Amalia Argent

Season:
13
Race:
Dhampir
Class:
Inquisitive Rogue
Background:
Investigator
Lifestyle:
Modest
Current Level:
4
Total GP:
166
Total Downtime:
50
Tag:
Ravenloft Exclusive
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
1
Magic Item Limit:
1
Gentlemans Monokel (Eyes of Minute Seeing),
Whip of Warning,
Hat Of Disguise,
Wind Fan,
Eyes of Charming

Log Entries

Date Played Adventure Title ▲ Session Levels GP Downtime Magic Items
2023-03-07 20:57 Catching Up 1 -10 Show

Level 3 Rogue -> Inquisitive

2023-02-28 14:20 Charaktererschaffung 10 Show

Race: Dhampir
* Description: In the Land of the Mists, power and dread lie in the simple question “What happened to me?” Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

  • Dhampir Hungers Desscription: Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
  • Dhampir Hunger: Blood
  • Dhampir Origin description: Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
  • Dhampir Origin: (3) You survived being attacked by a vampire but were forever changed.

Dhampirs in the Domains of Dread
When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):
Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

  • Creature Type: Humanoid
  • Size :Medium
  • Speed: walking speed 35 feet.
  • Ancestral Legacy: Perception, Survival
  • 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 as shades of gray.
  • Deathless Nature: You don’t need to breathe.
  • Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: a.) You regain hit points equal to the piercing damage dealt by the bite. b.) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class: Rogue
* Armor: Light armor
* Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
* Tools: Thieves’ tools
* Saving Throws: Dexterity, Intelligence
* Skills: Investigation, Acrobatics, Insight, Persuasion
* Expertise: Perception, Investigation
* Hit Points: 9

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies
* Armor: Light armor
* Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
* Tools: Thieves’ tools
* Saving Throws: Dexterity, Intelligence
* Skills: Investigation, Acrobatics, Insight, Persuasion
* Expertise: Perception, Investigation
* Sneak Attack: Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

  • Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Ability Scores (Standard Array):
* STR: 8
* DEX: 15 (+1 Dhampir = 16)
* CON: 10
* INT: 12
* WIS: 14 (+2 Dhampir = 16)
* CHA: 13

Background:
City Watch / Investigator
You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.

Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
* Skill Proficiencies: Religion, Athletics
* Languages: Abyssal
* Watcher’s Eye (Background Feature): Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

Character Details
* Alignment: Chaotic Good
* Faith
* Lifestyle: Modest (1GP)

Physical Characteristics
* Hair: Black
* Skin: Fair
* Eyes: Blue
* Height: 1,61 m
* Weight (lbs): 127
* Age (Years): 18
* Gender: Female

Personal Characteristics
* PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching.
* IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
* BONDS: I fight for those who cannot fight for themselves.
* FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear.

AL-Bonus Feat
Skilled: Choose any 3 Skills that gain profiency
Chosen:
1. Arcana
2. Sleight of Hand
3. Stealth

Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse)

2024-04-09 19:00 DDAL04-02 The Beast 0 100 10 Whip of Warning Show

== Players:
* (3) TimoL - Amalia Argent - Dhampir - Rogue (Inquisitor) 3
* (2) Wolfskönigin - Sariel - Halb-Elf - Druidin 2 - No faction
* (2) Eklan - Munin Sváfnir - Kenku - Rogue 2
* (4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none
* (4) Flammenklinge – Wolke – Shadar kei- Ranger (4) Darkvision 150 ft

== Items Gained:
* Whip of Warning
* Scroll of Bonfire (Scroll, uncommon)
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
* 100 Gold

2024-04-18 19:00 DDAL04-03 The Executioner 1 100 10 Hat Of Disguise Show

(4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none
(3) Eklan - Munin Sváfnir - Kenku - Arcane Trickster Rogue 3
(4) Wolfskönigin - Sariel - Halb-Elf (Wald) - Shepherd Druide 4 - none
(4) Flammenklinge – Wolke – Shadar kei- Ranger (4) Darkvision 90 ft
(3) TimoL - Amalia Argent - Dhampir - Rogue 3

Brief: "Ein Andenken an meine liebste Freundin Tatjana, die vor so langer Zeit von dem schönen Sergej von Zarowitsch von den Füßen gerissen wurde. Im Gegensatz zu dieser Puderdose, die schließlich dem Zahn der Zeit erliegen wird, möge ihre Liebe für immer im ganzen Land widerhallen als ein letztes Leuchtfeuer von etwas wahrhaft Schönem."

