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
2024-04-15 18:00 DDHC-CM-16 Alkazaar's Appendix 0 4504 10 Animated Shield, Dwarven Plate, Ring of Acid Resistance, Wand of Secrets, Sword of Vengeance, Adamantine Chain Shirt Show

Charm of the Mirage.
This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.


Animated Shield - Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.


Dwarven Plate - Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.


Ring of Acid Resistance - Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.


Potion of Flying


Potion of Fire Breath


Wand of Secrets - Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Notes: Detection


Spell Scroll 2nd Lvl Earthbind


+1 Glaeve


1+ Blasrohr


Sword of Vengeance - Weapon (any sword), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.


Adamantine Chain Shirt - Armor (chain shirt), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Notes: Immunity: Critical Hits, Combat, Warding


Staff of Withering - Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.


Longbow +2 - Weapon (longbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.


Spell Scroll, Level 9 [Wish] - Scroll, legendary

Save DC 19, Attack Bonus +11

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


Wand of Polymorph - Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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


Charm of Cold Resistance - Charm
This charm can be bestowed by a chwinga living in Icewind Dale or other cold regions by using their Magical Gift action.
This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you.


2023-05-13 23:34 Purchase Log 3000 Show Purchase

6x Potion of Superior Healing

2023-05-16 23:34 DM Rerward 2600 Show

Amulet of the Devout, +2
Wondrous Item, rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

2023-05-12 20:39 DM-Reward 30 Show

Manual of Gainful Exercise

2023-05-13 21:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 2 10000 10 Ring of Regeneration, Horn of Silent Alarm Show

Horn of Silent Alarm
Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

======

Ring of Regeneration
Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

2023-05-11 20:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 1 10 Show

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.

======

Potion of Invulnerability
Potion, rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

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
2024-04-15 18:00 DDHC-CM-16 Alkazaar's Appendix 10 Show

Charm of the Mirage.
This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.


Animated Shield - Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.


Dwarven Plate - Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.


Ring of Acid Resistance - Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.


Potion of Flying


Potion of Fire Breath


Wand of Secrets - Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Notes: Detection


Spell Scroll 2nd Lvl Earthbind


+1 Glaeve


1+ Blasrohr


Sword of Vengeance - Weapon (any sword), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.


Adamantine Chain Shirt - Armor (chain shirt), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Notes: Immunity: Critical Hits, Combat, Warding


Staff of Withering - Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.


Longbow +2 - Weapon (longbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.


Spell Scroll, Level 9 [Wish] - Scroll, legendary

Save DC 19, Attack Bonus +11

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


Wand of Polymorph - Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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


Charm of Cold Resistance - Charm
This charm can be bestowed by a chwinga living in Icewind Dale or other cold regions by using their Magical Gift action.
This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you.


2023-05-13 23:34 Purchase Log Show Purchase

6x Potion of Superior Healing

2023-05-16 23:34 DM Rerward Show

Amulet of the Devout, +2
Wondrous Item, rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

2023-05-12 20:39 DM-Reward 30 Show

Manual of Gainful Exercise

2023-05-13 21:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 2 10 Show

Horn of Silent Alarm
Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

======

Ring of Regeneration
Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

2023-05-11 20:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 1 10 Show

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.

======

Potion of Invulnerability
Potion, rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

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
2024-04-15 18:00 DDHC-CM-16 Alkazaar's Appendix 4504 10 Animated Shield, Dwarven Plate, Ring of Acid Resistance, Wand of Secrets, Sword of Vengeance, Adamantine Chain Shirt Show

Charm of the Mirage.
This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.


Animated Shield - Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.


Dwarven Plate - Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.


Ring of Acid Resistance - Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.


Potion of Flying


Potion of Fire Breath


Wand of Secrets - Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Notes: Detection


Spell Scroll 2nd Lvl Earthbind


+1 Glaeve


1+ Blasrohr


Sword of Vengeance - Weapon (any sword), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.


Adamantine Chain Shirt - Armor (chain shirt), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Notes: Immunity: Critical Hits, Combat, Warding


Staff of Withering - Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.


Longbow +2 - Weapon (longbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.


Spell Scroll, Level 9 [Wish] - Scroll, legendary

Save DC 19, Attack Bonus +11

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


Wand of Polymorph - Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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


Charm of Cold Resistance - Charm
This charm can be bestowed by a chwinga living in Icewind Dale or other cold regions by using their Magical Gift action.
This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you.


2023-05-13 23:34 Purchase Log 3000 Show Purchase

6x Potion of Superior Healing

2023-05-16 23:34 DM Rerward 2600 Show

Amulet of the Devout, +2
Wondrous Item, rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

2023-05-12 20:39 DM-Reward 30 Show

Manual of Gainful Exercise

2023-05-13 21:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 2 10000 10 Ring of Regeneration, Horn of Silent Alarm Show

Horn of Silent Alarm
Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

======

Ring of Regeneration
Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

2023-05-11 20:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 1 10 Show

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.

======

Potion of Invulnerability
Potion, rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

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