Zoey Fortescue Character Sheet
Bag of Holding,
Death's Head (Mace of Disruption),
Ring of Fire Resistance,
Flame Tongue Long Sword,
Iron Bands of Bilarro,
Censer of Controlling Air Elementals,
Tentacle Rod
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2023-03-30 15:47 | Character Creation | 4 | Bag of Holding | Show | ||||
Variant Human Increase your Intelligence score by 1, to a maximum of 20. School of Necromancy Wizard Level 5 Additional Wizard Spells (1st level):The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells. Level Additional Spells Proficiencies (1st level) Spellcasting (1st level): As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus: You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). YOUR SPELLBOOK The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Arcane Recovery (1st level): You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Tradition (2nd level): When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. CHOSEN: School of Necromancy Necromancy Savant (2nd level): Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Grim Harvest (2nd level): At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Cantrip Formulas (3rd level): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Spell Sniper
Intelligence - Wizard Ability Scores Point Buy (POINTS REMAINING 0 / 27) Ability Score Increase (Variant Human): Intelligence Score; Dexterity Score Origin Languages (Variant Human; Replaces Languages): Common, Draconic Background: Investigator Skill Proficiencies: Insight; Perception Character Details Personality |
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2023-04-30 19:32 | Purchase Log | -10 | Show Purchase | |||||
Components for "Find Familiar" x1 (used immediately) |
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2023-05-01 20:00 | CCC-COS-01 The Only Way to be Sure | 1 | 90 | 10 | Portable Hole | Show | ||
Jarro (IneverExist) ====== Portable Hole This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide. ====== Potion of Healing (USED) ======= Potion of Heroism ====== -150 Gold for Lighning Bolt from Jarro's Spellbook ====== |
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2023-05-02 01:58 | Catching up | 1 | -10 | Show | ||||
Wizard lvl 7 |
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2023-05-02 01:57 | Purchase Log | -40 | Show Purchase | |||||
Components for "Find Familiar" x 4 1x Used immediately |
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2023-05-18 20:36 | Purchase Log | -10 | Show Purchase | |||||
2 Healer's Kit |
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2023-05-20 18:30 | CCC-GHC-BK1-02 - The Tithes That Bind | 1 | 833.33 | 10 | Death's Head (Mace of Disruption) | Show | ||
Players:(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10 ITEMS:Spell Scroll Lvl 4: Dimension Door ====== Potion of Healing, Greater ====== Death's Head (Mace of Disruption) ====== Mardin's Spellbook ====== Champion of All Souls ====== |
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2023-05-21 00:32 | Catching up | 1 | -10 | Show | ||||
Wizard 9 |
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2023-05-21 00:57 | Rebuid! | Show | ||||||
Race:Aasimar; Origin manager: Dex+1 / Int +2 Ability ScoresPoint Buy (Points Remaining: 0/27) Class:Necromancy Wizard 9 Spell Book Progression:Wizard LVL 1: Wizard LVl 2: Wizard Lvl LVL 3: Wizard Lvl 4: Wizard Lvl 5: Wizard Lvl 6: Wizard Lvl 7: Wizard Lvl 8: Wizard Lvl 9: Added by copying: Feats:Creation: AL Feat: Tough *Lvl 4: * Skill Expert (TCoE, pg. 80) Lvl 8: Telekinetic (TCoE, pg. 81) As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 12 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save. Intelligence Telekinetic: Shove: 1 Bonus Action Background:Investigator
Official Inquiry (Background Feature) |
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2023-05-21 02:58 | Purchase Log | -300 | Show Purchase | |||||
1x for Identify: A pearl worth at least 100 gp (remains) |
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2023-05-24 21:00 | DDAL08-08 Crypt of the Dark Kiss | 1 | -550 | 10 | Ring of Fire Resistance | Show | ||
Players:(7) Yaidz - Blaze Cindercoal - TCL (Half Fire Genasi/Drow) - Ranger 7 Magic Items Looted:Ring of Fire Resistance This simple ring of twisted brass wire is warm to the touch. Copied from Nyx:Absorb Elements (1) |