Skizze: "Bringt mir das, ohne irgendjemanden zu alarmieren. Tun Sie dies im Geheimen. Verlasse mich, und deine Qual wird legendär sein. Gefallen Sie mir, und ich werde Ihren Vertrag als abgeschlossen sehen; Sie werden zu Ihrer Alina zurückkehren. G.

Item:
Hat Of Disguise
Wondrous item, uncommon (requires attunement)

This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plainlooking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense).

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Story Reward: "The Demiplane of Dread.

You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching"

Item: Potion of Healing (2d4+2)

2024-06-18 19:00 DDAL04-04-The Marionette 0 100 20 Eyes of Charming Show

Eyes of Charming
Wondrous item, uncommon (requires attunement)

These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn.

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.


Scroll, uncommon

A description of this item can be found in the Dungeon Master's Guide.
Animate Dead

3rd-Level Necromancy

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any com⁠mand you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.


Potion of Climbing
Potion, common

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Weight: 0.5


Alchemist's Fire (flask)
Adventuring gear

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Damage: 1d4
Damage Type: Fire
Properties: Improvised Weapon
Range: 20
Weight: 1


Acid (vial)
Adventuring gear

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Damage: 2d6
Damage Type: Acid
Properties: Improvised Weapon
Range: 20
Weight: 1


Potion of Healing
Adventuring gear (potion), common

You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Weight: 0.5


Healers Kit

2024-05-14 19:00 DDAL04-05 The Seer 0 100 10 Wind Fan Show

Wind Fan
Wondrous item, uncommon

This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

2024-04-07 15:29 Rebuild Show

Race: Dhampir

In the Land of the Mists, power and dread lie in the simple question “What happened to me?”
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
Dhampir Hungers
d6 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Psychic energy
5 Dreams
6 Life energy
- Chosen: 1 Blood

= Dhampir Origins
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
Dhampir Origins
d8 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite lives inside you. You indulge its hunger.
5 Tragedy interrupted your transformation into an immortal.
6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7 One of your parents was a vampire.
8 A radical experiment changed your body, making you reliant on others for vital fluids.
- Chosen: 3 You survived being attacked by a vampire but were forever changed.

= Dhampirs in the Domains of Dread

When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):

Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out.

Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

I’Cath. At night, the starving city of I’Cath is overrun by vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors.
Racial Traits: Ancestral Legacy, Darkvision, Deathless Nature, Spider Climb, Vampiric Bite
Dhampir Details Page

This race follows the new options for character creation first introduced in Tasha's Cauldron of Everything. You'll be able to customize options like ability score increases, languages and alignment as you continue building your character. If you need suggestions, ask your DM!

= Racial Traits
Creature Type: You are a Humanoid.
Size: Medium
Speed: Your walking speed is 35 feet.
Ancestral Legacy:
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
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 as shades of gray.
Deathless Nature: You don’t need to breathe.
Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite : Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

= Class: Rogue
Hit Points at 1st Level: 8 + your Constitution modifier
Proficiencies: Acrobatics, Investigation, Stealth, Sleight of Hands
=Profenciencies:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Expertise: Perception, Investigation

Sneak Attack: Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

= Attributes:
Points Remaining 0/27
Strength Total: 8
Dexterity Total: 15 +1 Race = 16
Constitution Total: 10
Intelligence Total: 10
Wisdom Total: 14 +2 Racial = 16
Charisma Total: 14

Languages (Origin): Abyssal
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

==Background: Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.
- Skill Proficiencies: Medicine, Arcana
- Tool Proficiencies:Disguise Kit
- Official Inquiry (Background Feature)
You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

== Items:
Arrows : 20
Backpack
Ball Bearings (bag of 1,000)
Bell 1
Candle 5
Clothes, Common 1
Crowbar 1
Crowbar 1
Dagger 1
Dagger 1
Hammer 1
Lantern, Hooded 1
Leather 1
Oil (flask) 2
Piton 10
Rapier
Rations (1 day) 5
Rope, Hempen (50 feet)
Shortbow
String 10
Thieves' Tools 1
Tinderbox 1
Waterskin 1

Physical Characteristics
* Hair: Black
* Skin: Fair
* Eyes: Blue
* Height: 1,61 m
* Weight (lbs): 127
* Age (Years): 18
* Gender: Female

Personal Characteristics
* PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching.
* IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
* BONDS: I fight for those who cannot fight for themselves.
* FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear.

AL-Bonus Feat
Skilled: Choose any 3 Skills that gain profiency
Chosen:
1. History
2. Persuation
3. Religion

== Lvl Ups:
- Lvl 2 Rogue
- Lvl3: Rogue - Inquisitive

Roguish Archetype: 3rd level
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Looking for something not in the list below? Unlock all official options in the Marketplace.

Ear for Deceit: When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail: Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting: At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

2023-03-07 18:00 RV-DC-LD–01-01 – Step One: Bodies 1 56 10 Gentlemans Monokel (Eyes of Minute Seeing) Show

+56 Gold
1 Trank der Heilung (4d4 +4)

Gentlemans Monokel (Eyes of Minute Seeing)
Wondrous item, uncommon

These Crystal lens fits over one eye. While wearing it, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

MINOR PROPERTY
Illusion. The item is imbued with illusion magic,
allowing its bearer to alter the item's appearance in
minor ways. While wearing this Monocle the wearer seems to grow a mustache.

2024-04-10 21:05 Purchase Log -100 Show Purchase

Potion of Healing (50g)
Potion of Healing (50g)

2024-05-20 20:28 Purchase Log -200 Show Purchase

Potion of healing (2d4+2) x4

Date Played Adventure Title ▲ Tier Session ACP TCP Downtime Renown
2023-03-07 20:57 Catching Up -10 Show

Level 3 Rogue -> Inquisitive

2023-02-28 14:20 Charaktererschaffung Show

Race: Dhampir
* Description: In the Land of the Mists, power and dread lie in the simple question “What happened to me?” Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

  • Dhampir Hungers Desscription: Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
  • Dhampir Hunger: Blood
  • Dhampir Origin description: Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
  • Dhampir Origin: (3) You survived being attacked by a vampire but were forever changed.

Dhampirs in the Domains of Dread
When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):
Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

  • Creature Type: Humanoid
  • Size :Medium
  • Speed: walking speed 35 feet.
  • Ancestral Legacy: Perception, Survival
  • 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 as shades of gray.
  • Deathless Nature: You don’t need to breathe.
  • Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: a.) You regain hit points equal to the piercing damage dealt by the bite. b.) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class: Rogue
* Armor: Light armor
* Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
* Tools: Thieves’ tools
* Saving Throws: Dexterity, Intelligence
* Skills: Investigation, Acrobatics, Insight, Persuasion
* Expertise: Perception, Investigation
* Hit Points: 9

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies
* Armor: Light armor
* Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
* Tools: Thieves’ tools
* Saving Throws: Dexterity, Intelligence
* Skills: Investigation, Acrobatics, Insight, Persuasion
* Expertise: Perception, Investigation
* Sneak Attack: Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

  • Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Ability Scores (Standard Array):
* STR: 8
* DEX: 15 (+1 Dhampir = 16)
* CON: 10
* INT: 12
* WIS: 14 (+2 Dhampir = 16)
* CHA: 13

Background:
City Watch / Investigator
You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.

Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
* Skill Proficiencies: Religion, Athletics
* Languages: Abyssal
* Watcher’s Eye (Background Feature): Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

Character Details
* Alignment: Chaotic Good
* Faith
* Lifestyle: Modest (1GP)

Physical Characteristics
* Hair: Black
* Skin: Fair
* Eyes: Blue
* Height: 1,61 m
* Weight (lbs): 127
* Age (Years): 18
* Gender: Female

Personal Characteristics
* PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching.
* IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
* BONDS: I fight for those who cannot fight for themselves.
* FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear.

