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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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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2023-04-24 20:00 | sj-dc-amak-03-the-feast-of-the-devoured-teil-1-and-teil2 | 1000 | 10 | Show | ||||
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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2023-05-06 18:09 | Purchase Log | -2360 | Show Purchase | |||||
Splint Armor Barding for Gryphon (200gold x 4) |
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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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2023-05-13 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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2023-05-13 23:34 | Purchase Log | 3000 | Show Purchase | |||||
6x Potion of Superior Healing |
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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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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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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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2023-05-31 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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2023-03-05 18:04 | Character Creation | 0 | Show | |||||
Fallen Aasimar 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 Age Size Speed Darkvision Celestial Resistance Healing Hands Light Bearer Languages Ability Score Increase Necrotic Shroud 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 1 Proficiencies Divine Sense 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 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) Background Haunted One Skill Proficiencies: Arcana, Investigation Languages : Elvish, Draconic Heart of Darkness Characteristics Alignment: Chaotic Good Faith: Raven Queen Lifestyle: Poor (2SP) Physical Characteristics Personality IDEALS BONDS FLAWS Amulet: Holy Symbol |
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2023-03-29 11:35 | Purchase Log | -600 | Show Purchase | |||||
1 Scroll of Revivify |
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2023-03-30 01:20 | Purchase Log | -600 | Show Purchase | |||||
2x Gems for use in Revivify |
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2023-05-06 03:06 | DM Reward !!TO EDIT!! | 3 | 3000 | 30 | Longsword +1, Adamantine Plate, Shield, +2 | Show | ||
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2023-05-06 03:14 | Catching up! (x3) | 3 | -30 | Show | ||||
2023-03-06 00:24 | Catching up | 1 | -10 | Show | ||||
Sacred Oath Oath Spells Channel Divinity Oath of Redemption Oath of Redemption Spells When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. |
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2023-03-10 16:05 | catching up | 1 | -10 | Show | ||||
Extra Attack 5th level: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additional Paladin Spells (2nd-level paladin feature) Harness Divine Power (3rd level paladin feature):You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Martial Versatility (4th-level paladin feature):Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice. |
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2023-03-10 18:30 | CCC-GHC-BK1-03_The_Darkest_Knight | 1 | 380 | 10 | Tentacle Rod | Show | ||
+380 Gold +Armbrust mit 20 Bolzen Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Spell Scroll of Identify |
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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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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2023-04-24 20:00 | sj-dc-amak-03-the-feast-of-the-devoured-teil-1-and-teil2 | 10 | Show | |||||
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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2023-05-06 18:09 | Purchase Log | Show Purchase | ||||||
Splint Armor Barding for Gryphon (200gold x 4) |
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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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2023-05-13 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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2023-05-13 23:34 | Purchase Log | Show Purchase | ||||||
6x Potion of Superior Healing |
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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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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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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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2023-05-31 15:12 | Trade Log | -5 | Show Trade Log | |||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-03-05 18:04 | Character Creation | 0 | Show | |||||
Fallen Aasimar 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 Age Size Speed Darkvision Celestial Resistance Healing Hands Light Bearer Languages Ability Score Increase Necrotic Shroud 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 1 Proficiencies Divine Sense 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 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) Background Haunted One Skill Proficiencies: Arcana, Investigation Languages : Elvish, Draconic Heart of Darkness Characteristics Alignment: Chaotic Good Faith: Raven Queen Lifestyle: Poor (2SP) Physical Characteristics Personality IDEALS BONDS FLAWS Amulet: Holy Symbol |
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2023-03-29 11:35 | Purchase Log | Show Purchase | ||||||
1 Scroll of Revivify |
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2023-03-30 01:20 | Purchase Log | Show Purchase | ||||||
2x Gems for use in Revivify |
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2023-05-06 03:06 | DM Reward !!TO EDIT!! | 30 | Show | |||||
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2023-05-06 03:14 | Catching up! (x3) | -30 | Show | |||||
2023-03-06 00:24 | Catching up | -10 | Show | |||||
Sacred Oath Oath Spells Channel Divinity Oath of Redemption Oath of Redemption Spells When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. |
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2023-03-10 16:05 | catching up | -10 | Show | |||||
Extra Attack 5th level: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additional Paladin Spells (2nd-level paladin feature) Harness Divine Power (3rd level paladin feature):You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Martial Versatility (4th-level paladin feature):Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice. |
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2023-03-10 18:30 | CCC-GHC-BK1-03_The_Darkest_Knight | 10 | Show | |||||
+380 Gold +Armbrust mit 20 Bolzen Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Spell Scroll of Identify |
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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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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2023-04-24 20:00 | sj-dc-amak-03-the-feast-of-the-devoured-teil-1-and-teil2 | 1000 | 10 | Show | ||||
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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2023-05-06 18:09 | Purchase Log | -2360 | Show Purchase | |||||
Splint Armor Barding for Gryphon (200gold x 4) |
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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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2023-05-13 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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2023-05-13 23:34 | Purchase Log | 3000 | Show Purchase | |||||
6x Potion of Superior Healing |
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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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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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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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2023-05-31 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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2023-03-05 18:04 | Character Creation | 0 | Show | |||||
Fallen Aasimar 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 Age Size Speed Darkvision Celestial Resistance Healing Hands Light Bearer Languages Ability Score Increase Necrotic Shroud 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 1 Proficiencies Divine Sense 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 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) Background Haunted One Skill Proficiencies: Arcana, Investigation Languages : Elvish, Draconic Heart of Darkness Characteristics Alignment: Chaotic Good Faith: Raven Queen Lifestyle: Poor (2SP) Physical Characteristics Personality IDEALS BONDS FLAWS Amulet: Holy Symbol |
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2023-03-29 11:35 | Purchase Log | -600 | Show Purchase | |||||
1 Scroll of Revivify |
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2023-03-30 01:20 | Purchase Log | -600 | Show Purchase | |||||
2x Gems for use in Revivify |
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2023-05-06 03:06 | DM Reward !!TO EDIT!! | 3000 | 30 | Longsword +1, Adamantine Plate, Shield, +2 | Show | |||
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2023-05-06 03:14 | Catching up! (x3) | -30 | Show | |||||
2023-03-06 00:24 | Catching up | -10 | Show | |||||
Sacred Oath Oath Spells Channel Divinity Oath of Redemption Oath of Redemption Spells When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. |
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2023-03-10 16:05 | catching up | -10 | Show | |||||
Extra Attack 5th level: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additional Paladin Spells (2nd-level paladin feature) Harness Divine Power (3rd level paladin feature):You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Martial Versatility (4th-level paladin feature):Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice. |
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2023-03-10 18:30 | CCC-GHC-BK1-03_The_Darkest_Knight | 380 | 10 | Tentacle Rod | Show | |||
+380 Gold +Armbrust mit 20 Bolzen Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Spell Scroll of Identify |