Niamh Fortescue

Season:
13
Race:
Aasimar
Class:
Paladin/Warlock
Background:
Knight
Lifestyle:
Aristocratic
Current Level:
16
Total GP:
13372.05
Total Downtime:
5
Tag:
Faction:
Shadow Angel Order of Crusading Knights
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
5
Magic Item Limit:
6
Belt of Dwarvenkind,
Shield +1,
Machtloser beseelter Ring,
Chain Mail +1,
Spellbook:,
Goggles of Night,
Stone of Good Luck (requires attunement),
Boots of Striding and Springing (requires attunement),
armor of vulnerability (slashing).,
ring of protection (requires attunement),
Necklace of Prayer Beads (2x Bless; 2x Cure Wounds/Lesser Restoration; 1x Favor; 1x Wind walk),
Greatsword +2

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2024-04-01 18:24 Purchase Log -3000 Show Purchase

Buy:
Potion of Healing, Greater x5 for 100 Gold each = 500 Gold
Potion of Healing, Superior x5 for 500 Gold each = 2500 Gold

2024-04-01 18:00 Trade Log -1200 Show Trade Log

Spell Scroll: Revivify (incl. Diamond) 600 Gold x2

2023-04-17 18:00 DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) 1 -160 10 Shield +1 Show

-190 Gold vorzahlung für Karren
+30 Gold Belohnung

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.

Potion of Superior Healing
Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Shield +1
Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

== LVL UP: Lvlup: paladin 3

2023-05-17 14:53 Purchase Log -160 Show Purchase

2x Healer's Kit
1x Spell Scroll Lvl2: Find Steed

2023-05-17 19:08 Purchase Log 0.05 Show Purchase

1-Foot Pole

2023-03-15 23:32 Character Creation 4 25 Show

Background: GOOGLE DOC

Protector Aasimar

Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul
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.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, 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 radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.

Paladin Level 1

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
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Medicine, 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.

Ability Scores (Point Buy)

POINTS REMAINING 0 / 27
STRENGTH: 13 TOTAL: 14
DEXTERITY: 8 TOTAL: 8
CONSTITUTION: 14 TOTAL: 14
INTELLIGENCE: 10 TOTAL: 10
WISDOM: 12 TOTAL: 12
CHARISMA: 15 TOTAL: 17

Ability Score Increase (Protector Aasimar)
Your Charisma score increases by 2.
Origin Ability Score Increase (Protector Aasimar) (Replaces Ability Score Increase)
Choose an ability score to increase by 1, instead of the previously granted wisdom score increase.

Background: Knight

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)

Skill Proficiencies:History, Persuasion
Tool Proficiencies: Dice Set, Languages,
Background Language: Elvish

Retainers (Background Feature):You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Alignment: Lawful Good
Faith: Undecided
Lifestyle: Aristocratic (10GP minimum)

Physical Characteristics

Hair: Platin
Skin: Fair
Eyes: Saphir Blue
Height: 1,72
Weight (Kg): 65
Age (Years): 16
Gender: Female

PERSONALITY TRAITS

The common folk love me for my kindness and generosity.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
IDEALS
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
BONDS
Nothing is more important than the other members of my family.
FLAWS
I hide a truly scandalous secret that could ruin my family forever.

Starting Equipment

Current Inventory (15)
Total Weight: 141 lb
Amulet - Gear - Holy Symbol - QTY 1
Backpack - Gear - Adventuring Gear IN USE
Bedroll - Gear - Adventuring Gear - QTY 1
Chain Mail - Heavy Armor - Chain Mail - WEARING
Clothes, Fine - Gear - Adventuring Gear - QTY 1
Javelin - Javelin - QTY 5 WIELDING
Longsword - Longsword - WIELDING
Mess Kit - Gear - Adventuring Gear - QTY 1
Rations (1 day) - Gear - Adventuring Gear - QTY 10
Rope, Hempen (50 feet) - Gear - Adventuring Gear - QTY 1
Shield - Shield - Shield - WEARING
Signet Ring - Gear - Adventuring Gear - QTY 1
Tinderbox - Gear - Adventuring Gear - QTY 1
Torch - Gear - Adventuring Gear - QTY 10
Waterskin - Gear - Adventuring Gear - QTY 1

PERSONAL POSSESSIONS
a scroll of pedigree

LVL 2:

PALADIN LVL 2 (HP +6+2+2 = +10)

Spellcasting (2nd level):
Spellcasting Ability: Charisma
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: Holy symbol

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.

