You are not authorized to perform this action.

Amalia Drummond

Season:
13
Race:
Variant Human
Class:
Fighter - Samurai
Background:
Noble
Lifestyle:
Comfortable
Current Level:
4
Total GP:
77
Total Downtime:
35
Tag:
Faction:
Harpers
Faction Rank:
Watcher (rank 1)
Magic Item Count:
1
Magic Item Limit:
1
Moon-Touched Sword,
Quiver of Ehlonna,
Wand of Secrets,
Ring of Mind Shielding,
Ring Of Jumping,
Ring of Swimming,
Goggles of Night

Log Entries

Date Played ▲ Adventure Title Session Levels GP Downtime Magic Items
2023-03-08 13:27 Character Generation 10 Show

Origin Languages (Origin, Replaces Languages)
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Languags: Common, Deep Speech
Ability Score Increase (Two different ability scores of your choice increase by 1.)
Dexterity Score, Constitution Score

Origin Proficiencies (Origin, Replaces Skills)
Acrobatics

Feat (You gain one feat of your choice.)
Alert: Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

CLASS: Fighter
Fighting Style Options (1st level, Optional Class Feature)
When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
Interception
Superior Technique
Thrown Weapon Fighting
Unarmed Fighting

Hit Points (1st level)
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Athletics, Perception

Fighting Style (1st level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind (1st level)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2023-03-25 18:30 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 1 43 10 Moon-Touched Sword, Quiver of Ehlonna Show

Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll


Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.


43 Gold Belohnung

LVL UP:
Class: Fighter 2
HP: +10
Action Surge

2023-04-27 11:16 Catching up 1 -10 Show

Fighter 2 -> Fighter (Samurai) 3

2023-05-04 18:55 DDAL08-01 The Map with No Names 1 120 10 Wand of Secrets Show

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. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

Lycanthropy

2023-05-06 15:22 Rebuild Show

Alexia -> Amalia

2023-05-06 18:54 Purchase Log -104 Show Purchase

Dagger x2
One of them Silvered

2023-05-06 19:30 DDAL08-04 A Wrinkle in the Weave 0 100 10 Ring of Mind Shielding Show

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.

======

Ring of Mind Shielding
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

This ornate silver ring is engraved with the words "Be where they are not" in the Alzhedo language of southwestern Faerûn.

2023-05-07 00:41 Purchase Log -100 Show Purchase

Silver for the second Dagger -100Gold

2024-02-25 17:36 Purchase Log -50 Show Purchase

Potion of Healing (2d4+2 Health recovery)

2024-02-25 18:00 DDAL05-10 Giant Diplomacy 0 52 10 Ring Of Jumping Show

== Players:
(1)lukaswingarmor - Aetlach - Tiefling - Barde 1- Er selbst
(4) Shinigami - Fate - Autognome - PeaceCleric1 / DivinationWizard3 - none
(4) TimoL - Amalia Drummond - Variant Human - Fighter Samurai 4
(4) Fir4triXx - Eleftherios - Variant Human - Tempest Cleric 4
(1) Eike R - Rasna Gimbal - half-orc - Barbarian - none
(1) Cookie - Shiny Icicle - Mountain Dwarf- LvL1 Draconic Soul Sorcerer

== Items Gained:
Potion of Healing
Potion of Healing, Greater

Ring Of Jumping (Ring, uncommon)
Requires Attunement
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

== Story Awards:
.
Satyr Training.
Prince Thornacious has heard more of your great deeds through his servant Blassios. The latter invites you to come on a “vision quest” with him in the Forgotten Forest. If you do, you may spend 5 downtimes days to engage in revelry and seeking out your inner self. Once, if you fail a saving throw against poison, you may call upon your fey teachings to succeed on the saving throw, instead.
.
Defenders of Parnast.
You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name.
.
Greater Defenders of Parnast.
You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services.

2024-02-25 21:15 Purchase Log -5 Show Purchase

Satyr Training

2024-02-27 15:10 REBUILD Show

Attribute:
Strength Total: 16 (+1 Variant Human)
Dexterity Total: 8
Constitution Total: 16 (+1 Variant Human)
Intelligence Total: 10
Wisdom Total: 14 (+1 Observant)
Charisma Total: 10

Origin Languages (Origin, Replaces Languages)
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Languags: Common, Deep Speech
Ability Score Increase (Two different ability scores of your choice increase by 1.)
Dexterity Score, Constitution Score

Origin Proficiencies (Origin, Replaces Skills)
Acrobatics

Feat (You gain one feat of your choice.)
Alert: Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

CLASS: Fighter
Fighting Style Options (1st level, Optional Class Feature)
When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
Interception
Superior Technique
Thrown Weapon Fighting
Unarmed Fighting

Hit Points (1st level)
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Athletics, Perception

Fighting Style (1st level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind (1st level)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2024-03-31 19:00 DDHC-CM A Deep and Creeping Darkness 0 106 10 Ring of Swimming, Goggles of Night Show

(4) Kiri - Sir Chester Vanderbuilt - V.Human - Armorer Artificer 4
(4) Stephan - Theren - Halfelf - Divine Soul Sorcerer 4
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None
(3) Momo - Vivian - Half-Elf - Shadow Magic Sorcerer 3 - Golden Vault
(4) TimoL - Amalia Drummont - Variant Human - Fighter (Samurai) 4


Ring of Swimming
Goggles of Night

106G

2024-04-08 18:09 Purchase Log -100 Show Purchase

2x Potion of healing (50Gold)

Date Played ▲ Adventure Title Tier Session ACP TCP Downtime Renown
2023-03-08 13:27 Character Generation Show

Origin Languages (Origin, Replaces Languages)
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Languags: Common, Deep Speech
Ability Score Increase (Two different ability scores of your choice increase by 1.)
Dexterity Score, Constitution Score

Origin Proficiencies (Origin, Replaces Skills)
Acrobatics

Feat (You gain one feat of your choice.)
Alert: Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

CLASS: Fighter
Fighting Style Options (1st level, Optional Class Feature)
When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
Interception
Superior Technique
Thrown Weapon Fighting
Unarmed Fighting

Hit Points (1st level)
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Athletics, Perception

Fighting Style (1st level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind (1st level)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2023-03-25 18:30 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 10 Show

Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll


Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.


43 Gold Belohnung

LVL UP:
Class: Fighter 2
HP: +10
Action Surge

2023-04-27 11:16 Catching up -10 Show

Fighter 2 -> Fighter (Samurai) 3

2023-05-04 18:55 DDAL08-01 The Map with No Names 10 Show

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. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

Lycanthropy

2023-05-06 15:22 Rebuild Show

Alexia -> Amalia

2023-05-06 18:54 Purchase Log Show Purchase

Dagger x2
One of them Silvered

2023-05-06 19:30 DDAL08-04 A Wrinkle in the Weave 10 Show

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.

======

Ring of Mind Shielding
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

This ornate silver ring is engraved with the words "Be where they are not" in the Alzhedo language of southwestern Faerûn.

2023-05-07 00:41 Purchase Log Show Purchase

Silver for the second Dagger -100Gold

2024-02-25 17:36 Purchase Log Show Purchase

Potion of Healing (2d4+2 Health recovery)

2024-02-25 18:00 DDAL05-10 Giant Diplomacy 10 Show

== Players:
(1)lukaswingarmor - Aetlach - Tiefling - Barde 1- Er selbst
(4) Shinigami - Fate - Autognome - PeaceCleric1 / DivinationWizard3 - none
(4) TimoL - Amalia Drummond - Variant Human - Fighter Samurai 4
(4) Fir4triXx - Eleftherios - Variant Human - Tempest Cleric 4
(1) Eike R - Rasna Gimbal - half-orc - Barbarian - none
(1) Cookie - Shiny Icicle - Mountain Dwarf- LvL1 Draconic Soul Sorcerer

== Items Gained:
Potion of Healing
Potion of Healing, Greater

Ring Of Jumping (Ring, uncommon)
Requires Attunement
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

== Story Awards:
.
Satyr Training.
Prince Thornacious has heard more of your great deeds through his servant Blassios. The latter invites you to come on a “vision quest” with him in the Forgotten Forest. If you do, you may spend 5 downtimes days to engage in revelry and seeking out your inner self. Once, if you fail a saving throw against poison, you may call upon your fey teachings to succeed on the saving throw, instead.
.
Defenders of Parnast.
You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name.
.
Greater Defenders of Parnast.
You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services.

2024-02-25 21:15 Purchase Log -5 Show Purchase

Satyr Training

2024-02-27 15:10 REBUILD Show

Attribute:
Strength Total: 16 (+1 Variant Human)
Dexterity Total: 8
Constitution Total: 16 (+1 Variant Human)
Intelligence Total: 10
Wisdom Total: 14 (+1 Observant)
Charisma Total: 10

Origin Languages (Origin, Replaces Languages)
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Languags: Common, Deep Speech
Ability Score Increase (Two different ability scores of your choice increase by 1.)
Dexterity Score, Constitution Score

Origin Proficiencies (Origin, Replaces Skills)
Acrobatics

Feat (You gain one feat of your choice.)
Alert: Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

CLASS: Fighter
Fighting Style Options (1st level, Optional Class Feature)
When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
Interception
Superior Technique
Thrown Weapon Fighting
Unarmed Fighting

Hit Points (1st level)
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Athletics, Perception

Fighting Style (1st level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind (1st level)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2024-03-31 19:00 DDHC-CM A Deep and Creeping Darkness 10 Show

(4) Kiri - Sir Chester Vanderbuilt - V.Human - Armorer Artificer 4
(4) Stephan - Theren - Halfelf - Divine Soul Sorcerer 4
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None
(3) Momo - Vivian - Half-Elf - Shadow Magic Sorcerer 3 - Golden Vault
(4) TimoL - Amalia Drummont - Variant Human - Fighter (Samurai) 4


