Adventure Logsheet
Race: (Player's Handbook 2024; Starting Play at 5th Level) Lightfood Halfling Alignment: Lawful Good Size: Small Speed: 30 Language: Common, Undercommon, Halfling, Thieve's Cant, Goblin Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition. Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space. Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll. Naturally Stealthy. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you. ... Ability Scores: Str: 8 Dex: 15 (+2) Con: 12 Int: 13 Wis: 13 (+1) Cha: 12 Class: Thief Rogue Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice. Level 1: Sneak Attack You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table. Level 1: Thieves’ Cant You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in chapter 2. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. Level 3: Fast Hands As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action. Level 3: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength. Level 3: Steady Aim As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. Level 4: Dungeon Delver Source: Player's Handbook 2014 Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. - You have advantage on saving throws made to avoid or resist traps. - You have resistance to the damage dealt by traps. - Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score. Level 5: Cunning Strike You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. - Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. - Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. Level 5: Uncanny Dodge When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). Proficiencies Armor: Light armor Weapons: Simple weapons and Martial weapons that have the Finesse or Light property Tools: Thieves’ Tools Saving Throws: Dexterity and Intelligence Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Equipment: Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP Background: Guild Merchant You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop. Ability Scores: Constitution, Intelligence, Charisma Feat: Skilled You gain proficiency in any combination of three skills or tools of your choice. (Acrobatics, Arcana, Insight) Repeatable. You can take this feat more than once. Skill Proficiencies: History and Persuasion Tool Proficiencies: Navigator’s Tools Equipment: Choose A or B: (A) Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP; or (B) 50 GP
*** PURCHASE ENTRY ***
Buy: Studded Leather Armor (45gp), 2x Potion of Greater Healing (200gp), 5x Potion of Healing (125gp), 1x Antioxin (50gp), 1x Oil of Slipperiness (100gp)
Teilnehmer: (5) Bramymond - Chilchuck Tims - Lightfood Halfling - Rogue: The Thief 5 (5) JinxedBear - Steelmaw Irongut - Lizardfolk - Paladin: Oath of Conquest 5 (5) Karrakasz - Mitch Fireglove - Human - Wizard: School of Evocation 5 (5) Raimundo_O - Xarrut - Winged Tiefling - Sorcerer: Divine Soul 3| Warlock: Pact of the Hexblade 2 (5)Kiri - Sowolmos - Gold Dwarf - Ranger: Beast Master 5 Story: ///
Adventure Logsheet
Teilnehmer: (5) Bramymond - Chilchuck Tims - Lightfood Halfling - Rogue: The Thief 5 (5) JinxedBear - Steelmaw Irongut - Lizardfolk - Paladin: Oath of Conquest 5 (5) Karrakasz - Mitch Fireglove - Human - Wizard: School of Evocation 5 (5) Raimundo_O - Xarrut - Winged Tiefling - Sorcerer: Divine Soul 3| Warlock: Pact of the Hexblade 2 (5)Kiri - Sowolmos - Gold Dwarf - Ranger: Beast Master 5 Loot: 1.118,83gp Wand of Secrets ($) Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. [Sold to Obaya Uday for 50pp] Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. Kelim's Spellbook ($) Kelim's Spellbook contains the following spells: 1st: sleep, burning hands, comprehend languages, false life 2nd: gust of wind, invisibility, darkvision 3rd: lightning bolt, dispel magic, feign death 4th: blight [Reserved for selling to Obaya Uday for 100pp] Story: