Meryll Brumblewynn

Season:
13
Race:
Fallen Aasimar
Class:
Paladin
Background:
Haunted One
Lifestyle:
Comfortable
Current Level:
16
Total GP:
21912
Total Downtime:
75
Tag:
Faction:
Harpers
Faction Rank:
Brightcandle (rank 3)
Magic Item Count:
7
Magic Item Limit:
6
Bag of Tricks (Gray),
Ordine Sage’s Robes (Robe of Useful Items) ,
Tentacle Rod,
Cloak of many Fashions (Wondrous Item, common),
Figurine of wondrous Power (Wondrous Item, rare),
Amulet of Health,
Dust of Dissappearance,
Morning Star +2,
Longsword +1,
Shield, +2,
Horn of Silent Alarm,
Ring of Regeneration,
Dwarven Plate,
Decanter of endless Water,
Animated Shield,
Ring of Acid Resistance,
Wand of Secrets,
Sword of Vengeance,
Adamantine Chain Shirt,
Dragon Scale Mail (Red)

Log Entries

Date Played Adventure Title ▼ Session Levels GP Downtime Magic Items
2023-04-16 20:48 ccc-ghc-bk1-09-scavengers 1 108 10 Amulet of Health Show
  • Potion of Herosim (Potion, rare)
    For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if -boiling.

  • Elixir of Health (Potion, rare)
    When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

  • Bond of Fellowship (Story)
    You encountered three Harper agents during your time in Isolation (cross out anyone who didn’t survive): Amri Thistlebrick; Salros Eventide; Tua

  • Mariner’s Armor (Armor (studded leather), uncommon)
    Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
    While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

  • Amulet of Health (Wondrous item, rare (requires attunement))
    This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
    Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

  • Ammunition, +1 (Weapon (crossbow bolt), uncommon)
    These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.”
    You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

  • Potion of Mind Control (Beast) (Potion, rare)
    When you drink this potion, you can cast a dominate beast spell (save DC 15) before the end of your next turn. If the target’s initial saving throw fails, the effect lasts for 1 hour (no concentration required). The charmed creature has disadvantage on new saving throws to break the effect during this time.

2023-03-10 18:30 CCC-GHC-BK1-03_The_Darkest_Knight 1 380 10 Tentacle Rod Show

+380 Gold

+Armbrust mit 20 Bolzen

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Spell Scroll of Identify
Scroll, common, Table A
This scroll contains a single identify spell. This item can be found on page 200 of the
Dungeon Master's Guide.

2023-05-06 03:14 Catching up! (x3) 3 -30 Show
2023-03-11 01:02 Catching up 1 -10 Show

Paladin Lvl 6 -> Paladin Lvl 7

2023-03-06 00:24 Catching up 1 -10 Show

Sacred Oath
3rd level
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion 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, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Oath of Redemption
Oath Spells
3rd level
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells
Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force
Show Less
Channel Divinity
3rd level

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

2023-03-30 01:18 Catching up 1 -10 Show

Paladin Lvl 9

2023-03-10 16:05 catching up 1 -10 Show

Extra Attack 5th level: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additional Paladin Spells (2nd-level paladin feature)
The spells in the following list expand the paladin 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
2nd Gentle repose, Prayer of healing, Warding bond
3rd Spirit shroud *
5th Summon celestial *

Harness Divine Power (3rd level paladin feature):You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Martial Versatility (4th-level paladin feature):Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Date Played Adventure Title ▼ Tier Session ACP TCP Downtime Renown
2023-04-16 20:48 ccc-ghc-bk1-09-scavengers 10 Show
  • Potion of Herosim (Potion, rare)
    For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if -boiling.

