Meryll Brumblewynn

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

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2023-03-05 18:04 Character Creation 0 Show

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

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a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.

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

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

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

Speed
Your base walking speed is 30 feet.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

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

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

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

Ability Score Increase
Your Strength score increases by 1.

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

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

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

Paladin
Level

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

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

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

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

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

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

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

This feature has no effect on undead and constructs.

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

Background

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

Skill Proficiencies: Arcana, Investigation

Languages : Elvish, Draconic

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

Characteristics

Alignment: Chaotic Good

Faith: Raven Queen

Lifestyle: Poor (2SP)

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

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

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

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

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

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

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

+50 Gold
+60 Gold für verkaufte Eier

Eintrag in die Kingdom Scrolls (Hawkgarth)

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

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

Bag of Tricks (Gray)

d8 Creature
1 Weasel

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

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

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

Sacred Oath
3rd level
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

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

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

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

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

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

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

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

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

+50 Gold Belohnung

Kleiner Heiltrank (4d4+4)

Story Award: Touched by the Fates

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

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

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
2023-03-10 16:05 catching up 1 -10 Show

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

Additional Paladin Spells (2nd-level paladin feature)
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level Additional Spells
2nd Gentle repose, Prayer of healing, Warding bond
3rd Spirit shroud *
5th Summon celestial *

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

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

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

+380 Gold

+Armbrust mit 20 Bolzen

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

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

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

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

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

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

Paladin Lvl 6 -> Paladin Lvl 7

2023-03-29 11:35 Purchase Log -600 Show Purchase

1 Scroll of Revivify
(300 for the scroll itself + 300 for the Gem needed)

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)
You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Growth (Potion, uncommon)
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Spell Scroll (3rth Lvl) Glyph of Warding
Scroll, uncommon

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
You saved christmas for the children in The Rock of Bral.

Paladin Lvl 8:
Ability Score Improvement
2 Choices
8th level
When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Feat: Shadow Touched
Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

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.

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

Paladin Lvl 9

2023-03-30 01:20 Purchase Log -600 Show Purchase

2x Gems for use in Revivify

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

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

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

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

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

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

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

2023-04-17 01:31 Rebuild: Alte Rasse nonexistent Show

RACE: Aasimar

  • Creature Type: You are a Humanoid.
  • Size: Medium
  • Speed: Your walking speed is 30 feet.
  • Celestial Resistance: You have resistance to necrotic damage and radiant damage.

  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

  • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

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

  • Celestial Revelation: When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

  1. Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, 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 damage equals your proficiency bonus.
  2. Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  3. Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  • Necrotic Shroud: Your Celestial Revelation is Necrotic Shroud.

CLASS:

  • Oath of Redemption Paladin Level 10 CLASS FEATURES

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

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Athletics; Medicine

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

  • Lay on Hands (1st level):Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

  • Additional Paladin Spells (2nd level): The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
2nd: Gentle repose, Prayer of healing, Warding bond
3rd: Spirit shroud *
5th: Summon celestial *

  • Fighting Style (2nd level):At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. CHOSEN: Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Spellcasting (2nd level):By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

  • Divine Smite (2nd level): Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

  • Harness Divine Power (3rd level): 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.

  • Divine Health (3rd level): By 3rd level, the divine magic flowing through you makes you immune to disease.

  • Sacred Oath (3rd level):When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

  • Channel Divinity (3rd level): When you take this oath at 3rd level, you gain the following two Channel Divinity options:

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

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

  • Martial Versatility (4th level):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.

  • Ability Score Improvement (4th level)
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
    Feat, Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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

  • Aura of Protection (6th level):Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

  • Aura of the Guardian (7th level):Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

  • Ability Score Improvement (8th level):When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
    Feat, Shadow Touched: Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits: A) Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (CHA +1)
    You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
    SPELL: Inflict Wounds

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
DEXTERITY: 12 | TOTAL: 12
CONSTITUTION:10 | TOTAL: 10
INTELLIGENCE: 10 | TOTAL: 10
WISDOM: 9 | TOTAL: 9
CHARISMA: 15 | TOTAL: 18

Ability Score Increases (Chosen: Increase one of these scores by 2 and a different score by 1.)
Strength Score +1; Charisma Score +2

BACKGROUND:

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

Skill Proficiencies: Arcana; Investigation
Languages (Background Language): Elvish, Draconic

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

Character Details
Alignment: Chaotic Good
Faith: Raven Queen
Lifestyle: Comfortable (2GP)

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

Personal Characteristics
Personality: I don’t run from evil. Evil runs from me; I refuse to become a victim, and I will not allow others to be victimized.
IDEALS: I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
BONDS: I would sacrifice my life and my soul to protect the innocent.
FLAWS: I talk to spirits that no one else can see.

AL-FEAT: Tough (+2 HP/level)

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
Wondrous Item, uncommon

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
Wondrous Item, common

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
Potion, uncommon

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
weapon, rare

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
Potion, unommon

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.

2023-05-06 03:06 DM Reward !!TO EDIT!! 3 3000 30 Longsword +1, Adamantine Plate, Shield, +2 Show
  • Longsword +1 (Uncommon)
  • Shield, +2 (Rare)
  • Adamantine Plate (Uncommon)
2023-05-06 03:14 Catching up! (x3) 3 -30 Show
2023-05-06 18:09 Purchase Log -2360 Show Purchase

Splint Armor Barding for Gryphon (200gold x 4)
Saddle, Exotic
Potion of Healing, Superior x3

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

Elixir of Health
Potion, rare

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

======

Potion of Invulnerability
Potion, rare

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

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

Horn of Silent Alarm
Wondrous Item, common

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

======

Ring of Regeneration
Ring, very rare (requires attunement)

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

Date Played Adventure Title Tier Session ACP TCP ▼ Downtime Renown
2023-03-05 18:04 Character Creation 0 Show

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

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

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

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

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

Speed
Your base walking speed is 30 feet.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

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

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

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

Ability Score Increase
Your Strength score increases by 1.

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

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

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

Paladin
Level

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

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

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

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

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

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

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

This feature has no effect on undead and constructs.

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

Background

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

Skill Proficiencies: Arcana, Investigation

Languages : Elvish, Draconic

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

Characteristics

Alignment: Chaotic Good

Faith: Raven Queen

Lifestyle: Poor (2SP)

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

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

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

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

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

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

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

+50 Gold
+60 Gold für verkaufte Eier

Eintrag in die Kingdom Scrolls (Hawkgarth)

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

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

Bag of Tricks (Gray)

d8 Creature
1 Weasel

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

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

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

Sacred Oath
3rd level
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

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

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

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

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

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

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

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

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

+50 Gold Belohnung

Kleiner Heiltrank (4d4+4)

Story Award: Touched by the Fates

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

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

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
2023-03-10 16:05 catching up -10 Show

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

Additional Paladin Spells (2nd-level paladin feature)
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level Additional Spells
2nd Gentle repose, Prayer of healing, Warding bond
3rd Spirit shroud *
5th Summon celestial *

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

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

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

+380 Gold

+Armbrust mit 20 Bolzen

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

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

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

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

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

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

Paladin Lvl 6 -> Paladin Lvl 7

2023-03-29 11:35 Purchase Log Show Purchase

1 Scroll of Revivify
(300 for the scroll itself + 300 for the Gem needed)

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)
You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Growth (Potion, uncommon)
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Spell Scroll (3rth Lvl) Glyph of Warding
Scroll, uncommon

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
You saved christmas for the children in The Rock of Bral.

Paladin Lvl 8:
Ability Score Improvement
2 Choices
8th level
When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Feat: Shadow Touched
Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

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.

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

Paladin Lvl 9

2023-03-30 01:20 Purchase Log Show Purchase

2x Gems for use in Revivify

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  • Potion of Herosim (Potion, rare)
    For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if -boiling.

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

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

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

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

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

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

2023-04-17 01:31 Rebuild: Alte Rasse nonexistent Show

RACE: Aasimar

  • Creature Type: You are a Humanoid.
  • Size: Medium
  • Speed: Your walking speed is 30 feet.
  • Celestial Resistance: You have resistance to necrotic damage and radiant damage.

  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

  • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

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

  • Celestial Revelation: When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

  1. Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, 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 damage equals your proficiency bonus.
  2. Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  3. Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  • Necrotic Shroud: Your Celestial Revelation is Necrotic Shroud.

