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
2023-03-11 01:02 Catching up 1 -10 Show

Paladin Lvl 6 -> Paladin Lvl 7

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.

2023-03-10 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.

2023-03-06 19:00 CCC-TAROT- 01-01 Awakeing of Fates 1 50 10 Ordine Sage’s Robes (Robe of Useful Items) Show

Ordine Sage’s Robes (Robe of Useful Items) Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:

• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

+50 Gold Belohnung

Kleiner Heiltrank (4d4+4)

Story Award: Touched by the Fates

Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved.

Lvl Up:
Sentinel (Lvl 4):
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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.

2023-03-05 20:00 CCC-GHC-BK1-09 Scavengers 1 110 10 Bag of Tricks (Gray) Show

+50 Gold
+60 Gold für verkaufte Eier

Eintrag in die Kingdom Scrolls (Hawkgarth)

Still Moving Skeletton of a Parrot (Trinket)
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

Bag of Tricks (Gray)

d8 Creature
1 Weasel

2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

2023-03-05 18:04 Character Creation 0 Show

Fallen Aasimar
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.

Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Necrotic Shroud
Fallen Aasimar Details Page
RACIAL TRAITS
ORIGIN MANAGER
Ability Score Increase
Your Charisma score increases by 2.

Age
Aasimar mature at the same rate as humans, but they can live up to 160 years.

Size
Aasimar have the same range of height and weight as humans.

Speed
Your base walking speed is 30 feet.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.

Languages
You can speak, read, and write Common and Celestial.

Ability Score Increase
Your Strength score increases by 1.

Necrotic Shroud
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can’t use it again until you finish a long rest.

Paladin
Level

1
CLASS FEATURES
OPTIONAL FEATURE MANAGER
Hit Points
1st level
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies
2 Choices
1st level
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Religion

Divine Sense
1st level
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
1st level
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

STRENGTH: 15 (TOTAL: 16)
DEXTERITY: 12
CONSTITUTION: 13
INTELLIGENCE: 10
WISDOM: 8
CHARISMA: 14 (TOTAL: 16)

Background

Haunted One
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

Skill Proficiencies: Arcana, Investigation

Languages : Elvish, Draconic

Heart of Darkness
Background Feature
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Characteristics

Alignment: Chaotic Good

Faith: Raven Queen

Lifestyle: Poor (2SP)

Physical Characteristics
Hair: Black
Skin: Fair
Eyes: Dark Brown
Height: 1,7 4 m
Weight (Kg): 75
Age (Years): 20
Gender: Female

Personality
PERSONALITY TRAITS:
I don’t run from evil. Evil runs from me.
I refuse to become a victim, and I will not allow others to be victimized.

IDEALS
I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)

BONDS
I would sacrifice my life and my soul to protect the innocent.

FLAWS
I talk to spirits that no one else can see.

Amulet: Holy Symbol
Backpack
Bedroll
Chain Mail
Clothes, Common
Crowbar
Hammer
Holy Symbol
Holy Water (flask)
Javelin x5
Longsword
Manacles
Mess Kit
Mirror, Steel
Oil (flask)
Rations (1 day) x10
Rope, Hempen (50 feet)
Shield
Stake (Wooden)
Tinderbox
Tinderbox
Torch x10
Waterskin

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2023-03-11 01:02 Catching up -10 Show

Paladin Lvl 6 -> Paladin Lvl 7

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.

2023-03-10 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.

2023-03-06 19:00 CCC-TAROT- 01-01 Awakeing of Fates 10 Show

Ordine Sage’s Robes (Robe of Useful Items) Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:

• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

+50 Gold Belohnung

Kleiner Heiltrank (4d4+4)

Story Award: Touched by the Fates

Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved.

Lvl Up:
Sentinel (Lvl 4):
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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.

2023-03-05 20:00 CCC-GHC-BK1-09 Scavengers 10 Show

+50 Gold
+60 Gold für verkaufte Eier

Eintrag in die Kingdom Scrolls (Hawkgarth)

Still Moving Skeletton of a Parrot (Trinket)
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

Bag of Tricks (Gray)

d8 Creature
1 Weasel

2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

2023-03-05 18:04 Character Creation 0 Show

Fallen Aasimar
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.

Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Necrotic Shroud
Fallen Aasimar Details Page
RACIAL TRAITS
ORIGIN MANAGER
Ability Score Increase
Your Charisma score increases by 2.

Age
Aasimar mature at the same rate as humans, but they can live up to 160 years.

Size
Aasimar have the same range of height and weight as humans.

Speed
Your base walking speed is 30 feet.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.

Languages
You can speak, read, and write Common and Celestial.

Ability Score Increase
Your Strength score increases by 1.

Necrotic Shroud
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can’t use it again until you finish a long rest.

