Niamh Fortescue
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 | ||
---|---|---|---|---|---|---|---|---|
2023-03-15 23:32 | Character Creation | 4 | 25 | Show | ||||
Background: GOOGLE DOC Protector AasimarRacial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul Paladin Level 1Hit Dice: 1d10 per paladin level Proficiencies 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 Ability Score Increase (Protector Aasimar) Background: KnightYou 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 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 Physical CharacteristicsHair: Platin PERSONALITY TRAITSThe common folk love me for my kindness and generosity. Starting EquipmentCurrent Inventory (15) PERSONAL POSSESSIONS LVL 2:PALADIN LVL 2 (HP +6+2+2 = +10) Spellcasting (2nd level): 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 Proficiencies (1st level) 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 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: 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. 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. LVL 4:Warlock 2 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: LVL 5:Warlock Lvl 3 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 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: 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. == LVL UP: Warlock Lvl. 4 Feat: Fey Touched Your exposure to the Feywild’s magic has changed you, granting you the following benefits: Charisma Compelled Duel |
||||||||
2023-03-17 18:57 | Catching Up | 1 | -10 | Show | ||||
== LVL UP: Warlock Lvl 5 Thirsting Blade |
||||||||
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 Potion of Invulnerability For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. Potion of Superior Healing You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Shield +1 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 |
||||||||
2023-04-17 20:32 | Catching up! | 1 | -10 | Show | ||||
== LVL UP: Warlock lvl 6 |
||||||||
2023-05-17 14:53 | Purchase Log | -160 | Show Purchase | |||||
2x Healer's Kit |
||||||||
2023-05-17 19:08 | Purchase Log | 0.05 | Show Purchase | |||||
1-Foot Pole |
||||||||
2023-05-17 18:30 | DDHC-TYP White Plume Mountain | 1 | 1 | 4520 | 10 | Machtloser beseelter Ring | Show | |
Potion of Flying Potion of Mind Reading Spell Scrolls: Fear; Hold Person; Conjure Minor Elementals; Dispel Magic; Magic Mouth 1x Machtloser beseelter Ring == LVL Up: Warlock Lvl 7 |
||||||||
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: Goggles of Night |
||||||||
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 Ring of Protection Ring of Spell Storing Armor of (In-)Vulnerability Blackrazor == LVL UP: Warlock Lvl 10 |
||||||||
2023-05-28 01:25 | Catching up x3 | 3 | -30 | Show | ||||
LVL Up: Warlock Lvl 11 |
||||||||
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. 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. 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. 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. 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. 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. 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. You are a Humanoid. You are Medium or Small. You choose the size when you select this race. Your walking speed is 30 feet. You have resistance to necrotic damage and radiant damage. 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. 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. You know the light cantrip. Charisma is your spellcasting ability for it. 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. |
||||||||
2024-04-01 18:24 | Purchase Log | -3000 | Show Purchase | |||||
Buy: |
||||||||
2024-04-01 18:00 | Trade Log | -1200 | Show Trade Log | |||||
Spell Scroll: Revivify (incl. Diamond) 600 Gold x2 |
||||||||
2024-04-01 18:30 | DDHC-CM-17 Xanthoria | 0 | 4800 | 10 | Show | |||
Potion of Superior Healing 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 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 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. |
||||||||
Collected Treasures, Items and Consumables | Show | |||||||
== Treasures: == Items: 2.) Shield +1 -Armor (shield), uncommon 3.) Machtloser beseelter Ring (from White Plume Moutain) 4.) Chain Mail+1 5.) Goggles of Night -Wondrous item, uncommon 6.) Stone of Good Luck - Wondrous item, uncommon (requires attunement) 7.) Boots of Striding and Springing - Wondrous item, uncommon (requires attunement) 8.) Ring of Spell Storing - Ring, rare (requires attunement) 9.) Ring of Protection - Ring, rare (requires attunement) 10.) Armor of (In-)Vulnerability - Armor (plate), rare (requires attunement) 11.) Blackrazor - Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) 12.) Staff of the Woodlands - Staff, rare (requires attunement by a druid) == Consumables = Spell Scrolls: Spellbook: |
||||||||
2024-09-25 18:59 | Trade Log | -5 | ring of spell storing (requires attunement) > Greatsword +2 | Show Trade Log |