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2023-06-04 20:00 | DDAL00-02D Echoes of the Weeping War | 433 | 10 | Flame Tongue Long Sword | Show | |||
Flame Tongue Long Sword This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. =========== Potion, very rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. ============ Scroll of lesser Restoration (lvl 5) ============== Scroll of Firehall (Lvl 5) |
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2024-04-27 16:31 | Purchase Log | -400 | Show Purchase | |||||
4x Potion of Healing, Greater (100Gold each) |
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Magic Items & Consumables | Show | |||||||
== Magic Items Worn == Magic Items Stored: == Consumable Item worn ==Consumable Items Stored == Scrolls Stored == Components: == Spellbook Cantrip: Wizard LVL 1: Wizard LVl 2: Wizard Lvl LVL 3: Wizard Lvl 4: Wizard Lvl 5: Wizard Lvl 6: Wizard Lvl 7: Wizard Lvl 8: Wizard Lvl 9: Added by copying: |
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2024-08-07 17:30 | DDHC-CM Zikran's Xephyrean Tome | 0 | 736 | 10 | Iron Bands of Bilarro, Censer of Controlling Air Elementals | Show | ||
Expenses: == Loot Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. Potion of Healing, greater x2 Censer of Controlling Air Elementals While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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2024-09-01 21:30 | CCC-GHC-BK1-03 - The Darkest Knight v1.2 | 0 | 10 | Tentacle Rod | Show | |||
Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
Date Played | Adventure Title | Tier ▲ | Session | ACP | TCP | Downtime | Renown | |
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2023-03-30 15:47 | Character Creation | Show | ||||||
Variant Human Increase your Intelligence score by 1, to a maximum of 20. School of Necromancy Wizard Level 5 Additional Wizard Spells (1st level):The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells. Level Additional Spells Proficiencies (1st level) Spellcasting (1st level): As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus: You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). YOUR SPELLBOOK The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Arcane Recovery (1st level): You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Tradition (2nd level): When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. CHOSEN: School of Necromancy Necromancy Savant (2nd level): Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Grim Harvest (2nd level): At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Cantrip Formulas (3rd level): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Spell Sniper
Intelligence - Wizard Ability Scores Point Buy (POINTS REMAINING 0 / 27) Ability Score Increase (Variant Human): Intelligence Score; Dexterity Score Origin Languages (Variant Human; Replaces Languages): Common, Draconic Background: Investigator Skill Proficiencies: Insight; Perception Character Details Personality |
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2023-04-30 19:32 | Purchase Log | Show Purchase | ||||||
Components for "Find Familiar" x1 (used immediately) |
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2023-05-01 20:00 | CCC-COS-01 The Only Way to be Sure | 10 | Show | |||||
Jarro (IneverExist) ====== Portable Hole This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide. ====== Potion of Healing (USED) ======= Potion of Heroism ====== -150 Gold for Lighning Bolt from Jarro's Spellbook ====== |
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2023-05-02 01:58 | Catching up | -10 | Show | |||||
Wizard lvl 7 |
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2023-05-02 01:57 | Purchase Log | Show Purchase | ||||||
Components for "Find Familiar" x 4 1x Used immediately |
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2023-05-18 20:36 | Purchase Log | Show Purchase | ||||||
2 Healer's Kit |
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2023-05-20 18:30 | CCC-GHC-BK1-02 - The Tithes That Bind | 10 | Show | |||||
Players:(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10 ITEMS:Spell Scroll Lvl 4: Dimension Door ====== Potion of Healing, Greater ====== Death's Head (Mace of Disruption) ====== Mardin's Spellbook ====== Champion of All Souls ====== |
