Season:
13
Race:
Centaur
Class:
Druid
Background:
Outlander
Lifestyle:
Modest
Current Level:
8
Total GP:
20.8
Total Downtime:
40
Tag:
Faction:
Harpers
Faction Rank:
Harpshadow (rank 2)
Magic Item Count:
4
Magic Item Limit:
3
Bag of Tricks (Gray),
Hat of Vermin,
Mask of the Beast,
Staff of Birdcalls,
Cloak of Protection,
Necklace of Prayer Beads

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2023-04-20 15:01 Character Generation Show

Centaur
Centaurs gallop throughout the multiverse and trace their origins to many different realms.

Racial Traits: Charge, Equine Build, Hooves, Natural Affinity
Centaur Details Page

RACIAL TRAITS
ORIGIN MANAGER
Creature Type
You are a Fey.

Size
Your size is Medium.

Speed
Your walking speed is 40 feet.

Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Hooves
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity
1 Choice
Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Medicine

Druid
Level

1
CLASS FEATURES
OPTIONAL FEATURE MANAGER
SPELLS
Additional Druid Spells
1st level
Optional Class Feature
1st-level druid feature
The spells in the following list expand the druid spell list in the Player’s Handbook. The list is organized by spell level, not character level. 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
1st Protection from evil and good
2nd Augury (ritual), Continual flame, Enlarge/reduce, Summon beast *
3rd Aura of vitality, Elemental weapon, Revivify, Summon fey *
4th Divination (ritual), Fire shield, Summon elemental *
5th Cone of cold
6th Flesh to stone
7th Symbol
8th Incendiary cloud
Show Less
Hit Points
1st level
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies
2 Choices
1st level
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Show More

Animal Handling

Survival
Druidic
1st level
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting
1st level
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

================
Prepared Spells
(6)
Druidcraft
Cantrip
Shillelagh
Cantrip
TO HIT+5
Absorb Elements
1st Level
Cure Wounds
1st Level
Healing Word
1st Level
Thunderwave
1st Level

================

Ability Scores

Point Buy
POINTS REMAINING: 0/27
STRENGTH:8
DEXTERITY:15
TOTAL: 16
CONSTITUTION:12
TOTAL: 12
INTELLIGENCE:9
TOTAL: 9
WISDOM:15
TOTAL: 17
CHARISMA:12
TOTAL: 12

Ability Score Increases
3 Choices
Origin
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.

Increase two scores (+2 / +1)
Increase one of these scores by 2 and a different score by 1.

Dexterity Score

Wisdom Score

Background
Looking for something not in the list below? Unlock all official options in the Marketplace.

Outlander
You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies:Athletics

Perception
Tool Proficiencies:

Flute
Languages
Background Language

Primordial
Wanderer
Background Feature
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Current Inventory (16)
Total Weight: 113 lb
Backpack
Gear
Adventuring Gear
IN USE
Bedroll
Gear
Adventuring Gear
QTY
1
Clothes, Traveler's
Gear
Adventuring Gear
QTY
1
Hunting Trap
Gear
Adventuring Gear
QTY
1
Leather
Light Armor
Leather
WEARING
Mess Kit
Gear
Adventuring Gear
QTY
1
Pouch
Gear
Adventuring Gear
IN USE
Quarterstaff
Quarterstaff
WIELDING
Rations (1 day)
Gear
Adventuring Gear
QTY
10
Rope, Hempen (50 feet)
Gear
Adventuring Gear
QTY
1
Shield
Shield
Shield
WEARING
Spear
Spear
WIELDING
Sprig of Mistletoe
Gear
Druidic Focus
QTY
1
Tinderbox
Gear
Adventuring Gear
QTY
1
Torch
Gear
Adventuring Gear
QTY
10
Waterskin
Gear
Adventuring Gear
QTY
1
Other Possessions

AL-Feat: Tough

2023-04-22 18:30 CCC-GHC-BK1-09_Scavengers 1 60.5 10 Bag of Tricks (Gray) Show

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

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

d8 Creature : d8 Creature
1 Weasel : 5 Panther
2 Giant Rat : 6 Giant Badger
3 Badger : 7 Dire Wolf
4 Boar : 8 Giant Elk

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

2023-04-22 22:00 CCC-GHC-BK03-02 The Girl with the wet Nose 1 45 10 Hat of Vermin, Mask of the Beast Show

(Character has been leveled to Lvl 3)

Potion of Hill Giant Strength
Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

While under the effects of this potion, your muscles bulge, you turn green, and you are very, very, angry.