Date Played | Adventure Title | Tier ▼ | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2023-03-15 23:32 | Character Creation | Show | ||||||
Background: GOOGLE DOC Protector AasimarRacial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul Paladin Level 1Hit Dice: 1d10 per paladin level Proficiencies 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 Ability Score Increase (Protector Aasimar) Background: KnightYou 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 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 Physical CharacteristicsHair: Platin PERSONALITY TRAITSThe common folk love me for my kindness and generosity. Starting EquipmentCurrent Inventory (15) PERSONAL POSSESSIONS LVL 2:PALADIN LVL 2 (HP +6+2+2 = +10) Spellcasting (2nd level): 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 Proficiencies (1st level) 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 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: 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. 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. LVL 4:Warlock 2 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: LVL 5:Warlock Lvl 3 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 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: 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. == LVL UP: Warlock Lvl. 4 Feat: Fey Touched Your exposure to the Feywild’s magic has changed you, granting you the following benefits: Charisma Compelled Duel |
||||||||
2023-03-17 18:57 | Catching Up | -10 | Show | |||||
== LVL UP: Warlock Lvl 5 Thirsting Blade |
||||||||
2023-04-17 18:00 | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | 10 | Show | |||||
-190 Gold vorzahlung für Karren Potion of Invulnerability For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. Potion of Superior Healing You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Shield +1 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 |
||||||||
2023-04-17 20:32 | Catching up! | -10 | Show | |||||
== LVL UP: Warlock lvl 6 |
||||||||
2023-05-17 14:53 | Purchase Log | Show Purchase | ||||||
2x Healer's Kit |
||||||||
2023-05-17 19:08 | Purchase Log | Show Purchase | ||||||
1-Foot Pole |
||||||||
2023-05-17 18:30 | DDHC-TYP White Plume Mountain | 1 | 10 | Show | ||||
Potion of Flying Potion of Mind Reading Spell Scrolls: Fear; Hold Person; Conjure Minor Elementals; Dispel Magic; Magic Mouth 1x Machtloser beseelter Ring == LVL Up: Warlock Lvl 7 |
||||||||
2023-05-22 19:00 | DDHC-TYP White Plume Mountain | 2 | 10 | Show | ||||
Chain Mail+1 Spellbook: Goggles of Night |
||||||||
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 Ring of Protection Ring of Spell Storing Armor of (In-)Vulnerability Blackrazor == LVL UP: Warlock Lvl 10 |
||||||||
2023-05-28 01:25 | Catching up x3 | -30 | Show | |||||
LVL Up: Warlock Lvl 11 |
||||||||
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. 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. 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. 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. 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. 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. 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. You are a Humanoid. You are Medium or Small. You choose the size when you select this race. Your walking speed is 30 feet. You have resistance to necrotic damage and radiant damage. 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. 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. You know the light cantrip. Charisma is your spellcasting ability for it. 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. |
||||||||
2024-04-01 18:24 | Purchase Log | Show Purchase | ||||||
Buy: |
||||||||
2024-04-01 18:00 | Trade Log | Show Trade Log | ||||||
Spell Scroll: Revivify (incl. Diamond) 600 Gold x2 |
||||||||
2024-04-01 18:30 | DDHC-CM-17 Xanthoria | 10 | Show | |||||
Potion of Superior Healing 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 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 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. |
||||||||
Collected Treasures, Items and Consumables | Show | |||||||
== Treasures: == Items: 2.) Shield +1 -Armor (shield), uncommon 3.) Machtloser beseelter Ring (from White Plume Moutain) 4.) Chain Mail+1 5.) Goggles of Night -Wondrous item, uncommon 6.) Stone of Good Luck - Wondrous item, uncommon (requires attunement) 7.) Boots of Striding and Springing - Wondrous item, uncommon (requires attunement) 8.) Ring of Spell Storing - Ring, rare (requires attunement) 9.) Ring of Protection - Ring, rare (requires attunement) 10.) Armor of (In-)Vulnerability - Armor (plate), rare (requires attunement) 11.) Blackrazor - Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) 12.) Staff of the Woodlands - Staff, rare (requires attunement by a druid) == Consumables = Spell Scrolls: Spellbook: |
||||||||