  • Elixir of Health (Potion, rare)
    When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

  • Bond of Fellowship (Story)
    You encountered three Harper agents during your time in Isolation (cross out anyone who didn’t survive): Amri Thistlebrick; Salros Eventide; Tua

  • Mariner’s Armor (Armor (studded leather), uncommon)
    Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
    While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

  • Amulet of Health (Wondrous item, rare (requires attunement))
    This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
    Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

  • Ammunition, +1 (Weapon (crossbow bolt), uncommon)
    These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.”
    You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

  • Potion of Mind Control (Beast) (Potion, rare)
    When you drink this potion, you can cast a dominate beast spell (save DC 15) before the end of your next turn. If the target’s initial saving throw fails, the effect lasts for 1 hour (no concentration required). The charmed creature has disadvantage on new saving throws to break the effect during this time.

2023-03-10 18:30 CCC-GHC-BK1-03_The_Darkest_Knight 10 Show

+380 Gold

+Armbrust mit 20 Bolzen

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Spell Scroll of Identify
Scroll, common, Table A
This scroll contains a single identify spell. This item can be found on page 200 of the
Dungeon Master's Guide.

2023-05-06 03:14 Catching up! (x3) -30 Show
2023-03-11 01:02 Catching up -10 Show

Paladin Lvl 6 -> Paladin Lvl 7

2023-03-06 00:24 Catching up -10 Show

Sacred Oath
3rd level
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion 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, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Oath of Redemption
Oath Spells
3rd level
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells
Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force
Show Less
Channel Divinity
3rd level

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

2023-03-30 01:18 Catching up -10 Show

Paladin Lvl 9

2023-03-10 16:05 catching up -10 Show

Extra Attack 5th level: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additional Paladin Spells (2nd-level paladin feature)
The spells in the following list expand the paladin 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
2nd Gentle repose, Prayer of healing, Warding bond
3rd Spirit shroud *
5th Summon celestial *

Harness Divine Power (3rd level paladin feature):You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Martial Versatility (4th-level paladin feature):Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Date Played Adventure Title ▼ Session XP GP Downtime Renown Magic Items
2023-04-16 20:48 ccc-ghc-bk1-09-scavengers 108 10 Amulet of Health Show
  • Potion of Herosim (Potion, rare)
    For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if -boiling.

  • Elixir of Health (Potion, rare)
    When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

  • Bond of Fellowship (Story)
    You encountered three Harper agents during your time in Isolation (cross out anyone who didn’t survive): Amri Thistlebrick; Salros Eventide; Tua

  • Mariner’s Armor (Armor (studded leather), uncommon)
    Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
    While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

  • Amulet of Health (Wondrous item, rare (requires attunement))
    This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
    Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

  • Ammunition, +1 (Weapon (crossbow bolt), uncommon)
    These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.”
    You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

  • Potion of Mind Control (Beast) (Potion, rare)
    When you drink this potion, you can cast a dominate beast spell (save DC 15) before the end of your next turn. If the target’s initial saving throw fails, the effect lasts for 1 hour (no concentration required). The charmed creature has disadvantage on new saving throws to break the effect during this time.

2023-03-10 18:30 CCC-GHC-BK1-03_The_Darkest_Knight 380 10 Tentacle Rod Show

+380 Gold

+Armbrust mit 20 Bolzen

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Spell Scroll of Identify
Scroll, common, Table A
This scroll contains a single identify spell. This item can be found on page 200 of the
Dungeon Master's Guide.

2023-05-06 03:14 Catching up! (x3) -30 Show
2023-03-11 01:02 Catching up -10 Show

Paladin Lvl 6 -> Paladin Lvl 7

2023-03-06 00:24 Catching up -10 Show

Sacred Oath
3rd level
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion 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, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Oath of Redemption
Oath Spells
3rd level
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells
Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force
Show Less
Channel Divinity
3rd level

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

2023-03-30 01:18 Catching up -10 Show

Paladin Lvl 9

2023-03-10 16:05 catching up -10 Show

Extra Attack 5th level: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additional Paladin Spells (2nd-level paladin feature)
The spells in the following list expand the paladin 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
2nd Gentle repose, Prayer of healing, Warding bond
3rd Spirit shroud *
5th Summon celestial *

Harness Divine Power (3rd level paladin feature):You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Martial Versatility (4th-level paladin feature):Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.