LVL 3:

Warlock
Level 1
Hit Dice: 1d8 per warlock level
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
5+2+2: 9 HP

Proficiencies (1st level)
Armor: Light armor
Weapons: Simple weapons

Otherworldly Patron: At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Looking for something not in the list below? Unlock all official options in the Marketplace.

The Hexblade (Pact Magic; 1st level):This feature is affected by multiclassing. See the Multiclassing rules for more information. Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots: The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher: At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Charisma
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use an arcane focus

Expanded Spell List (1st level): The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells:
Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade’s Curse (1st level): Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior (1st level): At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

LVL 4:

Warlock 2
5+2+2: 9 HP

Eldritch Invocations (2nd level): In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Agonizing Blast:
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

LVL 5:

Warlock Lvl 3
Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Lvl 5 Bonus: Greatsword +1

2023-03-17 15:15 DDEX2-4 Mayhem in the Earthspur Mines 1 360 10 Belt of Dwarvenkind Show

Belt of Dwarvenkind
Wondrous item, rare (requires attunement)

This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.

While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

== LVL UP: Warlock Lvl. 4
HP: 5+2+2 = + 9 HP

Feat: Fey Touched

Your exposure to the Feywild’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 misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment 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.

Compelled Duel

2023-05-22 19:00 DDHC-TYP White Plume Mountain 2 2867 10 Chain Mail +1, Spellbook:, Goggles of Night, Stone of Good Luck (requires attunement) Show

Chain Mail+1

Spellbook:
1st Level: Magic Missile, shield, thunderwave
2nd Level: mirror image, web
3rd Level: displel magic, fear, stinking cloud

Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

2023-05-17 18:30 DDHC-TYP White Plume Mountain 1 1 4520 10 Machtloser beseelter Ring Show

Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scrolls: Fear; Hold Person; Conjure Minor Elementals; Dispel Magic; Magic Mouth

1x Machtloser beseelter Ring

== LVL Up: Warlock Lvl 7

2024-04-01 18:30 DDHC-CM-17 Xanthoria 0 4800 10 Show

Potion of Superior Healing
potion, rare

You regain 8d4+8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated.


Potion of Longevity
Potion, very rare

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.


Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.


2023-05-27 19:00 DDHC-TYP White Plume Mountain 3 1 5320 10 ring of protection (requires attunement), Boots of Striding and Springing (requires attunement), armor of vulnerability (slashing)., Necklace of Prayer Beads (2x Bless; 2x Cure Wounds/Lesser Restoration; 1x Favor; 1x Wind walk), ring of spell storing (requires attunement) Show

1x Potion of Greater Healing

Spell Scroll: Protection from Fiends

Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (with two mirror image spells in it)

Armor of (In-)Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Blackrazor

== LVL UP: Warlock Lvl 10

2024-09-25 18:59 Trade Log -5 ring of spell storing (requires attunement) > Greatsword +2 Show Trade Log
2023-03-17 18:57 Catching Up 1 -10 Show

== LVL UP: Warlock Lvl 5
HP: 5+2+2 = + 9 HP

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature

2023-04-17 20:32 Catching up! 1 -10 Show

== LVL UP: Warlock lvl 6

2023-05-30 02:18 DDHC-KftGV-03 Reach for the Stars 2 1 Show DM Log

Players:

(3) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer 3 - Golden Vault
(2) Stephan - Theren Qualanthri - Halfelf - Divine Soul Sorcerer 2 - none
(3) Doravien - Asterius - Fairy - Swarmkeeper Ranger 3 - Golden Vault
(3) Folk2K - Fluffy - Harengon - Babarian3 - none
(4) Christian K. - Eddy Warg - Bugbear - Hexblade1/Rogue1/Bard2
(3) Frederic T. - Hisoka Hayashi - Human - Rogue 3

Loot:

.......... Session 1 ..........

775gp
1x Potion of Healing
Spell Scrolls: Arms of Hadar, Bane, Dimension Door
Potion of: Gaseous Form, Oil of Slipperiness, Assassin's Blood (Poison)
1x Ring of Jumping
Spellbook: Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mage Armor, Misty Step, Tasha’s Hideous Laughter, Unseen Servant
Die Spieler verlassen das Haus und machen eine Long Rest
Alles Waffen und Rüstungen wurden mit Mending repariert.

.......... Session 2 ..........

200gp
Materials for every Level 1 & 2 Spell worth less than 1 gp
Spell Scrolls: Crown of Madness, Sleep, Armor of Agathys and Arms of Hadar
Spellbook: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion.
Wand of Magic Missiles
3x Alchemist's Fire
20 Days worth of Rations
150gp pro PERSON
1x Uncommon Magic Item of choice

2023-05-28 01:25 Catching up x3 3 -30 Show

LVL Up: Warlock Lvl 11
LVL Up: Warlock Lvl 12
Ability Score: +2 Dex
LVL Up: Warlock Lvl 13

2023-05-28 20:54 DDHC-KftGV-04 Prisoner 13 1 Show DM Log

8 Hours Prep, 4 Hours PLaying, 1 Hour Safety Tools

Players
4) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer 4 - Golden Vault
(4) C0ldW0lf - Zephyr - Custom Lineage (Changeling) - Artificer 1/Illusionist Wizard 3 - Golden Vault
Ebon Brotehr Luther- Cleric lvl4- Golden Vault

Loot:
750 Gold, Staff of Binding, Slippers of Spider Climb

2024-03-31 06:26 Rebuild / Race Upate Show

== Changed: Race: Aasimar (Updated to MMotM)

Aasimar Race Details

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.

They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.
Aasimar Celestial Features
d6 Celestial Feature
1 A dusting of metallic, white, or charcoal freckles
2 Metallic, luminous, or dark eyes
3 Starkly colored hair
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbows gleaming on your skin
Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Aasimar Traits
As an aasimar, you have the following racial traits.
Creature Type

You are a Humanoid.
Size

You are Medium or Small. You choose the size when you select this race.
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:

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.

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.

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.

Collected Treasures, Items and Consumables Show

== Treasures:
Gold: 13372.05

== Items:
1. ) Belt of Dwarvenkind - Wondrous item, rare (requires attunement)
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

2.) Shield +1 -Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

3.) Machtloser beseelter Ring (from White Plume Moutain)

4.) Chain Mail+1

5.) Goggles of Night -Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

6.) Stone of Good Luck - Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

7.) Boots of Striding and Springing - Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

8.) Ring of Spell Storing - Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (with two mirror image spells in it)

9.) Ring of Protection - Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

10.) Armor of (In-)Vulnerability - Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

11.) Blackrazor - Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

12.) Staff of the Woodlands - Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

== Consumables
- 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.
- Potion of Superior Healing - Potion, rare
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
- Potion of Greater Healing
- Potion of Flying - Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
- Potion of Mind Reading - Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

= Spell Scrolls:
- Fear
- Hold Person
- Conjure Minor Elementals
- Dispel Magic
- Magic Mouth
- Protection from Fiends

Spellbook:
1st Level: Magic Missile, shield, thunderwave
2nd Level: mirror image, web
3rd Level: displel magic, fear, stinking cloud

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2024-04-01 18:24 Purchase Log Show Purchase

Buy:
Potion of Healing, Greater x5 for 100 Gold each = 500 Gold
Potion of Healing, Superior x5 for 500 Gold each = 2500 Gold

2024-04-01 18:00 Trade Log Show Trade Log

Spell Scroll: Revivify (incl. Diamond) 600 Gold x2

2023-04-17 18:00 DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) 10 Show

-190 Gold vorzahlung für Karren
+30 Gold Belohnung

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.

Potion of Superior Healing
Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Shield +1
Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

== LVL UP: Lvlup: paladin 3

2023-05-17 14:53 Purchase Log Show Purchase

2x Healer's Kit
1x Spell Scroll Lvl2: Find Steed

2023-05-17 19:08 Purchase Log Show Purchase

1-Foot Pole

2023-03-15 23:32 Character Creation Show

Background: GOOGLE DOC

Protector Aasimar

Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul
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.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, 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 radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.

Paladin Level 1

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
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Medicine, 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.

Ability Scores (Point Buy)

POINTS REMAINING 0 / 27
STRENGTH: 13 TOTAL: 14
DEXTERITY: 8 TOTAL: 8
CONSTITUTION: 14 TOTAL: 14
INTELLIGENCE: 10 TOTAL: 10
WISDOM: 12 TOTAL: 12
CHARISMA: 15 TOTAL: 17

Ability Score Increase (Protector Aasimar)
Your Charisma score increases by 2.
Origin Ability Score Increase (Protector Aasimar) (Replaces Ability Score Increase)
Choose an ability score to increase by 1, instead of the previously granted wisdom score increase.

Background: Knight

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)

Skill Proficiencies:History, Persuasion
Tool Proficiencies: Dice Set, Languages,
Background Language: Elvish

Retainers (Background Feature):You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Alignment: Lawful Good
Faith: Undecided
Lifestyle: Aristocratic (10GP minimum)

Physical Characteristics

Hair: Platin
Skin: Fair
Eyes: Saphir Blue
Height: 1,72
Weight (Kg): 65
Age (Years): 16
Gender: Female

PERSONALITY TRAITS

The common folk love me for my kindness and generosity.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
IDEALS
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
BONDS
Nothing is more important than the other members of my family.
FLAWS
I hide a truly scandalous secret that could ruin my family forever.

Starting Equipment

Current Inventory (15)
Total Weight: 141 lb
Amulet - Gear - Holy Symbol - QTY 1
Backpack - Gear - Adventuring Gear IN USE
Bedroll - Gear - Adventuring Gear - QTY 1
Chain Mail - Heavy Armor - Chain Mail - WEARING
Clothes, Fine - Gear - Adventuring Gear - QTY 1
Javelin - Javelin - QTY 5 WIELDING
Longsword - Longsword - WIELDING
Mess Kit - Gear - Adventuring Gear - QTY 1
Rations (1 day) - Gear - Adventuring Gear - QTY 10
Rope, Hempen (50 feet) - Gear - Adventuring Gear - QTY 1
Shield - Shield - Shield - WEARING
Signet Ring - Gear - Adventuring Gear - QTY 1
Tinderbox - Gear - Adventuring Gear - QTY 1
Torch - Gear - Adventuring Gear - QTY 10
Waterskin - Gear - Adventuring Gear - QTY 1

PERSONAL POSSESSIONS
a scroll of pedigree

LVL 2:

PALADIN LVL 2 (HP +6+2+2 = +10)

Spellcasting (2nd level):
Spellcasting Ability: Charisma
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: Holy symbol

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.

LVL 3:

Warlock
Level 1
Hit Dice: 1d8 per warlock level
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
5+2+2: 9 HP

Proficiencies (1st level)
Armor: Light armor
Weapons: Simple weapons

Otherworldly Patron: At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Looking for something not in the list below? Unlock all official options in the Marketplace.

The Hexblade (Pact Magic; 1st level):This feature is affected by multiclassing. See the Multiclassing rules for more information. Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots: The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher: At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Charisma
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use an arcane focus

Expanded Spell List (1st level): The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells:
Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade’s Curse (1st level): Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior (1st level): At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

LVL 4:

Warlock 2
5+2+2: 9 HP

Eldritch Invocations (2nd level): In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Agonizing Blast:
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

LVL 5:

Warlock Lvl 3
Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Lvl 5 Bonus: Greatsword +1

2023-03-17 15:15 DDEX2-4 Mayhem in the Earthspur Mines 10 Show

Belt of Dwarvenkind
Wondrous item, rare (requires attunement)

This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.

While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

== LVL UP: Warlock Lvl. 4
HP: 5+2+2 = + 9 HP

Feat: Fey Touched

Your exposure to the Feywild’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 misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment 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.

Compelled Duel

2023-05-22 19:00 DDHC-TYP White Plume Mountain 2 10 Show

Chain Mail+1

Spellbook:
1st Level: Magic Missile, shield, thunderwave
2nd Level: mirror image, web
3rd Level: displel magic, fear, stinking cloud

Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

2023-05-17 18:30 DDHC-TYP White Plume Mountain 1 10 Show

Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scrolls: Fear; Hold Person; Conjure Minor Elementals; Dispel Magic; Magic Mouth

1x Machtloser beseelter Ring

== LVL Up: Warlock Lvl 7

2024-04-01 18:30 DDHC-CM-17 Xanthoria 10 Show

Potion of Superior Healing
potion, rare

You regain 8d4+8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated.


Potion of Longevity
Potion, very rare

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.


Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.


2023-05-27 19:00 DDHC-TYP White Plume Mountain 3 10 Show

1x Potion of Greater Healing

Spell Scroll: Protection from Fiends

Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (with two mirror image spells in it)

Armor of (In-)Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Blackrazor

== LVL UP: Warlock Lvl 10

2024-09-25 18:59 Trade Log -5 Show Trade Log
2023-03-17 18:57 Catching Up -10 Show

== LVL UP: Warlock Lvl 5
HP: 5+2+2 = + 9 HP

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature

2023-04-17 20:32 Catching up! -10 Show

== LVL UP: Warlock lvl 6

2023-05-30 02:18 DDHC-KftGV-03 Reach for the Stars 3 2 Show DM Log

Players:

(3) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer 3 - Golden Vault
(2) Stephan - Theren Qualanthri - Halfelf - Divine Soul Sorcerer 2 - none
(3) Doravien - Asterius - Fairy - Swarmkeeper Ranger 3 - Golden Vault
(3) Folk2K - Fluffy - Harengon - Babarian3 - none
(4) Christian K. - Eddy Warg - Bugbear - Hexblade1/Rogue1/Bard2
(3) Frederic T. - Hisoka Hayashi - Human - Rogue 3

Loot:

.......... Session 1 ..........

775gp
1x Potion of Healing
Spell Scrolls: Arms of Hadar, Bane, Dimension Door
Potion of: Gaseous Form, Oil of Slipperiness, Assassin's Blood (Poison)
1x Ring of Jumping
Spellbook: Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mage Armor, Misty Step, Tasha’s Hideous Laughter, Unseen Servant
Die Spieler verlassen das Haus und machen eine Long Rest
Alles Waffen und Rüstungen wurden mit Mending repariert.

.......... Session 2 ..........

200gp
Materials for every Level 1 & 2 Spell worth less than 1 gp
Spell Scrolls: Crown of Madness, Sleep, Armor of Agathys and Arms of Hadar
Spellbook: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion.
Wand of Magic Missiles
3x Alchemist's Fire
20 Days worth of Rations
150gp pro PERSON
1x Uncommon Magic Item of choice

2023-05-28 01:25 Catching up x3 -30 Show

LVL Up: Warlock Lvl 11
LVL Up: Warlock Lvl 12
Ability Score: +2 Dex
LVL Up: Warlock Lvl 13

2023-05-28 20:54 DDHC-KftGV-04 Prisoner 13 3 Show DM Log

8 Hours Prep, 4 Hours PLaying, 1 Hour Safety Tools

Players
4) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer 4 - Golden Vault
(4) C0ldW0lf - Zephyr - Custom Lineage (Changeling) - Artificer 1/Illusionist Wizard 3 - Golden Vault
Ebon Brotehr Luther- Cleric lvl4- Golden Vault

Loot:
750 Gold, Staff of Binding, Slippers of Spider Climb

2024-03-31 06:26 Rebuild / Race Upate Show

== Changed: Race: Aasimar (Updated to MMotM)

Aasimar Race Details

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.

They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.
Aasimar Celestial Features
d6 Celestial Feature
1 A dusting of metallic, white, or charcoal freckles
2 Metallic, luminous, or dark eyes
3 Starkly colored hair
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbows gleaming on your skin
Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Aasimar Traits
As an aasimar, you have the following racial traits.
Creature Type

You are a Humanoid.
Size

You are Medium or Small. You choose the size when you select this race.
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:

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.

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.

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.

Collected Treasures, Items and Consumables Show

== Treasures:
Gold: 13372.05

== Items:
1. ) Belt of Dwarvenkind - Wondrous item, rare (requires attunement)
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

2.) Shield +1 -Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

3.) Machtloser beseelter Ring (from White Plume Moutain)

4.) Chain Mail+1

5.) Goggles of Night -Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

6.) Stone of Good Luck - Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

7.) Boots of Striding and Springing - Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

8.) Ring of Spell Storing - Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (with two mirror image spells in it)

9.) Ring of Protection - Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

10.) Armor of (In-)Vulnerability - Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

11.) Blackrazor - Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

12.) Staff of the Woodlands - Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

== Consumables
- 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.
- Potion of Superior Healing - Potion, rare
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
- Potion of Greater Healing
- Potion of Flying - Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
- Potion of Mind Reading - Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

= Spell Scrolls:
- Fear
- Hold Person
- Conjure Minor Elementals
- Dispel Magic
- Magic Mouth
- Protection from Fiends

Spellbook:
1st Level: Magic Missile, shield, thunderwave
2nd Level: mirror image, web
3rd Level: displel magic, fear, stinking cloud

Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2024-04-01 18:24 Purchase Log -3000 Show Purchase

Buy:
Potion of Healing, Greater x5 for 100 Gold each = 500 Gold
Potion of Healing, Superior x5 for 500 Gold each = 2500 Gold

2024-04-01 18:00 Trade Log -1200 Show Trade Log

Spell Scroll: Revivify (incl. Diamond) 600 Gold x2

2023-04-17 18:00 DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) -160 10 Shield +1 Show

-190 Gold vorzahlung für Karren
+30 Gold Belohnung

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.

Potion of Superior Healing
Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Shield +1
Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

== LVL UP: Lvlup: paladin 3

2023-05-17 14:53 Purchase Log -160 Show Purchase

2x Healer's Kit
1x Spell Scroll Lvl2: Find Steed

2023-05-17 19:08 Purchase Log 0.05 Show Purchase

1-Foot Pole

2023-03-15 23:32 Character Creation 25 Show

Background: GOOGLE DOC

Protector Aasimar

Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul
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.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, 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 radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.

Paladin Level 1

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
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Medicine, 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.

Ability Scores (Point Buy)

POINTS REMAINING 0 / 27
STRENGTH: 13 TOTAL: 14
DEXTERITY: 8 TOTAL: 8
CONSTITUTION: 14 TOTAL: 14
INTELLIGENCE: 10 TOTAL: 10
WISDOM: 12 TOTAL: 12
CHARISMA: 15 TOTAL: 17

Ability Score Increase (Protector Aasimar)
Your Charisma score increases by 2.
Origin Ability Score Increase (Protector Aasimar) (Replaces Ability Score Increase)
Choose an ability score to increase by 1, instead of the previously granted wisdom score increase.

Background: Knight

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)

Skill Proficiencies:History, Persuasion
Tool Proficiencies: Dice Set, Languages,
Background Language: Elvish

Retainers (Background Feature):You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Alignment: Lawful Good
Faith: Undecided
Lifestyle: Aristocratic (10GP minimum)

Physical Characteristics

Hair: Platin
Skin: Fair
Eyes: Saphir Blue
Height: 1,72
Weight (Kg): 65
Age (Years): 16
Gender: Female

PERSONALITY TRAITS

The common folk love me for my kindness and generosity.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
IDEALS
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
BONDS
Nothing is more important than the other members of my family.
FLAWS
I hide a truly scandalous secret that could ruin my family forever.

Starting Equipment

Current Inventory (15)
Total Weight: 141 lb
Amulet - Gear - Holy Symbol - QTY 1
Backpack - Gear - Adventuring Gear IN USE
Bedroll - Gear - Adventuring Gear - QTY 1
Chain Mail - Heavy Armor - Chain Mail - WEARING
Clothes, Fine - Gear - Adventuring Gear - QTY 1
Javelin - Javelin - QTY 5 WIELDING
Longsword - Longsword - WIELDING
Mess Kit - Gear - Adventuring Gear - QTY 1
Rations (1 day) - Gear - Adventuring Gear - QTY 10
Rope, Hempen (50 feet) - Gear - Adventuring Gear - QTY 1
Shield - Shield - Shield - WEARING
Signet Ring - Gear - Adventuring Gear - QTY 1
Tinderbox - Gear - Adventuring Gear - QTY 1
Torch - Gear - Adventuring Gear - QTY 10
Waterskin - Gear - Adventuring Gear - QTY 1

PERSONAL POSSESSIONS
a scroll of pedigree

LVL 2:

PALADIN LVL 2 (HP +6+2+2 = +10)

Spellcasting (2nd level):
Spellcasting Ability: Charisma
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: Holy symbol

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.

LVL 3:

Warlock
Level 1
Hit Dice: 1d8 per warlock level
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
5+2+2: 9 HP

Proficiencies (1st level)
Armor: Light armor
Weapons: Simple weapons

Otherworldly Patron: At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Looking for something not in the list below? Unlock all official options in the Marketplace.

The Hexblade (Pact Magic; 1st level):This feature is affected by multiclassing. See the Multiclassing rules for more information. Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots: The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher: At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Charisma
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use an arcane focus

Expanded Spell List (1st level): The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells:
Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade’s Curse (1st level): Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior (1st level): At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

LVL 4:

Warlock 2
5+2+2: 9 HP

Eldritch Invocations (2nd level): In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Agonizing Blast:
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

LVL 5:

Warlock Lvl 3
Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Lvl 5 Bonus: Greatsword +1

2023-03-17 15:15 DDEX2-4 Mayhem in the Earthspur Mines 360 10 Belt of Dwarvenkind Show

Belt of Dwarvenkind
Wondrous item, rare (requires attunement)

This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.

While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

== LVL UP: Warlock Lvl. 4
HP: 5+2+2 = + 9 HP

Feat: Fey Touched

Your exposure to the Feywild’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 misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment 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.

Compelled Duel

2023-05-22 19:00 DDHC-TYP White Plume Mountain 2 2867 10 Chain Mail +1, Spellbook:, Goggles of Night, Stone of Good Luck (requires attunement) Show

Chain Mail+1

Spellbook:
1st Level: Magic Missile, shield, thunderwave
2nd Level: mirror image, web
3rd Level: displel magic, fear, stinking cloud

Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

2023-05-17 18:30 DDHC-TYP White Plume Mountain 1 4520 10 Machtloser beseelter Ring Show

Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Spell Scrolls: Fear; Hold Person; Conjure Minor Elementals; Dispel Magic; Magic Mouth

1x Machtloser beseelter Ring

== LVL Up: Warlock Lvl 7

2024-04-01 18:30 DDHC-CM-17 Xanthoria 4800 10 Show

Potion of Superior Healing
potion, rare

You regain 8d4+8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated.


Potion of Longevity
Potion, very rare

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.


Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.


2023-05-27 19:00 DDHC-TYP White Plume Mountain 3 5320 10 ring of protection (requires attunement), Boots of Striding and Springing (requires attunement), armor of vulnerability (slashing)., Necklace of Prayer Beads (2x Bless; 2x Cure Wounds/Lesser Restoration; 1x Favor; 1x Wind walk), ring of spell storing (requires attunement) Show

1x Potion of Greater Healing

Spell Scroll: Protection from Fiends

Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (with two mirror image spells in it)

Armor of (In-)Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Blackrazor

== LVL UP: Warlock Lvl 10

2024-09-25 18:59 Trade Log -5 ring of spell storing (requires attunement) > Greatsword +2 Show Trade Log
2023-03-17 18:57 Catching Up -10 Show

== LVL UP: Warlock Lvl 5
HP: 5+2+2 = + 9 HP

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature

2023-04-17 20:32 Catching up! -10 Show

== LVL UP: Warlock lvl 6

2023-05-30 02:18 DDHC-KftGV-03 Reach for the Stars 2 Show DM Log

Players:

(3) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer 3 - Golden Vault
(2) Stephan - Theren Qualanthri - Halfelf - Divine Soul Sorcerer 2 - none
(3) Doravien - Asterius - Fairy - Swarmkeeper Ranger 3 - Golden Vault
(3) Folk2K - Fluffy - Harengon - Babarian3 - none
(4) Christian K. - Eddy Warg - Bugbear - Hexblade1/Rogue1/Bard2
(3) Frederic T. - Hisoka Hayashi - Human - Rogue 3

Loot:

.......... Session 1 ..........

775gp
1x Potion of Healing
Spell Scrolls: Arms of Hadar, Bane, Dimension Door
Potion of: Gaseous Form, Oil of Slipperiness, Assassin's Blood (Poison)
1x Ring of Jumping
Spellbook: Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mage Armor, Misty Step, Tasha’s Hideous Laughter, Unseen Servant
Die Spieler verlassen das Haus und machen eine Long Rest
Alles Waffen und Rüstungen wurden mit Mending repariert.

.......... Session 2 ..........

200gp
Materials for every Level 1 & 2 Spell worth less than 1 gp
Spell Scrolls: Crown of Madness, Sleep, Armor of Agathys and Arms of Hadar
Spellbook: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion.
Wand of Magic Missiles
3x Alchemist's Fire
20 Days worth of Rations
150gp pro PERSON
1x Uncommon Magic Item of choice

2023-05-28 01:25 Catching up x3 -30 Show

LVL Up: Warlock Lvl 11
LVL Up: Warlock Lvl 12
Ability Score: +2 Dex
LVL Up: Warlock Lvl 13

2023-05-28 20:54 DDHC-KftGV-04 Prisoner 13 Show DM Log

8 Hours Prep, 4 Hours PLaying, 1 Hour Safety Tools

Players
4) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer 4 - Golden Vault
(4) C0ldW0lf - Zephyr - Custom Lineage (Changeling) - Artificer 1/Illusionist Wizard 3 - Golden Vault
Ebon Brotehr Luther- Cleric lvl4- Golden Vault

Loot:
750 Gold, Staff of Binding, Slippers of Spider Climb

2024-03-31 06:26 Rebuild / Race Upate Show

== Changed: Race: Aasimar (Updated to MMotM)

Aasimar Race Details

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.

They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.
Aasimar Celestial Features
d6 Celestial Feature
1 A dusting of metallic, white, or charcoal freckles
2 Metallic, luminous, or dark eyes
3 Starkly colored hair
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbows gleaming on your skin
Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Aasimar Traits
As an aasimar, you have the following racial traits.
Creature Type

You are a Humanoid.
Size

You are Medium or Small. You choose the size when you select this race.
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:

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.

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.

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.

Collected Treasures, Items and Consumables Show

== Treasures:
Gold: 13372.05

== Items:
1. ) Belt of Dwarvenkind - Wondrous item, rare (requires attunement)
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

2.) Shield +1 -Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

3.) Machtloser beseelter Ring (from White Plume Moutain)

4.) Chain Mail+1

5.) Goggles of Night -Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

6.) Stone of Good Luck - Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

7.) Boots of Striding and Springing - Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

8.) Ring of Spell Storing - Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (with two mirror image spells in it)

9.) Ring of Protection - Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

10.) Armor of (In-)Vulnerability - Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

11.) Blackrazor - Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

12.) Staff of the Woodlands - Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

== Consumables
- 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.
- Potion of Superior Healing - Potion, rare
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
- Potion of Greater Healing
- Potion of Flying - Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
- Potion of Mind Reading - Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

= Spell Scrolls:
- Fear
- Hold Person
- Conjure Minor Elementals
- Dispel Magic
- Magic Mouth
- Protection from Fiends

Spellbook:
1st Level: Magic Missile, shield, thunderwave
2nd Level: mirror image, web
3rd Level: displel magic, fear, stinking cloud