AL-Bonus Feat
Skilled: Choose any 3 Skills that gain profiency
Chosen:
1. Arcana
2. Sleight of Hand
3. Stealth

Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse)

2024-04-09 19:00 DDAL04-02 The Beast 10 Show

== Players:
* (3) TimoL - Amalia Argent - Dhampir - Rogue (Inquisitor) 3
* (2) Wolfskönigin - Sariel - Halb-Elf - Druidin 2 - No faction
* (2) Eklan - Munin Sváfnir - Kenku - Rogue 2
* (4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none
* (4) Flammenklinge – Wolke – Shadar kei- Ranger (4) Darkvision 150 ft

== Items Gained:
* Whip of Warning
* Scroll of Bonfire (Scroll, uncommon)
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
* 100 Gold

2024-04-18 19:00 DDAL04-03 The Executioner 10 Show

(4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none
(3) Eklan - Munin Sváfnir - Kenku - Arcane Trickster Rogue 3
(4) Wolfskönigin - Sariel - Halb-Elf (Wald) - Shepherd Druide 4 - none
(4) Flammenklinge – Wolke – Shadar kei- Ranger (4) Darkvision 90 ft
(3) TimoL - Amalia Argent - Dhampir - Rogue 3

Brief: "Ein Andenken an meine liebste Freundin Tatjana, die vor so langer Zeit von dem schönen Sergej von Zarowitsch von den Füßen gerissen wurde. Im Gegensatz zu dieser Puderdose, die schließlich dem Zahn der Zeit erliegen wird, möge ihre Liebe für immer im ganzen Land widerhallen als ein letztes Leuchtfeuer von etwas wahrhaft Schönem."

Skizze: "Bringt mir das, ohne irgendjemanden zu alarmieren. Tun Sie dies im Geheimen. Verlasse mich, und deine Qual wird legendär sein. Gefallen Sie mir, und ich werde Ihren Vertrag als abgeschlossen sehen; Sie werden zu Ihrer Alina zurückkehren. G.

Item:
Hat Of Disguise
Wondrous item, uncommon (requires attunement)

This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plainlooking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense).

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Story Reward: "The Demiplane of Dread.

You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching"

Item: Potion of Healing (2d4+2)

2024-06-18 19:00 DDAL04-04-The Marionette 20 Show

Eyes of Charming
Wondrous item, uncommon (requires attunement)

These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn.

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.


Scroll, uncommon

A description of this item can be found in the Dungeon Master's Guide.
Animate Dead

3rd-Level Necromancy

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any com⁠mand you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.


Potion of Climbing
Potion, common

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Weight: 0.5


Alchemist's Fire (flask)
Adventuring gear

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Damage: 1d4
Damage Type: Fire
Properties: Improvised Weapon
Range: 20
Weight: 1


Acid (vial)
Adventuring gear

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Damage: 2d6
Damage Type: Acid
Properties: Improvised Weapon
Range: 20
Weight: 1


Potion of Healing
Adventuring gear (potion), common

You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Weight: 0.5


Healers Kit

2024-05-14 19:00 DDAL04-05 The Seer 10 Show

Wind Fan
Wondrous item, uncommon

This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

2024-04-07 15:29 Rebuild Show

Race: Dhampir

In the Land of the Mists, power and dread lie in the simple question “What happened to me?”
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
Dhampir Hungers
d6 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Psychic energy
5 Dreams
6 Life energy
- Chosen: 1 Blood

= Dhampir Origins
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
Dhampir Origins
d8 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite lives inside you. You indulge its hunger.
5 Tragedy interrupted your transformation into an immortal.
6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7 One of your parents was a vampire.
8 A radical experiment changed your body, making you reliant on others for vital fluids.
- Chosen: 3 You survived being attacked by a vampire but were forever changed.

= Dhampirs in the Domains of Dread

When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):

Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out.

Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

I’Cath. At night, the starving city of I’Cath is overrun by vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors.
Racial Traits: Ancestral Legacy, Darkvision, Deathless Nature, Spider Climb, Vampiric Bite
Dhampir Details Page

This race follows the new options for character creation first introduced in Tasha's Cauldron of Everything. You'll be able to customize options like ability score increases, languages and alignment as you continue building your character. If you need suggestions, ask your DM!

= Racial Traits
Creature Type: You are a Humanoid.
Size: Medium
Speed: Your walking speed is 35 feet.
Ancestral Legacy:
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
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 as shades of gray.
Deathless Nature: You don’t need to breathe.
Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite : Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

= Class: Rogue
Hit Points at 1st Level: 8 + your Constitution modifier
Proficiencies: Acrobatics, Investigation, Stealth, Sleight of Hands
=Profenciencies:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Expertise: Perception, Investigation

Sneak Attack: Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

= Attributes:
Points Remaining 0/27
Strength Total: 8
Dexterity Total: 15 +1 Race = 16
Constitution Total: 10
Intelligence Total: 10
Wisdom Total: 14 +2 Racial = 16
Charisma Total: 14

Languages (Origin): Abyssal
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

==Background: Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.
- Skill Proficiencies: Medicine, Arcana
- Tool Proficiencies:Disguise Kit
- Official Inquiry (Background Feature)
You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

== Items:
Arrows : 20
Backpack
Ball Bearings (bag of 1,000)
Bell 1
Candle 5
Clothes, Common 1
Crowbar 1
Crowbar 1
Dagger 1
Dagger 1
Hammer 1
Lantern, Hooded 1
Leather 1
Oil (flask) 2
Piton 10
Rapier
Rations (1 day) 5
Rope, Hempen (50 feet)
Shortbow
String 10
Thieves' Tools 1
Tinderbox 1
Waterskin 1

Physical Characteristics
* Hair: Black
* Skin: Fair
* Eyes: Blue
* Height: 1,61 m
* Weight (lbs): 127
* Age (Years): 18
* Gender: Female

Personal Characteristics
* PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching.
* IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
* BONDS: I fight for those who cannot fight for themselves.
* FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear.

AL-Bonus Feat
Skilled: Choose any 3 Skills that gain profiency
Chosen:
1. History
2. Persuation
3. Religion

== Lvl Ups:
- Lvl 2 Rogue
- Lvl3: Rogue - Inquisitive

Roguish Archetype: 3rd level
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Looking for something not in the list below? Unlock all official options in the Marketplace.

Ear for Deceit: When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail: Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting: At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

2023-03-07 18:00 RV-DC-LD–01-01 – Step One: Bodies 10 Show

+56 Gold
1 Trank der Heilung (4d4 +4)

Gentlemans Monokel (Eyes of Minute Seeing)
Wondrous item, uncommon

These Crystal lens fits over one eye. While wearing it, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

MINOR PROPERTY
Illusion. The item is imbued with illusion magic,
allowing its bearer to alter the item's appearance in
minor ways. While wearing this Monocle the wearer seems to grow a mustache.

2024-04-10 21:05 Purchase Log Show Purchase

Potion of Healing (50g)
Potion of Healing (50g)

2024-05-20 20:28 Purchase Log Show Purchase

Potion of healing (2d4+2) x4

Date Played Adventure Title ▲ Session XP GP Downtime Renown Magic Items
2023-03-07 20:57 Catching Up -10 Show

Level 3 Rogue -> Inquisitive

2023-02-28 14:20 Charaktererschaffung 10 Show

Race: Dhampir
* Description: In the Land of the Mists, power and dread lie in the simple question “What happened to me?” Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite. With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

  • Dhampir Hungers Desscription: Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
  • Dhampir Hunger: Blood
  • Dhampir Origin description: Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
  • Dhampir Origin: (3) You survived being attacked by a vampire but were forever changed.

Dhampirs in the Domains of Dread
When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):
Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

  • Creature Type: Humanoid
  • Size :Medium
  • Speed: walking speed 35 feet.
  • Ancestral Legacy: Perception, Survival
  • 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 as shades of gray.
  • Deathless Nature: You don’t need to breathe.
  • Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: a.) You regain hit points equal to the piercing damage dealt by the bite. b.) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class: Rogue
* Armor: Light armor
* Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
* Tools: Thieves’ tools
* Saving Throws: Dexterity, Intelligence
* Skills: Investigation, Acrobatics, Insight, Persuasion
* Expertise: Perception, Investigation
* Hit Points: 9

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies
* Armor: Light armor
* Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
* Tools: Thieves’ tools
* Saving Throws: Dexterity, Intelligence
* Skills: Investigation, Acrobatics, Insight, Persuasion
* Expertise: Perception, Investigation
* Sneak Attack: Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

  • Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Ability Scores (Standard Array):
* STR: 8
* DEX: 15 (+1 Dhampir = 16)
* CON: 10
* INT: 12
* WIS: 14 (+2 Dhampir = 16)
* CHA: 13

Background:
City Watch / Investigator
You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.

Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
* Skill Proficiencies: Religion, Athletics
* Languages: Abyssal
* Watcher’s Eye (Background Feature): Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

Character Details
* Alignment: Chaotic Good
* Faith
* Lifestyle: Modest (1GP)

Physical Characteristics
* Hair: Black
* Skin: Fair
* Eyes: Blue
* Height: 1,61 m
* Weight (lbs): 127
* Age (Years): 18
* Gender: Female

Personal Characteristics
* PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching.
* IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
* BONDS: I fight for those who cannot fight for themselves.
* FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear.

AL-Bonus Feat
Skilled: Choose any 3 Skills that gain profiency
Chosen:
1. Arcana
2. Sleight of Hand
3. Stealth

Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse)

2024-04-09 19:00 DDAL04-02 The Beast 100 10 Whip of Warning Show

== Players:
* (3) TimoL - Amalia Argent - Dhampir - Rogue (Inquisitor) 3
* (2) Wolfskönigin - Sariel - Halb-Elf - Druidin 2 - No faction
* (2) Eklan - Munin Sváfnir - Kenku - Rogue 2
* (4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none
* (4) Flammenklinge – Wolke – Shadar kei- Ranger (4) Darkvision 150 ft

== Items Gained:
* Whip of Warning
* Scroll of Bonfire (Scroll, uncommon)
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
* 100 Gold

2024-04-18 19:00 DDAL04-03 The Executioner 100 10 Hat Of Disguise Show

(4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none
(3) Eklan - Munin Sváfnir - Kenku - Arcane Trickster Rogue 3
(4) Wolfskönigin - Sariel - Halb-Elf (Wald) - Shepherd Druide 4 - none
(4) Flammenklinge – Wolke – Shadar kei- Ranger (4) Darkvision 90 ft
(3) TimoL - Amalia Argent - Dhampir - Rogue 3

Brief: "Ein Andenken an meine liebste Freundin Tatjana, die vor so langer Zeit von dem schönen Sergej von Zarowitsch von den Füßen gerissen wurde. Im Gegensatz zu dieser Puderdose, die schließlich dem Zahn der Zeit erliegen wird, möge ihre Liebe für immer im ganzen Land widerhallen als ein letztes Leuchtfeuer von etwas wahrhaft Schönem."

Skizze: "Bringt mir das, ohne irgendjemanden zu alarmieren. Tun Sie dies im Geheimen. Verlasse mich, und deine Qual wird legendär sein. Gefallen Sie mir, und ich werde Ihren Vertrag als abgeschlossen sehen; Sie werden zu Ihrer Alina zurückkehren. G.

Item:
Hat Of Disguise
Wondrous item, uncommon (requires attunement)

This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plainlooking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense).

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Story Reward: "The Demiplane of Dread.

You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching"

Item: Potion of Healing (2d4+2)

2024-06-18 19:00 DDAL04-04-The Marionette 100 20 Eyes of Charming Show

Eyes of Charming
Wondrous item, uncommon (requires attunement)

These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn.

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.


Scroll, uncommon

A description of this item can be found in the Dungeon Master's Guide.
Animate Dead

3rd-Level Necromancy

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any com⁠mand you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.


Potion of Climbing
Potion, common

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Weight: 0.5


Alchemist's Fire (flask)
Adventuring gear

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Damage: 1d4
Damage Type: Fire
Properties: Improvised Weapon
Range: 20
Weight: 1


Acid (vial)
Adventuring gear

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Damage: 2d6
Damage Type: Acid
Properties: Improvised Weapon
Range: 20
Weight: 1


Potion of Healing
Adventuring gear (potion), common

You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Weight: 0.5


Healers Kit

2024-05-14 19:00 DDAL04-05 The Seer 100 10 Wind Fan Show

Wind Fan
Wondrous item, uncommon

This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

2024-04-07 15:29 Rebuild Show

Race: Dhampir

In the Land of the Mists, power and dread lie in the simple question “What happened to me?”
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
Dhampir Hungers
d6 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Psychic energy
5 Dreams
6 Life energy
- Chosen: 1 Blood

= Dhampir Origins
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
Dhampir Origins
d8 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite lives inside you. You indulge its hunger.
5 Tragedy interrupted your transformation into an immortal.
6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7 One of your parents was a vampire.
8 A radical experiment changed your body, making you reliant on others for vital fluids.
- Chosen: 3 You survived being attacked by a vampire but were forever changed.

