Amalia Argent
Whip of Warning,
Hat Of Disguise,
Wind Fan,
Eyes of Charming
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
---|---|---|---|---|---|---|---|---|
2023-02-28 14:20 | Charaktererschaffung | 10 | Show | |||||
Race: Dhampir
Dhampirs in the Domains of Dread
Class: Rogue
Proficiencies
Ability Scores (Standard Array): Background: 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. Character Details Physical Characteristics Personal Characteristics AL-Bonus Feat Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse) |
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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 Gentlemans Monokel (Eyes of Minute Seeing) 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 |
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2023-03-07 20:57 | Catching Up | 1 | -10 | Show | ||||
Level 3 Rogue -> Inquisitive |
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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?” 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 Origins = 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. 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 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.
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 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. 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: Languages (Origin): Abyssal ==Background: Investigator == Items: Physical Characteristics Personal Characteristics AL-Bonus Feat == Lvl Ups: Roguish Archetype: 3rd level 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. |
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2024-04-09 19:00 | DDAL04-02 The Beast | 0 | 100 | 10 | Whip of Warning | Show | ||
== Players: == Items Gained: |
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2024-04-10 21:05 | Purchase Log | -100 | Show Purchase | |||||
Potion of Healing (50g) |
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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 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: 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) |
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2024-05-14 19:00 | DDAL04-05 The Seer | 0 | 100 | 10 | Wind Fan | Show | ||
Wind Fan 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. |
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2024-05-20 20:28 | Purchase Log | -200 | Show Purchase | |||||
Potion of healing (2d4+2) x4 |
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2024-06-18 19:00 | DDAL04-04-The Marionette | 0 | 100 | 20 | Eyes of Charming | Show | ||
Eyes of Charming 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. 3rd-Level Necromancy Casting Time: 1 minute 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 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) 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 Acid (vial) 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 Potion of Healing 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 |
Date Played | Adventure Title | Tier ▼ | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2023-02-28 14:20 | Charaktererschaffung | Show | ||||||
Race: Dhampir
Dhampirs in the Domains of Dread
Class: Rogue
Proficiencies
Ability Scores (Standard Array): Background: 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. Character Details Physical Characteristics Personal Characteristics AL-Bonus Feat Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse) |
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2023-03-07 18:00 | RV-DC-LD–01-01 – Step One: Bodies | 10 | Show | |||||
+56 Gold Gentlemans Monokel (Eyes of Minute Seeing) 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 |
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2023-03-07 20:57 | Catching Up | -10 | Show | |||||
Level 3 Rogue -> Inquisitive |
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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?” 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 Origins = 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. 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 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.
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 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. 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: Languages (Origin): Abyssal ==Background: Investigator == Items: Physical Characteristics Personal Characteristics AL-Bonus Feat == Lvl Ups: Roguish Archetype: 3rd level 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. |
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2024-04-09 19:00 | DDAL04-02 The Beast | 10 | Show | |||||
== Players: == Items Gained: |
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2024-04-10 21:05 | Purchase Log | Show Purchase | ||||||
Potion of Healing (50g) |
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2024-04-18 19:00 | DDAL04-03 The Executioner | 10 | Show | |||||
(4) C0ldW0lf - Corellius - Aasimar/Tiefling (Custom Lineage) - Paladin 4 - none 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: 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) |
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2024-05-14 19:00 | DDAL04-05 The Seer | 10 | Show | |||||
Wind Fan 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. |
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2024-05-20 20:28 | Purchase Log | Show Purchase | ||||||
Potion of healing (2d4+2) x4 |
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2024-06-18 19:00 | DDAL04-04-The Marionette | 20 | Show | |||||
Eyes of Charming 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. 3rd-Level Necromancy Casting Time: 1 minute 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 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) 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 Acid (vial) 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 Potion of Healing 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 |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2023-02-28 14:20 | Charaktererschaffung | 10 | Show | |||||
Race: Dhampir
Dhampirs in the Domains of Dread
Class: Rogue
Proficiencies
Ability Scores (Standard Array): Background: 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. Character Details Physical Characteristics Personal Characteristics AL-Bonus Feat Customize your Origin wurde benutzt, 2 Skills und 1 Attribut wurde um 1 erhöht, das zweite um 2 (bereits vermerkt in der Rasse) |
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2023-03-07 18:00 | RV-DC-LD–01-01 – Step One: Bodies | 56 | 10 | Gentlemans Monokel (Eyes of Minute Seeing) | Show | |||
+56 Gold Gentlemans Monokel (Eyes of Minute Seeing) 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 |
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2023-03-07 20:57 | Catching Up | -10 | Show | |||||
Level 3 Rogue -> Inquisitive |
||||||||
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?” 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 Origins = 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. 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 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.
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 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. 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: Languages (Origin): Abyssal ==Background: Investigator == Items: Physical Characteristics Personal Characteristics AL-Bonus Feat == Lvl Ups: Roguish Archetype: 3rd level 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. |
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2024-04-09 19:00 | DDAL04-02 The Beast | 100 | 10 | Whip of Warning | Show | |||
== Players: == Items Gained: |
||||||||
2024-04-10 21:05 | Purchase Log | -100 | Show Purchase | |||||
Potion of Healing (50g) |
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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 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: 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) |
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2024-05-14 19:00 | DDAL04-05 The Seer | 100 | 10 | Wind Fan | Show | |||
Wind Fan 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. |
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2024-05-20 20:28 | Purchase Log | -200 | Show Purchase | |||||
Potion of healing (2d4+2) x4 |
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2024-06-18 19:00 | DDAL04-04-The Marionette | 100 | 20 | Eyes of Charming | Show | |||
Eyes of Charming 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. 3rd-Level Necromancy Casting Time: 1 minute 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 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) 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 Acid (vial) 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 Potion of Healing 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 |