2024-09-25 18:59 | Trade Log | -5 | Show Trade Log |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2023-03-15 23:32 | Character Creation | 25 | Show | |||||
Background: GOOGLE DOC Protector AasimarRacial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul Paladin Level 1Hit Dice: 1d10 per paladin level Proficiencies 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 Ability Score Increase (Protector Aasimar) Background: KnightYou 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 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 Physical CharacteristicsHair: Platin PERSONALITY TRAITSThe common folk love me for my kindness and generosity. Starting EquipmentCurrent Inventory (15) PERSONAL POSSESSIONS LVL 2:PALADIN LVL 2 (HP +6+2+2 = +10) Spellcasting (2nd level): 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 Proficiencies (1st level) 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 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: 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. 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. LVL 4:Warlock 2 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: LVL 5:Warlock Lvl 3 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 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: 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. == LVL UP: Warlock Lvl. 4 Feat: Fey Touched Your exposure to the Feywild’s magic has changed you, granting you the following benefits: Charisma Compelled Duel |
||||||||
2023-03-17 18:57 | Catching Up | -10 | Show | |||||
== LVL UP: Warlock Lvl 5 Thirsting Blade |
||||||||
2023-04-17 18:00 | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | -160 | 10 | Shield +1 | Show | |||
-190 Gold vorzahlung für Karren Potion of Invulnerability For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. Potion of Superior Healing You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Shield +1 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 |
||||||||
2023-04-17 20:32 | Catching up! | -10 | Show | |||||
== LVL UP: Warlock lvl 6 |
||||||||
2023-05-17 14:53 | Purchase Log | -160 | Show Purchase | |||||
2x Healer's Kit |
||||||||
2023-05-17 19:08 | Purchase Log | 0.05 | Show Purchase | |||||
1-Foot Pole |
||||||||
2023-05-17 18:30 | DDHC-TYP White Plume Mountain | 1 | 4520 | 10 | Machtloser beseelter Ring | Show | ||
Potion of Flying Potion of Mind Reading Spell Scrolls: Fear; Hold Person; Conjure Minor Elementals; Dispel Magic; Magic Mouth 1x Machtloser beseelter Ring == LVL Up: Warlock Lvl 7 |
||||||||
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: Goggles of Night |
||||||||
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 Ring of Protection Ring of Spell Storing Armor of (In-)Vulnerability Blackrazor == LVL UP: Warlock Lvl 10 |
||||||||
2023-05-28 01:25 | Catching up x3 | -30 | Show | |||||
LVL Up: Warlock Lvl 11 |
||||||||
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. 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. 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. 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. 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. 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. 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. You are a Humanoid. You are Medium or Small. You choose the size when you select this race. Your walking speed is 30 feet. You have resistance to necrotic damage and radiant damage. 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. 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. You know the light cantrip. Charisma is your spellcasting ability for it. 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. |
||||||||
2024-04-01 18:24 | Purchase Log | -3000 | Show Purchase | |||||
Buy: |
||||||||
2024-04-01 18:00 | Trade Log | -1200 | Show Trade Log | |||||
Spell Scroll: Revivify (incl. Diamond) 600 Gold x2 |
||||||||
2024-04-01 18:30 | DDHC-CM-17 Xanthoria | 4800 | 10 | Show | ||||
Potion of Superior Healing 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 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 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. |
||||||||
Collected Treasures, Items and Consumables | Show | |||||||
== Treasures: == Items: 2.) Shield +1 -Armor (shield), uncommon 3.) Machtloser beseelter Ring (from White Plume Moutain) 4.) Chain Mail+1 5.) Goggles of Night -Wondrous item, uncommon 6.) Stone of Good Luck - Wondrous item, uncommon (requires attunement) 7.) Boots of Striding and Springing - Wondrous item, uncommon (requires attunement) 8.) Ring of Spell Storing - Ring, rare (requires attunement) 9.) Ring of Protection - Ring, rare (requires attunement) 10.) Armor of (In-)Vulnerability - Armor (plate), rare (requires attunement) 11.) Blackrazor - Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) 12.) Staff of the Woodlands - Staff, rare (requires attunement by a druid) == Consumables = Spell Scrolls: Spellbook: |
||||||||
2024-09-25 18:59 | Trade Log | -5 | ring of spell storing (requires attunement) > Greatsword +2 | Show Trade Log |