Adventure Logsheet
Race: (Tasha's Customizing Origin) Variant Human Alignment: True Neutral Size: Medium Speed: 30 Language: Common, Draconic, Elvish Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of your choice. Intimidation. Versatile. You gain an Origin feat of your choice (see "Feats"). Alert: You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition. ... Ability Scores: Str: 8 Dex: 15 (+2) Con: 14 Int: 10 Wis: 15 (+1) Cha: 8 Class: Ranger Ranger: Hollow Warden Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger 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 two level 1 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. If another Ranger 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 Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells. Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. 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. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. Proficiencies Primery Ability: Dexterity and Wisdom Hit Dice Die: D10 per Ranger level Saving Throws Proficiencies: Strength and Dexterity Skill Proficiencies: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapons Proficiencies: Simple and Martial weapons Armor Training: Light and Medium armor and Shields Starting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Background: Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. Ability Scores: Strength, Constitution Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival Tool Proficiencies: None Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) Equipment: A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.
Teilnehmer: (1) Arikati020 - Calythra - ???? - Cleric: Domain of Twilight 1 (1) Bramymond - Renoir Fortemps - Human - Ranger: Hollow Warden 1 (1) C0ldw0lf - Lucien - Human - Druid: Circle of Stars 1 (1) Echo - Keltoris Oakguard - Hexblood - Warlock 1 (1) Karrakasz - Viktor - Human - Fighter 1 (1) Marcelinho - Scar - Shadar Kai - Barbarian 1 Loot: 625gp 2x Potion of Healing
Teilnehmer: (1) Arikati020 - Calythra - ???? - Cleric: Domain of Twilight 1 (1) Bramymond - Renoir Fortemps - Human - Ranger: Hollow Warden 1 (1) C0ldw0lf - Lucien - Human - Druid: Circle of Stars 1 (1) Echo - Keltoris Oakguard - Hexblood - Warlock 1 (1) Karrakasz - Viktor - Human - Fighter 1 (1) Marcelinho - Scar - Shadar Kai - Barbarian 1 Loot: 583,5GP (97,25gp/Person) 8x Potion of Healing Magic Items: Cloak of Protection, Wand of Magic Missiles, Greataxe +1, Bag of Holding, Dread Helm, Deck of Illusions (100 cards) Oathmaker (Rapier +1) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. "A slender weapon whose steel gleams with a deep crimson sheen, as if old fury has been sealed inside the metal. A cracked ruby is set into the pommel—sometimes, in its faint glow, the face of Mara Silvra appears, bound to this blade by an oath left unfulfilled. When Oathmaker is drawn, the air turns cold and a whisper presses at the edge of your thoughts, urging you to name the guilty and see vengeance done. Speak a vow while holding the hilt, and Mara’s presence closes around your wrist like an iron promise—steady, demanding, and utterly relentless." Spell Scrolls: Bless, Protection from Poison, Spiritual Weapon Spellbook: 1st Level: Disguise Self, Identify, Mage Armor, Magic Missile, Protection from Evil and Good 2nd Level: Darkvision, Hold Person, Invisibility, Magic Weapon Mundane Items: Chain Shirt, Cook's Utensils, Alchemist's Fire, Bullseye Lantern, Thieves Tools Consumables expended: 2x Portion of Healing
Loot: 236 gp (39,3gp/Person) 1x Potion of Greater Healing Magic Item - The Winking Relic Ersatz Eye, Wondrous Item, Common This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive. Flavour: A tiny orb of smoky quartz with a drowned-ink iris. Up close, the “white” of the eye is threaded with hair-thin red veins that weren’t there a moment ago. When embedded, it feels cooler than flesh, and the bearer occasionally “sees” a blink they didn’t perform—like the eye is practicing being alive. (It still functions as an Ersatz Eye normally.) Key. "When the Ersatz Eye rests in your palm, it tugs—not physically, but in your bones—like a compass needle catching north. Your wrist keeps wanting to turn toward one direction, and the iris “hunts,” making tiny, involuntary twitches as if searching for a matching socket. The closer you get to the right lock, the colder it becomes… and you can feel a soft, wet click behind your own eyes, as though something in the world is ready to open for it."