Taruna Nimaraidh

Season:
13
Race:
Drow
Class:
Ranger
Background:
Criminal
Lifestyle:
Wealthy
Current Level:
4
Total GP:
299.1
Total Downtime:
40
Tag:
Faction:
Harpers
Faction Rank:
Watcher (rank 1)
Magic Item Count:
5
Magic Item Limit:
1
Quiver of Ehlonna,
Moon-Touched Sword,
Wand of Magic Missiles,
Immovable Rod,
Helm of Telepathy

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2023-04-19 01:07 Purchase Log -1 Show Purchase

Arrows (20)

2023-04-19 00:07 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 41 10 Helm of Telepathy Show

Teilnehmer:
Sekae (Arikatzi)
Eerie (Claudia N)
RTFM - Happy

==Items==

  • Scroll of beast Bond (Scroll, uncommon, Table A)
    You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

  • Spell Scroll of Snare (Scroll, uncommon, Table A)
    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
    This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
    A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
    After the trap is triggered, the spell ends when no creature is Restrained by it.

  • Helm of Telepathy (Wondrous item, uncommon (requires attunement), Table F)
    This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
    While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

2023-04-12 19:30 DRW-INT-02 Watchers of the Trolls 50 10 Show

Potion of Healing (2d4 +2 heilung) -> USED

2023-03-15 19:30 CCC-ARCANA-01 The Phantom Pursuit 0 60 10 Immovable Rod Show

+60 Gold

Potion of Healing (2d4 +2 heilung) -> USED

Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

2023-03-11 22:02 DDHC-LMOP-01 Goblinarrows 1 64.4 10 Wand of Magic Missiles Show

+64,4 Gold

Potion of Healing
When you drink this potion, you regain 2d4 + 2 hit points.

Wand of Magic Missiles

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

2023-02-28 20:00 Catching Up 1 -10 Show

Combining the Level up from the last Adventure with the Downtime Points for another Level up:
HP: +14 (2*6+2)

Level Up Lvl 2+3:

Additional Ranger Spells (2nd-level ranger feature)
The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *
3rd Elemental weapon, Meld into stone, Revivify, Summon fey *
4th Dominate beast, Summon elemental *
5th Greater restoration

Fighting Skill: Defense

Spellcasting Focus (2nd-level ranger feature):
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Spellcasting
2nd level
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primal Awareness (Replaces Primeval Awareness)
3rd-level ranger feature, which replaces the Primeval Awareness feature
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ranger Archetype (3rd level)
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Choice: Gloom Stalker

Gloom Stalker Magic (3rd level)
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloom Stalker Spells
Ranger Level Spell
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher (3rd level)
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Umbral Sight (3rd level)
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

2023-02-28 18:30 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 1 69.7 10 Quiver of Ehlonna, Moon-Touched Sword Show

Ausgaben:
5 Silber für Schlangensuppe
5 Silber für ein Zimmer
5 Kupfer Für Wein
2 Kupfer Trinkgeld für den Barjunge
= 1 gold 7 Kupfer

Einnahmen
71,4 Gold

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

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

2023-02-01 22:11 Character Creation 15 Show

Race: Elf (PHB)
Ability Score Increase: Dexterity +2
Alignment: Chaotic Good
Creature Type: Humanoid
Size: Medium
Speed: 30
Skill Proficiencies: Perception

Languages: Can speak, read, and write Common and Elvish.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

Subrace: Dark Elf (Drow) (PHB)
Subrace Ability Score Increase: Charisma +1
Weapon Proficiencies: Rapier, Shortsword, Hand Crossbow
Superior Darkvision; Your darkvision has a radius of 120 feet.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per dday. Charisma is your spellcasting ability for these spells.

Class:
Ranger (PHB)
Weapon Proficiencies; Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Skill Proficiencies: Animal Handling, Nature, Survival, Favored Enemy

Strength: 8
Dexterity: 16
Constitution: 13
Intelligence: 10
Wisdom: 16
Charisma: 14

Background: Spy (PHB)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves' Tools, Dice Set (SRD)

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Criminal Specialty: Hired Killer

Personality Traits
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideal
Redemption. There’s a spark of good in everyone. (Good)

Bond
I’m guilty of a terrible crime. I hope I can redeem myself for it.

Flaw
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Equipment:
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch

Class Equipment
Longbow, Quiver, Arrows (20)
Scale Mail
Dagger (SRD)
Dagger (SRD)
Explorer's Pack
Equipment from Background (Investigator):
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch

CHARACTER NAME: Taruna Nimaraidh
AGE: 181
HEIGHT 1,71
WEIGHT: 127 lb
EYES: Ice BLue
HAIR: White
SKIN: Fair.. on the blue-ish side

AL-Feat: Magic intiate (Cleric)
Cantrips: Toll the Dead, Gentle Repose
Lvl 1 (once per long rest): Inflict Wounds

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2023-04-19 01:07 Purchase Log Show Purchase

Arrows (20)

2023-04-19 00:07 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 10 Show

Teilnehmer:
Sekae (Arikatzi)
Eerie (Claudia N)
RTFM - Happy

==Items==

  • Scroll of beast Bond (Scroll, uncommon, Table A)
    You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

  • Spell Scroll of Snare (Scroll, uncommon, Table A)
    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
    This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
    A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
    After the trap is triggered, the spell ends when no creature is Restrained by it.

  • Helm of Telepathy (Wondrous item, uncommon (requires attunement), Table F)
    This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
    While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

2023-04-12 19:30 DRW-INT-02 Watchers of the Trolls 10 Show

Potion of Healing (2d4 +2 heilung) -> USED

2023-03-15 19:30 CCC-ARCANA-01 The Phantom Pursuit 10 Show

+60 Gold

Potion of Healing (2d4 +2 heilung) -> USED

Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

2023-03-11 22:02 DDHC-LMOP-01 Goblinarrows 10 Show

+64,4 Gold

Potion of Healing
When you drink this potion, you regain 2d4 + 2 hit points.

Wand of Magic Missiles

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

2023-02-28 20:00 Catching Up -10 Show

Combining the Level up from the last Adventure with the Downtime Points for another Level up:
HP: +14 (2*6+2)

Level Up Lvl 2+3:

Additional Ranger Spells (2nd-level ranger feature)
The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *
3rd Elemental weapon, Meld into stone, Revivify, Summon fey *
4th Dominate beast, Summon elemental *
5th Greater restoration

Fighting Skill: Defense

Spellcasting Focus (2nd-level ranger feature):
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Spellcasting
2nd level
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primal Awareness (Replaces Primeval Awareness)
3rd-level ranger feature, which replaces the Primeval Awareness feature
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ranger Archetype (3rd level)
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Choice: Gloom Stalker

Gloom Stalker Magic (3rd level)
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloom Stalker Spells
Ranger Level Spell
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher (3rd level)
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Umbral Sight (3rd level)
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

2023-02-28 18:30 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 10 Show

Ausgaben:
5 Silber für Schlangensuppe
5 Silber für ein Zimmer
5 Kupfer Für Wein
2 Kupfer Trinkgeld für den Barjunge
= 1 gold 7 Kupfer

Einnahmen
71,4 Gold

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

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

2023-02-01 22:11 Character Creation Show

Race: Elf (PHB)
Ability Score Increase: Dexterity +2
Alignment: Chaotic Good
Creature Type: Humanoid
Size: Medium
Speed: 30
Skill Proficiencies: Perception

Languages: Can speak, read, and write Common and Elvish.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

Subrace: Dark Elf (Drow) (PHB)
Subrace Ability Score Increase: Charisma +1
Weapon Proficiencies: Rapier, Shortsword, Hand Crossbow
Superior Darkvision; Your darkvision has a radius of 120 feet.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per dday. Charisma is your spellcasting ability for these spells.

Class:
Ranger (PHB)
Weapon Proficiencies; Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Skill Proficiencies: Animal Handling, Nature, Survival, Favored Enemy

Strength: 8
Dexterity: 16
Constitution: 13
Intelligence: 10
Wisdom: 16
Charisma: 14

Background: Spy (PHB)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves' Tools, Dice Set (SRD)

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Criminal Specialty: Hired Killer

Personality Traits
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideal
Redemption. There’s a spark of good in everyone. (Good)

Bond
I’m guilty of a terrible crime. I hope I can redeem myself for it.