Ring of Swimming
Goggles of Night

106G

2024-04-08 18:09 Purchase Log Show Purchase

2x Potion of healing (50Gold)

Date Played ▲ Adventure Title Session XP GP Downtime Renown Magic Items
2023-03-08 13:27 Character Generation 10 Show

Origin Languages (Origin, Replaces Languages)
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Languags: Common, Deep Speech
Ability Score Increase (Two different ability scores of your choice increase by 1.)
Dexterity Score, Constitution Score

Origin Proficiencies (Origin, Replaces Skills)
Acrobatics

Feat (You gain one feat of your choice.)
Alert: Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

CLASS: Fighter
Fighting Style Options (1st level, Optional Class Feature)
When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
Interception
Superior Technique
Thrown Weapon Fighting
Unarmed Fighting

Hit Points (1st level)
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Athletics, Perception

Fighting Style (1st level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind (1st level)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2023-03-25 18:30 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 43 10 Moon-Touched Sword, Quiver of Ehlonna Show

Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll


Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.


43 Gold Belohnung

LVL UP:
Class: Fighter 2
HP: +10
Action Surge

2023-04-27 11:16 Catching up -10 Show

Fighter 2 -> Fighter (Samurai) 3

2023-05-04 18:55 DDAL08-01 The Map with No Names 120 10 Wand of Secrets Show

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. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

Lycanthropy

2023-05-06 15:22 Rebuild Show

Alexia -> Amalia

2023-05-06 18:54 Purchase Log -104 Show Purchase

Dagger x2
One of them Silvered

2023-05-06 19:30 DDAL08-04 A Wrinkle in the Weave 100 10 Ring of Mind Shielding Show

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.

======

Ring of Mind Shielding
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

This ornate silver ring is engraved with the words "Be where they are not" in the Alzhedo language of southwestern Faerûn.

2023-05-07 00:41 Purchase Log -100 Show Purchase

Silver for the second Dagger -100Gold

2024-02-25 17:36 Purchase Log -50 Show Purchase

Potion of Healing (2d4+2 Health recovery)

2024-02-25 18:00 DDAL05-10 Giant Diplomacy 52 10 Ring Of Jumping Show

== Players:
(1)lukaswingarmor - Aetlach - Tiefling - Barde 1- Er selbst
(4) Shinigami - Fate - Autognome - PeaceCleric1 / DivinationWizard3 - none
(4) TimoL - Amalia Drummond - Variant Human - Fighter Samurai 4
(4) Fir4triXx - Eleftherios - Variant Human - Tempest Cleric 4
(1) Eike R - Rasna Gimbal - half-orc - Barbarian - none
(1) Cookie - Shiny Icicle - Mountain Dwarf- LvL1 Draconic Soul Sorcerer

== Items Gained:
Potion of Healing
Potion of Healing, Greater

Ring Of Jumping (Ring, uncommon)
Requires Attunement
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

== Story Awards:
.
Satyr Training.
Prince Thornacious has heard more of your great deeds through his servant Blassios. The latter invites you to come on a “vision quest” with him in the Forgotten Forest. If you do, you may spend 5 downtimes days to engage in revelry and seeking out your inner self. Once, if you fail a saving throw against poison, you may call upon your fey teachings to succeed on the saving throw, instead.
.
Defenders of Parnast.
You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name.
.
Greater Defenders of Parnast.
You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services.

2024-02-25 21:15 Purchase Log -5 Show Purchase

Satyr Training

2024-02-27 15:10 REBUILD Show

Attribute:
Strength Total: 16 (+1 Variant Human)
Dexterity Total: 8
Constitution Total: 16 (+1 Variant Human)
Intelligence Total: 10
Wisdom Total: 14 (+1 Observant)
Charisma Total: 10

Origin Languages (Origin, Replaces Languages)
You can choose to replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.
Languags: Common, Deep Speech
Ability Score Increase (Two different ability scores of your choice increase by 1.)
Dexterity Score, Constitution Score

Origin Proficiencies (Origin, Replaces Skills)
Acrobatics

Feat (You gain one feat of your choice.)
Alert: Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

CLASS: Fighter
Fighting Style Options (1st level, Optional Class Feature)
When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
Interception
Superior Technique
Thrown Weapon Fighting
Unarmed Fighting

Hit Points (1st level)
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Athletics, Perception

Fighting Style (1st level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind (1st level)
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

2024-03-31 19:00 DDHC-CM A Deep and Creeping Darkness 106 10 Ring of Swimming, Goggles of Night Show

(4) Kiri - Sir Chester Vanderbuilt - V.Human - Armorer Artificer 4
(4) Stephan - Theren - Halfelf - Divine Soul Sorcerer 4
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None
(3) Momo - Vivian - Half-Elf - Shadow Magic Sorcerer 3 - Golden Vault
(4) TimoL - Amalia Drummont - Variant Human - Fighter (Samurai) 4


Ring of Swimming
Goggles of Night

106G

2024-04-08 18:09 Purchase Log -100 Show Purchase

2x Potion of healing (50Gold)