= Dhampirs in the Domains of Dread

When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):

Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out.

Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

I’Cath. At night, the starving city of I’Cath is overrun by vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors.
Racial Traits: Ancestral Legacy, Darkvision, Deathless Nature, Spider Climb, Vampiric Bite
Dhampir Details Page

This race follows the new options for character creation first introduced in Tasha's Cauldron of Everything. You'll be able to customize options like ability score increases, languages and alignment as you continue building your character. If you need suggestions, ask your DM!

= Racial Traits
Creature Type: You are a Humanoid.
Size: Medium
Speed: Your walking speed is 35 feet.
Ancestral Legacy:
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
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 as shades of gray.
Deathless Nature: You don’t need to breathe.
Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite : Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

= Class: Rogue
Hit Points at 1st Level: 8 + your Constitution modifier
Proficiencies: Acrobatics, Investigation, Stealth, Sleight of Hands
=Profenciencies:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Expertise: Perception, Investigation

Sneak Attack: Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

= Attributes:
Points Remaining 0/27
Strength Total: 8
Dexterity Total: 15 +1 Race = 16
Constitution Total: 10
Intelligence Total: 10
Wisdom Total: 14 +2 Racial = 16
Charisma Total: 14

Languages (Origin): Abyssal
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

==Background: Investigator
You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.
- Skill Proficiencies: Medicine, Arcana
- Tool Proficiencies:Disguise Kit
- Official Inquiry (Background Feature)
You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

== Items:
Arrows : 20
Backpack
Ball Bearings (bag of 1,000)
Bell 1
Candle 5
Clothes, Common 1
Crowbar 1
Crowbar 1
Dagger 1
Dagger 1
Hammer 1
Lantern, Hooded 1
Leather 1
Oil (flask) 2
Piton 10
Rapier
Rations (1 day) 5
Rope, Hempen (50 feet)
Shortbow
String 10
Thieves' Tools 1
Tinderbox 1
Waterskin 1

Physical Characteristics
* Hair: Black
* Skin: Fair
* Eyes: Blue
* Height: 1,61 m
* Weight (lbs): 127
* Age (Years): 18
* Gender: Female

Personal Characteristics
* PERSONALITY: I’ve lost too many friends, and I’m slow to make new ones. | I can stare down a hell hound without flinching.
* IDEALS: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
* BONDS: I fight for those who cannot fight for themselves.
* FLAWS: The monstrous enemy we faced in battle still leaves me quivering with fear.

AL-Bonus Feat
Skilled: Choose any 3 Skills that gain profiency
Chosen:
1. History
2. Persuation
3. Religion

== Lvl Ups:
- Lvl 2 Rogue
- Lvl3: Rogue - Inquisitive

Roguish Archetype: 3rd level
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Looking for something not in the list below? Unlock all official options in the Marketplace.

Ear for Deceit: When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail: Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting: At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

2023-03-07 18:00 RV-DC-LD–01-01 – Step One: Bodies 56 10 Gentlemans Monokel (Eyes of Minute Seeing) Show

+56 Gold
1 Trank der Heilung (4d4 +4)

Gentlemans Monokel (Eyes of Minute Seeing)
Wondrous item, uncommon

These Crystal lens fits over one eye. While wearing it, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

MINOR PROPERTY
Illusion. The item is imbued with illusion magic,
allowing its bearer to alter the item's appearance in
minor ways. While wearing this Monocle the wearer seems to grow a mustache.

2024-04-10 21:05 Purchase Log -100 Show Purchase

Potion of Healing (50g)
Potion of Healing (50g)

2024-05-20 20:28 Purchase Log -200 Show Purchase

Potion of healing (2d4+2) x4