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2023-05-21 00:32 | Catching up | -10 | Show | |||||
Wizard 9 |
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2023-05-21 00:57 | Rebuid! | Show | ||||||
Race:Aasimar; Origin manager: Dex+1 / Int +2 Ability ScoresPoint Buy (Points Remaining: 0/27) Class:Necromancy Wizard 9 Spell Book Progression:Wizard LVL 1: Wizard LVl 2: Wizard Lvl LVL 3: Wizard Lvl 4: Wizard Lvl 5: Wizard Lvl 6: Wizard Lvl 7: Wizard Lvl 8: Wizard Lvl 9: Added by copying: Feats:Creation: AL Feat: Tough *Lvl 4: * Skill Expert (TCoE, pg. 80) Lvl 8: Telekinetic (TCoE, pg. 81) As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 12 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save. Intelligence Telekinetic: Shove: 1 Bonus Action Background:Investigator
Official Inquiry (Background Feature) |
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2023-05-21 02:58 | Purchase Log | Show Purchase | ||||||
1x for Identify: A pearl worth at least 100 gp (remains) |
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2023-05-24 21:00 | DDAL08-08 Crypt of the Dark Kiss | 10 | Show | |||||
Players:(7) Yaidz - Blaze Cindercoal - TCL (Half Fire Genasi/Drow) - Ranger 7 Magic Items Looted:Ring of Fire Resistance This simple ring of twisted brass wire is warm to the touch. Copied from Nyx:Absorb Elements (1) |
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2023-06-04 20:00 | DDAL00-02D Echoes of the Weeping War | 10 | Show | |||||
Flame Tongue Long Sword This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. =========== Potion, very rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. ============ Scroll of lesser Restoration (lvl 5) ============== Scroll of Firehall (Lvl 5) |
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2024-04-27 16:31 | Purchase Log | Show Purchase | ||||||
4x Potion of Healing, Greater (100Gold each) |
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Magic Items & Consumables | Show | |||||||
== Magic Items Worn == Magic Items Stored: == Consumable Item worn ==Consumable Items Stored == Scrolls Stored == Components: == Spellbook Cantrip: Wizard LVL 1: Wizard LVl 2: Wizard Lvl LVL 3: Wizard Lvl 4: Wizard Lvl 5: Wizard Lvl 6: Wizard Lvl 7: Wizard Lvl 8: Wizard Lvl 9: Added by copying: |
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2024-08-07 17:30 | DDHC-CM Zikran's Xephyrean Tome | 10 | Show | |||||
Expenses: == Loot Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. Potion of Healing, greater x2 Censer of Controlling Air Elementals While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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2024-09-01 21:30 | CCC-GHC-BK1-03 - The Darkest Knight v1.2 | 10 | Show | |||||
Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2023-03-30 15:47 | Character Creation | Bag of Holding | Show | |||||
Variant Human Increase your Intelligence score by 1, to a maximum of 20. School of Necromancy Wizard Level 5 Additional Wizard Spells (1st level):The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells. Level Additional Spells Proficiencies (1st level) Spellcasting (1st level): As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus: You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). YOUR SPELLBOOK The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Arcane Recovery (1st level): You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Tradition (2nd level): When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. CHOSEN: School of Necromancy Necromancy Savant (2nd level): Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Grim Harvest (2nd level): At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Cantrip Formulas (3rd level): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Spell Sniper
Intelligence - Wizard Ability Scores Point Buy (POINTS REMAINING 0 / 27) Ability Score Increase (Variant Human): Intelligence Score; Dexterity Score Origin Languages (Variant Human; Replaces Languages): Common, Draconic Background: Investigator Skill Proficiencies: Insight; Perception Character Details Personality |
