
DDAL
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
5
Magic Item Limit:
3
Wraps of Unarmed Power +1,
Amulet Of Proof Against Detection And Location,
Belt of Hill Giant Strength,
Amulet of Health,
Bracers of Defense

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2025-01-25 17:05 Purchase Log -3200 Show Purchase

Buying:
5x Potion of Greater Healing (4d4+4), 2500gp
1x Spell Scroll: Revivify (includes diamond), 600gp
4x Potion of Pugilism, 100gp

2025-01-20 16:15 Character Creation 31 Wraps of Unarmed Power +1 Show

Race:

(Tasha's Customizing Origin)
Air Genasi
Alignment: Neutral Good
Size: Medium
Speed: 35
Language: Common, Primordial, +1
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate 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).
...
Ability Scores:
Str: 8
Dex: 15 (+2)
Con: 14
Int: 8
Wis: 15 (+1)
Cha: 10

Class: Monk

Level 1: Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
* Simple Melee weapons
* Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Proficiencies

Armor: None
Weapons: Simple weapons and Martial weapons that have the Light property
Tools: Choose one type of Artisan’s Tools or Musical Instrument
Saving Throws: Strength and Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, or Stealth
Equipment:
(A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP

Background: Sailor

You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Ability Scores: Strength, Dexterity, Wisdom
Feat: Tavern Brawler
Origin Feat
You gain the following benefits.
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry. You have proficiency with improvised weapons.
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Skill Proficiencies: Acrobatics and Perception
Tool Proficiencies: Navigator’s Tools
Equipment: (A) Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP

2025-01-25 16:19 DDAL-09-01 Escape from Elturgard 4 100 0 Amulet Of Proof Against Detection And Location Show

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.

2025-01-25 16:30 DM Reward 3 7500 Amulet of Health, Bracers of Defense, Belt of Hill Giant Strength Show DM Log

Reward:

Price: 30 hours
...
7.500gp
Belt of Hill Giant Strength
(Wondrous Item, rare, requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Amulet of Health
(Wonderous Item, Rare, Requires Attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Charakter Changes:

Level up - Monk Level 8
Level 6: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
You don’t benefit from this feature if you have the Incapacitated condition.
ASI Level 8: Dexterity +2

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-01-25 17:05 Purchase Log Show Purchase

Buying:
5x Potion of Greater Healing (4d4+4), 2500gp
1x Spell Scroll: Revivify (includes diamond), 600gp
4x Potion of Pugilism, 100gp

2025-01-20 16:15 Character Creation Show

Race:

(Tasha's Customizing Origin)
Air Genasi
Alignment: Neutral Good
Size: Medium
Speed: 35
Language: Common, Primordial, +1
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate 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).
...
Ability Scores:
Str: 8
Dex: 15 (+2)
Con: 14
Int: 8
Wis: 15 (+1)
Cha: 10

Class: Monk

Level 1: Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
* Simple Melee weapons
* Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Proficiencies

Armor: None
Weapons: Simple weapons and Martial weapons that have the Light property
Tools: Choose one type of Artisan’s Tools or Musical Instrument
Saving Throws: Strength and Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, or Stealth
Equipment:
(A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP

Background: Sailor

You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Ability Scores: Strength, Dexterity, Wisdom
Feat: Tavern Brawler
Origin Feat
You gain the following benefits.
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry. You have proficiency with improvised weapons.
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Skill Proficiencies: Acrobatics and Perception
Tool Proficiencies: Navigator’s Tools
Equipment: (A) Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP

2025-01-25 16:19 DDAL-09-01 Escape from Elturgard 0 Show

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.

2025-01-25 16:30 DM Reward Show DM Log

Reward:

Price: 30 hours
...
7.500gp
Belt of Hill Giant Strength
(Wondrous Item, rare, requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Amulet of Health
(Wonderous Item, Rare, Requires Attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Charakter Changes:

Level up - Monk Level 8
Level 6: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
You don’t benefit from this feature if you have the Incapacitated condition.
ASI Level 8: Dexterity +2

Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2025-01-25 17:05 Purchase Log -3200 Show Purchase

Buying:
5x Potion of Greater Healing (4d4+4), 2500gp
1x Spell Scroll: Revivify (includes diamond), 600gp
4x Potion of Pugilism, 100gp

2025-01-20 16:15 Character Creation 31 Wraps of Unarmed Power +1 Show

Race:

(Tasha's Customizing Origin)
Air Genasi
Alignment: Neutral Good
Size: Medium
Speed: 35
Language: Common, Primordial, +1
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate 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).
...
Ability Scores:
Str: 8
Dex: 15 (+2)
Con: 14
Int: 8
Wis: 15 (+1)
Cha: 10

Class: Monk

Level 1: Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
* Simple Melee weapons
* Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Proficiencies

Armor: None
Weapons: Simple weapons and Martial weapons that have the Light property
Tools: Choose one type of Artisan’s Tools or Musical Instrument
Saving Throws: Strength and Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, or Stealth
Equipment:
(A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP

Background: Sailor

You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Ability Scores: Strength, Dexterity, Wisdom
Feat: Tavern Brawler
Origin Feat
You gain the following benefits.
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry. You have proficiency with improvised weapons.
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Skill Proficiencies: Acrobatics and Perception
Tool Proficiencies: Navigator’s Tools
Equipment: (A) Dagger, Navigator’s Tools, Rope, Traveler’s Clothes, 20 GP; or (B) 50 GP

2025-01-25 16:19 DDAL-09-01 Escape from Elturgard 100 0 Amulet Of Proof Against Detection And Location Show

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.

2025-01-25 16:30 DM Reward 7500 Amulet of Health, Bracers of Defense, Belt of Hill Giant Strength Show DM Log

Reward:

Price: 30 hours
...
7.500gp
Belt of Hill Giant Strength
(Wondrous Item, rare, requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Amulet of Health
(Wonderous Item, Rare, Requires Attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Charakter Changes:

Level up - Monk Level 8
Level 6: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
You don’t benefit from this feature if you have the Incapacitated condition.
ASI Level 8: Dexterity +2