Flaw
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Equipment:
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch

Class Equipment
Longbow, Quiver, Arrows (20)
Scale Mail
Dagger (SRD)
Dagger (SRD)
Explorer's Pack
Equipment from Background (Investigator):
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch

CHARACTER NAME: Taruna Nimaraidh
AGE: 181
HEIGHT 1,71
WEIGHT: 127 lb
EYES: Ice BLue
HAIR: White
SKIN: Fair.. on the blue-ish side

AL-Feat: Magic intiate (Cleric)
Cantrips: Toll the Dead, Gentle Repose
Lvl 1 (once per long rest): Inflict Wounds

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2023-04-19 01:07 Purchase Log -1 Show Purchase

Arrows (20)

2023-04-19 00:07 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 41 10 Helm of Telepathy Show

Teilnehmer:
Sekae (Arikatzi)
Eerie (Claudia N)
RTFM - Happy

==Items==

  • Scroll of beast Bond (Scroll, uncommon, Table A)
    You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

  • Spell Scroll of Snare (Scroll, uncommon, Table A)
    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
    This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
    A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
    After the trap is triggered, the spell ends when no creature is Restrained by it.

  • Helm of Telepathy (Wondrous item, uncommon (requires attunement), Table F)
    This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
    While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

2023-04-12 19:30 DRW-INT-02 Watchers of the Trolls 50 10 Show

Potion of Healing (2d4 +2 heilung) -> USED

2023-03-15 19:30 CCC-ARCANA-01 The Phantom Pursuit 60 10 Immovable Rod Show

+60 Gold

Potion of Healing (2d4 +2 heilung) -> USED

Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

2023-03-11 22:02 DDHC-LMOP-01 Goblinarrows 64.4 10 Wand of Magic Missiles Show

+64,4 Gold

Potion of Healing
When you drink this potion, you regain 2d4 + 2 hit points.

Wand of Magic Missiles

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

2023-02-28 20:00 Catching Up -10 Show

Combining the Level up from the last Adventure with the Downtime Points for another Level up:
HP: +14 (2*6+2)

Level Up Lvl 2+3:

Additional Ranger Spells (2nd-level ranger feature)
The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *
3rd Elemental weapon, Meld into stone, Revivify, Summon fey *
4th Dominate beast, Summon elemental *
5th Greater restoration

Fighting Skill: Defense

Spellcasting Focus (2nd-level ranger feature):
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Spellcasting
2nd level
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primal Awareness (Replaces Primeval Awareness)
3rd-level ranger feature, which replaces the Primeval Awareness feature
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ranger Archetype (3rd level)
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Choice: Gloom Stalker

Gloom Stalker Magic (3rd level)
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gloom Stalker Spells
Ranger Level Spell
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher (3rd level)
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Umbral Sight (3rd level)
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

2023-02-28 18:30 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 69.7 10 Quiver of Ehlonna, Moon-Touched Sword Show

Ausgaben:
5 Silber für Schlangensuppe
5 Silber für ein Zimmer
5 Kupfer Für Wein
2 Kupfer Trinkgeld für den Barjunge
= 1 gold 7 Kupfer

Einnahmen
71,4 Gold

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

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

2023-02-01 22:11 Character Creation 15 Show

Race: Elf (PHB)
Ability Score Increase: Dexterity +2
Alignment: Chaotic Good
Creature Type: Humanoid
Size: Medium
Speed: 30
Skill Proficiencies: Perception

Languages: Can speak, read, and write Common and Elvish.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.

Subrace: Dark Elf (Drow) (PHB)
Subrace Ability Score Increase: Charisma +1
Weapon Proficiencies: Rapier, Shortsword, Hand Crossbow
Superior Darkvision; Your darkvision has a radius of 120 feet.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per dday. Charisma is your spellcasting ability for these spells.

Class:
Ranger (PHB)
Weapon Proficiencies; Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Skill Proficiencies: Animal Handling, Nature, Survival, Favored Enemy

Strength: 8
Dexterity: 16
Constitution: 13
Intelligence: 10
Wisdom: 16
Charisma: 14

Background: Spy (PHB)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves' Tools, Dice Set (SRD)

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Criminal Specialty: Hired Killer

Personality Traits
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideal
Redemption. There’s a spark of good in everyone. (Good)

Bond
I’m guilty of a terrible crime. I hope I can redeem myself for it.

Flaw
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Equipment:
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch

Class Equipment
Longbow, Quiver, Arrows (20)
Scale Mail
Dagger (SRD)
Dagger (SRD)
Explorer's Pack
Equipment from Background (Investigator):
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch

CHARACTER NAME: Taruna Nimaraidh
AGE: 181
HEIGHT 1,71
WEIGHT: 127 lb
EYES: Ice BLue
HAIR: White
SKIN: Fair.. on the blue-ish side

AL-Feat: Magic intiate (Cleric)
Cantrips: Toll the Dead, Gentle Repose
Lvl 1 (once per long rest): Inflict Wounds