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2023-04-30 19:32 | Purchase Log | -10 | Show Purchase | |||||
Components for "Find Familiar" x1 (used immediately) |
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2023-05-01 20:00 | CCC-COS-01 The Only Way to be Sure | 90 | 10 | Portable Hole | Show | |||
Jarro (IneverExist) ====== Portable Hole This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide. ====== Potion of Healing (USED) ======= Potion of Heroism ====== -150 Gold for Lighning Bolt from Jarro's Spellbook ====== |
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2023-05-02 01:58 | Catching up | -10 | Show | |||||
Wizard lvl 7 |
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2023-05-02 01:57 | Purchase Log | -40 | Show Purchase | |||||
Components for "Find Familiar" x 4 1x Used immediately |
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2023-05-18 20:36 | Purchase Log | -10 | Show Purchase | |||||
2 Healer's Kit |
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2023-05-20 18:30 | CCC-GHC-BK1-02 - The Tithes That Bind | 833.33 | 10 | Death's Head (Mace of Disruption) | Show | |||
Players:(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10 ITEMS:Spell Scroll Lvl 4: Dimension Door ====== Potion of Healing, Greater ====== Death's Head (Mace of Disruption) ====== Mardin's Spellbook ====== Champion of All Souls ====== |
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2023-05-21 00:32 | Catching up | -10 | Show | |||||
Wizard 9 |
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2023-05-21 00:57 | Rebuid! | Show | ||||||
Race:Aasimar; Origin manager: Dex+1 / Int +2 Ability ScoresPoint Buy (Points Remaining: 0/27) Class:Necromancy Wizard 9 Spell Book Progression:Wizard LVL 1: Wizard LVl 2: Wizard Lvl LVL 3: Wizard Lvl 4: Wizard Lvl 5: Wizard Lvl 6: Wizard Lvl 7: Wizard Lvl 8: Wizard Lvl 9: Added by copying: Feats:Creation: AL Feat: Tough *Lvl 4: * Skill Expert (TCoE, pg. 80) Lvl 8: Telekinetic (TCoE, pg. 81) As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 12 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save. Intelligence Telekinetic: Shove: 1 Bonus Action Background:Investigator
Official Inquiry (Background Feature) |
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2023-05-21 02:58 | Purchase Log | -300 | Show Purchase | |||||
1x for Identify: A pearl worth at least 100 gp (remains) |
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2023-05-24 21:00 | DDAL08-08 Crypt of the Dark Kiss | -550 | 10 | Ring of Fire Resistance | Show | |||
Players:(7) Yaidz - Blaze Cindercoal - TCL (Half Fire Genasi/Drow) - Ranger 7 Magic Items Looted:Ring of Fire Resistance This simple ring of twisted brass wire is warm to the touch. Copied from Nyx:Absorb Elements (1) |
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2023-06-04 20:00 | DDAL00-02D Echoes of the Weeping War | 433 | 10 | Flame Tongue Long Sword | Show | |||
Flame Tongue Long Sword This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. =========== Potion, very rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. ============ Scroll of lesser Restoration (lvl 5) ============== Scroll of Firehall (Lvl 5) |
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2024-04-27 16:31 | Purchase Log | -400 | Show Purchase | |||||
4x Potion of Healing, Greater (100Gold each) |
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Magic Items & Consumables | Show | |||||||
== Magic Items Worn == Magic Items Stored: == Consumable Item worn ==Consumable Items Stored == Scrolls Stored == Components: == Spellbook Cantrip: Wizard LVL 1: Wizard LVl 2: Wizard Lvl LVL 3: Wizard Lvl 4: Wizard Lvl 5: Wizard Lvl 6: Wizard Lvl 7: Wizard Lvl 8: Wizard Lvl 9: Added by copying: |
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2024-08-07 17:30 | DDHC-CM Zikran's Xephyrean Tome | 736 | 10 | Iron Bands of Bilarro, Censer of Controlling Air Elementals | Show | |||
Expenses: == Loot Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. Potion of Healing, greater x2 Censer of Controlling Air Elementals While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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2024-09-01 21:30 | CCC-GHC-BK1-03 - The Darkest Knight v1.2 | 10 | Tentacle Rod | Show | ||||
Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |