Meryll Brumblewynn
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 | ||
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2024-04-22 09:18 | Trade Log | -5 | Dwarven Plate > Dragon Scale Mail (Red) | Show Trade Log | ||||
Recipient: Meryll Brumblewynn (T2) |
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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. 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. 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 |
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2023-05-31 15:12 | Trade Log | -5 | Adamantine Plate > Decanter of endless Water | Show Trade Log | ||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-30 20:37 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-16 23:34 | DM Rerward | 2600 | Show | |||||
Amulet of the Devout, +2 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. |
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2023-05-13 23:34 | Purchase Log | 3000 | Show Purchase | |||||
6x Potion of Superior Healing |
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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 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 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. |
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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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2023-05-11 20:00 | SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) | 1 | 10 | Show | ||||
Elixir of Health 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 For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. |
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2023-05-06 18:09 | Purchase Log | -2360 | Show Purchase | |||||
Splint Armor Barding for Gryphon (200gold x 4) |
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2023-05-06 03:14 | Catching up! (x3) | 3 | -30 | Show | ||||
2023-05-06 03:06 | DM Reward !!TO EDIT!! | 3 | 3000 | 30 | Longsword +1, Adamantine Plate, Shield, +2 | Show | ||
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2023-05-03 21:00 | SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) | 10 | Dust of Dissappearance, Morning Star +2 | Show | ||||
Dust of Dissappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. ====== Tankard of Sobriety This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. ====== Oil of Slipperyniess This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. ====== Morning Star +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. ======= Potion of Hill Giant Strength When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. |
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2023-04-24 20:00 | sj-dc-amak-03-the-feast-of-the-devoured-teil-1-and-teil2 | 1000 | 10 | Show | ||||
2023-04-17 01:31 | Rebuild: Alte Rasse nonexistent | Show | ||||||
RACE: Aasimar
CLASS:
Hit Points Proficiencies (1st level)
Level Additional Spells
Preparing and Casting Spells: The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Oath of Redemption Spells
Aura of Courage (10th level):Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Ability Scores (Point Buy; POINTS REMAINING 0/27)STRENGTH: 15 | TOTAL: 16 Ability Score Increases (Chosen: Increase one of these scores by 2 and a different score by 1.) BACKGROUND:Languages (Origin): Celestial Skill Proficiencies: Arcana; Investigation 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. Character Details Physical Characteristics Personal Characteristics AL-FEAT: Tough (+2 HP/level) |
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2023-04-16 20:48 | ccc-ghc-bk1-09-scavengers | 1 | 108 | 10 | Amulet of Health | Show | ||
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2023-03-30 01:20 | Purchase Log | -600 | Show Purchase | |||||
2x Gems for use in Revivify |
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2023-03-30 01:18 | Catching up | 1 | -10 | Show | ||||
Paladin Lvl 9 |
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2023-03-29 19:45 | Potion, uncommon You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. | 1 | 720 | 10 | Cloak of many Fashions (Wondrous Item, common), Figurine of wondrous Power (Wondrous Item, rare) | Show | ||
Cloak of many Fashions (Wondrous Item, common) While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. Potion of greater Healing (Potion, uncommon) Potion of Growth (Potion, uncommon) Spell Scroll (3rth Lvl) Glyph of Warding 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 13. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7. 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 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Figurine of wondrous Power (Wondrous Item, rare) A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. Story Award: Holy Night Paladin Lvl 8: Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Shadow Touched Charisma: Increase your Charisma score by 1, to a maximum of 20. The spells’ spellcasting ability is Charisma. Inflict Wounds: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
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2023-03-29 11:35 | Purchase Log | -600 | Show Purchase | |||||
1 Scroll of Revivify |
Date Played ▼ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2024-04-22 09:18 | Trade Log | -5 | Show Trade Log | |||||
Recipient: Meryll Brumblewynn (T2) |
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2024-04-15 18:00 | DDHC-CM-16 Alkazaar's Appendix | 10 | Show | |||||
Charm of the Mirage. 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. 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 |
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2023-05-31 15:12 | Trade Log | -5 | Show Trade Log | |||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-30 20:37 | Trade Log | -5 | Show Trade Log | |||||
https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-16 23:34 | DM Rerward | Show | ||||||
Amulet of the Devout, +2 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. |
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2023-05-13 23:34 | Purchase Log | Show Purchase | ||||||
6x Potion of Superior Healing |
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2023-05-13 21:00 | SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) | 2 | 10 | Show | ||||
Horn of Silent Alarm 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 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. |
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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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2023-05-11 20:00 | SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) | 1 | 10 | Show | ||||
Elixir of Health 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 For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. |
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2023-05-06 18:09 | Purchase Log | Show Purchase | ||||||
Splint Armor Barding for Gryphon (200gold x 4) |
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2023-05-06 03:14 | Catching up! (x3) | -30 | Show | |||||
2023-05-06 03:06 | DM Reward !!TO EDIT!! | 30 | Show | |||||
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2023-05-03 21:00 | SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) | 10 | Show | |||||
Dust of Dissappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. ====== Tankard of Sobriety This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. ====== Oil of Slipperyniess This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. ====== Morning Star +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. ======= Potion of Hill Giant Strength When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. |
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2023-04-24 20:00 | sj-dc-amak-03-the-feast-of-the-devoured-teil-1-and-teil2 | 10 | Show | |||||
2023-04-17 01:31 | Rebuild: Alte Rasse nonexistent | Show | ||||||
RACE: Aasimar
CLASS:
Hit Points Proficiencies (1st level)
Level Additional Spells
Preparing and Casting Spells: The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Oath of Redemption Spells
Aura of Courage (10th level):Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Ability Scores (Point Buy; POINTS REMAINING 0/27)STRENGTH: 15 | TOTAL: 16 Ability Score Increases (Chosen: Increase one of these scores by 2 and a different score by 1.) BACKGROUND:Languages (Origin): Celestial Skill Proficiencies: Arcana; Investigation 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. Character Details Physical Characteristics Personal Characteristics AL-FEAT: Tough (+2 HP/level) |
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2023-04-16 20:48 | ccc-ghc-bk1-09-scavengers | 10 | Show | |||||
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2023-03-30 01:20 | Purchase Log | Show Purchase | ||||||
2x Gems for use in Revivify |
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2023-03-30 01:18 | Catching up | -10 | Show | |||||
Paladin Lvl 9 |
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2023-03-29 19:45 | Potion, uncommon You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. | 10 | Show | |||||
Cloak of many Fashions (Wondrous Item, common) While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. Potion of greater Healing (Potion, uncommon) Potion of Growth (Potion, uncommon) Spell Scroll (3rth Lvl) Glyph of Warding 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 13. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7. 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 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Figurine of wondrous Power (Wondrous Item, rare) A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. Story Award: Holy Night Paladin Lvl 8: Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Shadow Touched Charisma: Increase your Charisma score by 1, to a maximum of 20. The spells’ spellcasting ability is Charisma. Inflict Wounds: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
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2023-03-29 11:35 | Purchase Log | Show Purchase | ||||||
1 Scroll of Revivify |
Date Played ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2024-04-22 09:18 | Trade Log | -5 | Dwarven Plate > Dragon Scale Mail (Red) | Show Trade Log | ||||
Recipient: Meryll Brumblewynn (T2) |
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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. 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. 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 |
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2023-05-31 15:12 | Trade Log | -5 | Adamantine Plate > Decanter of endless Water | Show Trade Log | ||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-30 20:37 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-16 23:34 | DM Rerward | 2600 | Show | |||||
Amulet of the Devout, +2 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. |
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2023-05-13 23:34 | Purchase Log | 3000 | Show Purchase | |||||
6x Potion of Superior Healing |
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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 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 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. |
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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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2023-05-11 20:00 | SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) | 1 | 10 | Show | ||||
Elixir of Health 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 For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. |
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2023-05-06 18:09 | Purchase Log | -2360 | Show Purchase | |||||
Splint Armor Barding for Gryphon (200gold x 4) |
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2023-05-06 03:14 | Catching up! (x3) | -30 | Show | |||||
2023-05-06 03:06 | DM Reward !!TO EDIT!! | 3000 | 30 | Longsword +1, Adamantine Plate, Shield, +2 | Show | |||
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2023-05-03 21:00 | SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) | 10 | Dust of Dissappearance, Morning Star +2 | Show | ||||
Dust of Dissappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. ====== Tankard of Sobriety This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. ====== Oil of Slipperyniess This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. ====== Morning Star +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. ======= Potion of Hill Giant Strength When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. |
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2023-04-24 20:00 | sj-dc-amak-03-the-feast-of-the-devoured-teil-1-and-teil2 | 1000 | 10 | Show | ||||
2023-04-17 01:31 | Rebuild: Alte Rasse nonexistent | Show | ||||||
RACE: Aasimar
CLASS:
Hit Points Proficiencies (1st level)
Level Additional Spells
Preparing and Casting Spells: The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Oath of Redemption Spells
Aura of Courage (10th level):Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Ability Scores (Point Buy; POINTS REMAINING 0/27)STRENGTH: 15 | TOTAL: 16 Ability Score Increases (Chosen: Increase one of these scores by 2 and a different score by 1.) BACKGROUND:Languages (Origin): Celestial Skill Proficiencies: Arcana; Investigation 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. Character Details Physical Characteristics Personal Characteristics AL-FEAT: Tough (+2 HP/level) |
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2023-04-16 20:48 | ccc-ghc-bk1-09-scavengers | 108 | 10 | Amulet of Health | Show | |||
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2023-03-30 01:20 | Purchase Log | -600 | Show Purchase | |||||
2x Gems for use in Revivify |
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2023-03-30 01:18 | Catching up | -10 | Show | |||||
Paladin Lvl 9 |
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2023-03-29 19:45 | Potion, uncommon You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. | 720 | 10 | Cloak of many Fashions (Wondrous Item, common), Figurine of wondrous Power (Wondrous Item, rare) | Show | |||
Cloak of many Fashions (Wondrous Item, common) While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. Potion of greater Healing (Potion, uncommon) Potion of Growth (Potion, uncommon) Spell Scroll (3rth Lvl) Glyph of Warding 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 13. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7. 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 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Figurine of wondrous Power (Wondrous Item, rare) A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. Story Award: Holy Night Paladin Lvl 8: Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Shadow Touched Charisma: Increase your Charisma score by 1, to a maximum of 20. The spells’ spellcasting ability is Charisma. Inflict Wounds: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
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2023-03-29 11:35 | Purchase Log | -600 | Show Purchase | |||||
1 Scroll of Revivify |