Paladin
Level

1
CLASS FEATURES
OPTIONAL FEATURE MANAGER
Hit Points
1st level
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies
2 Choices
1st level
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Religion

Divine Sense
1st level
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
1st level
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

STRENGTH: 15 (TOTAL: 16)
DEXTERITY: 12
CONSTITUTION: 13
INTELLIGENCE: 10
WISDOM: 8
CHARISMA: 14 (TOTAL: 16)

Background

Haunted One
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

Skill Proficiencies: Arcana, Investigation

Languages : Elvish, Draconic

Heart of Darkness
Background Feature
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Characteristics

Alignment: Chaotic Good

Faith: Raven Queen

Lifestyle: Poor (2SP)

Physical Characteristics
Hair: Black
Skin: Fair
Eyes: Dark Brown
Height: 1,7 4 m
Weight (Kg): 75
Age (Years): 20
Gender: Female

Personality
PERSONALITY TRAITS:
I don’t run from evil. Evil runs from me.
I refuse to become a victim, and I will not allow others to be victimized.

IDEALS
I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)

BONDS
I would sacrifice my life and my soul to protect the innocent.

FLAWS
I talk to spirits that no one else can see.

Amulet: Holy Symbol
Backpack
Bedroll
Chain Mail
Clothes, Common
Crowbar
Hammer
Holy Symbol
Holy Water (flask)
Javelin x5
Longsword
Manacles
Mess Kit
Mirror, Steel
Oil (flask)
Rations (1 day) x10
Rope, Hempen (50 feet)
Shield
Stake (Wooden)
Tinderbox
Tinderbox
Torch x10
Waterskin

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2023-03-11 01:02 Catching up -10 Show

Paladin Lvl 6 -> Paladin Lvl 7

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.

2023-03-10 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.

2023-03-06 19:00 CCC-TAROT- 01-01 Awakeing of Fates 50 10 Ordine Sage’s Robes (Robe of Useful Items) Show

Ordine Sage’s Robes (Robe of Useful Items) Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:

• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

+50 Gold Belohnung

Kleiner Heiltrank (4d4+4)

Story Award: Touched by the Fates

Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved.

Lvl Up:
Sentinel (Lvl 4):
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
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.

2023-03-05 20:00 CCC-GHC-BK1-09 Scavengers 110 10 Bag of Tricks (Gray) Show

+50 Gold
+60 Gold für verkaufte Eier

Eintrag in die Kingdom Scrolls (Hawkgarth)

Still Moving Skeletton of a Parrot (Trinket)
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

Bag of Tricks (Gray)

d8 Creature
1 Weasel

2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

2023-03-05 18:04 Character Creation 0 Show

Fallen Aasimar
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.

Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Necrotic Shroud
Fallen Aasimar Details Page
RACIAL TRAITS
ORIGIN MANAGER
Ability Score Increase
Your Charisma score increases by 2.

Age
Aasimar mature at the same rate as humans, but they can live up to 160 years.

Size
Aasimar have the same range of height and weight as humans.

Speed
Your base walking speed is 30 feet.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.

Languages
You can speak, read, and write Common and Celestial.

Ability Score Increase
Your Strength score increases by 1.

Necrotic Shroud
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can’t use it again until you finish a long rest.

Paladin
Level

1
CLASS FEATURES
OPTIONAL FEATURE MANAGER
Hit Points
1st level
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies
2 Choices
1st level
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Religion

Divine Sense
1st level
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
1st level
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

STRENGTH: 15 (TOTAL: 16)
DEXTERITY: 12
CONSTITUTION: 13
INTELLIGENCE: 10
WISDOM: 8
CHARISMA: 14 (TOTAL: 16)

Background

Haunted One
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

Skill Proficiencies: Arcana, Investigation

Languages : Elvish, Draconic

Heart of Darkness
Background Feature
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Characteristics

Alignment: Chaotic Good

Faith: Raven Queen

Lifestyle: Poor (2SP)

Physical Characteristics
Hair: Black
Skin: Fair
Eyes: Dark Brown
Height: 1,7 4 m
Weight (Kg): 75
Age (Years): 20
Gender: Female

Personality
PERSONALITY TRAITS:
I don’t run from evil. Evil runs from me.
I refuse to become a victim, and I will not allow others to be victimized.

IDEALS
I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)

BONDS
I would sacrifice my life and my soul to protect the innocent.

FLAWS
I talk to spirits that no one else can see.

Amulet: Holy Symbol
Backpack
Bedroll
Chain Mail
Clothes, Common
Crowbar
Hammer
Holy Symbol
Holy Water (flask)
Javelin x5
Longsword
Manacles
Mess Kit
Mirror, Steel
Oil (flask)
Rations (1 day) x10
Rope, Hempen (50 feet)
Shield
Stake (Wooden)
Tinderbox
Tinderbox
Torch x10
Waterskin