CLASS:

  • Oath of Redemption Paladin Level 10 CLASS FEATURES

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

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Athletics; Medicine

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

  • Lay on Hands (1st level):Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

  • Additional Paladin Spells (2nd level): The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
2nd: Gentle repose, Prayer of healing, Warding bond
3rd: Spirit shroud *
5th: Summon celestial *

  • Fighting Style (2nd level):At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. CHOSEN: Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Spellcasting (2nd level):By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

  • Divine Smite (2nd level): Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

  • Harness Divine Power (3rd level): 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.

  • Divine Health (3rd level): By 3rd level, the divine magic flowing through you makes you immune to disease.

  • Sacred Oath (3rd level):When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

  • Channel Divinity (3rd level): When you take this oath at 3rd level, you gain the following two Channel Divinity options:

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

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

  • Martial Versatility (4th level):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.

  • Ability Score Improvement (4th level)
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
    Feat, Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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

  • Aura of Protection (6th level):Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

  • Aura of the Guardian (7th level):Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

  • Ability Score Improvement (8th level):When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
    Feat, Shadow Touched: Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits: A) Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (CHA +1)
    You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
    SPELL: Inflict Wounds

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
DEXTERITY: 12 | TOTAL: 12
CONSTITUTION:10 | TOTAL: 10
INTELLIGENCE: 10 | TOTAL: 10
WISDOM: 9 | TOTAL: 9
CHARISMA: 15 | TOTAL: 18

Ability Score Increases (Chosen: Increase one of these scores by 2 and a different score by 1.)
Strength Score +1; Charisma Score +2

BACKGROUND:

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

Skill Proficiencies: Arcana; Investigation
Languages (Background Language): Elvish, Draconic

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

Character Details
Alignment: Chaotic Good
Faith: Raven Queen
Lifestyle: Comfortable (2GP)

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

Personal Characteristics
Personality: I don’t run from evil. Evil runs from me; I refuse to become a victim, and I will not allow others to be victimized.
IDEALS: I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
BONDS: I would sacrifice my life and my soul to protect the innocent.
FLAWS: I talk to spirits that no one else can see.

AL-FEAT: Tough (+2 HP/level)

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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
Wondrous Item, uncommon

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.

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Tankard of Sobriety
Wondrous Item, common

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.

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Oil of Slipperyniess
Potion, uncommon

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.

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Morning Star +2
weapon, rare

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.

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Potion of Hill Giant Strength
Potion, unommon

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.

2023-05-06 03:06 DM Reward !!TO EDIT!! 30 Show
  • Longsword +1 (Uncommon)
  • Shield, +2 (Rare)
  • Adamantine Plate (Uncommon)
2023-05-06 03:14 Catching up! (x3) -30 Show
2023-05-06 18:09 Purchase Log Show Purchase

Splint Armor Barding for Gryphon (200gold x 4)
Saddle, Exotic
Potion of Healing, Superior x3

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

Elixir of Health
Potion, rare

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

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Potion of Invulnerability
Potion, rare

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

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

Horn of Silent Alarm
Wondrous Item, common

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

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Ring of Regeneration
Ring, very rare (requires attunement)

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

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2023-03-05 18:04 Character Creation 0 Show

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

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

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

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

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

Speed
Your base walking speed is 30 feet.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

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

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

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

Ability Score Increase
Your Strength score increases by 1.

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

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

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

Paladin
Level

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

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

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

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

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

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

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

This feature has no effect on undead and constructs.

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

Background

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

Skill Proficiencies: Arcana, Investigation

Languages : Elvish, Draconic

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

Characteristics

Alignment: Chaotic Good

Faith: Raven Queen

Lifestyle: Poor (2SP)

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

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

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

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

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

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

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

+50 Gold
+60 Gold für verkaufte Eier

Eintrag in die Kingdom Scrolls (Hawkgarth)

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

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

Bag of Tricks (Gray)

d8 Creature
1 Weasel

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

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

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

Sacred Oath
3rd level
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

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

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

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

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

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

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

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

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

+50 Gold Belohnung

Kleiner Heiltrank (4d4+4)

Story Award: Touched by the Fates

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

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

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
2023-03-10 16:05 catching up -10 Show

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

Additional Paladin Spells (2nd-level paladin feature)
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level Additional Spells
2nd Gentle repose, Prayer of healing, Warding bond
3rd Spirit shroud *
5th Summon celestial *

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

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

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

+380 Gold

+Armbrust mit 20 Bolzen

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

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

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

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

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

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

Paladin Lvl 6 -> Paladin Lvl 7

2023-03-29 11:35 Purchase Log -600 Show Purchase

1 Scroll of Revivify
(300 for the scroll itself + 300 for the Gem needed)

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)
You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Growth (Potion, uncommon)
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Spell Scroll (3rth Lvl) Glyph of Warding
Scroll, uncommon

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
You saved christmas for the children in The Rock of Bral.

Paladin Lvl 8:
Ability Score Improvement
2 Choices
8th level
When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Feat: Shadow Touched
Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

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.

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

Paladin Lvl 9

2023-03-30 01:20 Purchase Log -600 Show Purchase

2x Gems for use in Revivify

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

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

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

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

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

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

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

2023-04-17 01:31 Rebuild: Alte Rasse nonexistent Show

RACE: Aasimar

  • Creature Type: You are a Humanoid.
  • Size: Medium
  • Speed: Your walking speed is 30 feet.
  • Celestial Resistance: You have resistance to necrotic damage and radiant damage.

  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

  • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

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

  • Celestial Revelation: When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

  1. Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, 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 damage equals your proficiency bonus.
  2. Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  3. Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
  • Necrotic Shroud: Your Celestial Revelation is Necrotic Shroud.

CLASS:

  • Oath of Redemption Paladin Level 10 CLASS FEATURES

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

Proficiencies (1st level)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Athletics; Medicine

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

  • Lay on Hands (1st level):Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

  • Additional Paladin Spells (2nd level): The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level Additional Spells
2nd: Gentle repose, Prayer of healing, Warding bond
3rd: Spirit shroud *
5th: Summon celestial *

  • Fighting Style (2nd level):At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. CHOSEN: Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Spellcasting (2nd level):By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

  • Divine Smite (2nd level): Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

  • Harness Divine Power (3rd level): 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.

  • Divine Health (3rd level): By 3rd level, the divine magic flowing through you makes you immune to disease.

  • Sacred Oath (3rd level):When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

  • Channel Divinity (3rd level): When you take this oath at 3rd level, you gain the following two Channel Divinity options:

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

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

  • Martial Versatility (4th level):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.

  • Ability Score Improvement (4th level)
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
    Feat, Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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

  • Aura of Protection (6th level):Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

  • Aura of the Guardian (7th level):Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

  • Ability Score Improvement (8th level):When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
    Feat, Shadow Touched: Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits: A) Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (CHA +1)
    You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
    SPELL: Inflict Wounds

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
DEXTERITY: 12 | TOTAL: 12
CONSTITUTION:10 | TOTAL: 10
INTELLIGENCE: 10 | TOTAL: 10
WISDOM: 9 | TOTAL: 9
CHARISMA: 15 | TOTAL: 18

Ability Score Increases (Chosen: Increase one of these scores by 2 and a different score by 1.)
Strength Score +1; Charisma Score +2

BACKGROUND:

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

Skill Proficiencies: Arcana; Investigation
Languages (Background Language): Elvish, Draconic

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

Character Details
Alignment: Chaotic Good
Faith: Raven Queen
Lifestyle: Comfortable (2GP)

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

Personal Characteristics
Personality: I don’t run from evil. Evil runs from me; I refuse to become a victim, and I will not allow others to be victimized.
IDEALS: I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
BONDS: I would sacrifice my life and my soul to protect the innocent.
FLAWS: I talk to spirits that no one else can see.

AL-FEAT: Tough (+2 HP/level)

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
Wondrous Item, uncommon

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.

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Tankard of Sobriety
Wondrous Item, common

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.

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Oil of Slipperyniess
Potion, uncommon

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.

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Morning Star +2
weapon, rare

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.

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Potion of Hill Giant Strength
Potion, unommon

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.

2023-05-06 03:06 DM Reward !!TO EDIT!! 3000 30 Longsword +1, Adamantine Plate, Shield, +2 Show
  • Longsword +1 (Uncommon)
  • Shield, +2 (Rare)
  • Adamantine Plate (Uncommon)
2023-05-06 03:14 Catching up! (x3) -30 Show
2023-05-06 18:09 Purchase Log -2360 Show Purchase

Splint Armor Barding for Gryphon (200gold x 4)
Saddle, Exotic
Potion of Healing, Superior x3

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

Elixir of Health
Potion, rare

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

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Potion of Invulnerability
Potion, rare

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

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

Horn of Silent Alarm
Wondrous Item, common

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

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Ring of Regeneration
Ring, very rare (requires attunement)

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