Hat of Vermin
Wondrous Item, common

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Mask of the Beast
Wondrous Item, uncommon

This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

Potion of Healing
Potion, common

You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.


2023-04-22 20:30 Catching up 1 Show

Druid Lvl 3

2024-01-27 20:00 FR-DC-FOS-04 Childless Mother 1 100 10 Staff of Birdcalls, Cloak of Protection Show

Staff of Birdcalls

Staff, weapon, common
Simple weapon, melee weapon
4 lb.
1d6 bludgeoning - versatile (1d8)

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

====

Cloak of Protection

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Mutter Gans ist frei und wieder mit ihrer Freundin vereint. Aus Dank hat euch die Schattenriesin ihren Schal aus schwarzen Federn überlassen, wobei es von der Größe eher ein Mantel für euch sein dürfte.

Story hint:
Die Ersten Zeichen

Wenn weiße Federn zurück zum tiefen Schatten gehen,

Uralte Bestien den Fuß setzen auf Sand,

Grabende Leute verlassen die Heimat

Und bald lang vergessene Fehde nimmt das Land.

(Es scheint sich um einen Orakelspruch zu handeln. Zwar seid ihr keine Experten, habt aber genug Geschichten gehört um zu wissen, dass diese nie eindeutig sind, die Interpretation meist schwierig, und wenn man den Sinn meint erkannt zu haben, es meist für eine Kursänderung eh zu spät ist.)


Dudu Lvl 5:
+8 HP (Max 43)

2024-04-24 13:47 Purchase Log -200 Show Purchase

Potion of Healing x4 for 50 Gold each

2024-04-24 18:00 Catching up 2 Show
  • 2 Lvls Circle of Dreams Druid
2024-04-24 19:00 DDHC-KftGV-05 Axe from the Grave 1 215.3 10 Necklace of Prayer Beads Show

6x Crosbow Arrow +1

Rare Item Reward:

Necklace of Prayer Beads
1x Bless; 2x Curing, Greater Restor, 1x Branding Smite, 1x Planar Ally

2024-04-24 23:18 Purchase Log -200 Show Purchase

2x Potion of Healing, Greater (100 GP each)

Date Played Adventure Title Tier ▲ Session ACP TCP Downtime Renown
2023-04-20 15:01 Character Generation Show

Centaur
Centaurs gallop throughout the multiverse and trace their origins to many different realms.

Racial Traits: Charge, Equine Build, Hooves, Natural Affinity
Centaur Details Page

RACIAL TRAITS
ORIGIN MANAGER
Creature Type
You are a Fey.

Size
Your size is Medium.

Speed
Your walking speed is 40 feet.

Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Hooves
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity
1 Choice
Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Medicine

Druid
Level

1
CLASS FEATURES
OPTIONAL FEATURE MANAGER
SPELLS
Additional Druid Spells
1st level
Optional Class Feature
1st-level druid feature
The spells in the following list expand the druid spell list in the Player’s Handbook. The list is organized by spell level, not character level. 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
1st Protection from evil and good
2nd Augury (ritual), Continual flame, Enlarge/reduce, Summon beast *
3rd Aura of vitality, Elemental weapon, Revivify, Summon fey *
4th Divination (ritual), Fire shield, Summon elemental *
5th Cone of cold
6th Flesh to stone
7th Symbol
8th Incendiary cloud
Show Less
Hit Points
1st level
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies
2 Choices
1st level
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Show More

Animal Handling

Survival
Druidic
1st level
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting
1st level
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

================
Prepared Spells
(6)
Druidcraft
Cantrip
Shillelagh
Cantrip
TO HIT+5
Absorb Elements
1st Level
Cure Wounds
1st Level
Healing Word
1st Level
Thunderwave
1st Level

================

Ability Scores

Point Buy
POINTS REMAINING: 0/27
STRENGTH:8
DEXTERITY:15
TOTAL: 16
CONSTITUTION:12
TOTAL: 12
INTELLIGENCE:9
TOTAL: 9
WISDOM:15
TOTAL: 17
CHARISMA:12
TOTAL: 12

Ability Score Increases
3 Choices
Origin
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.

Increase two scores (+2 / +1)
Increase one of these scores by 2 and a different score by 1.

Dexterity Score

Wisdom Score

Background
Looking for something not in the list below? Unlock all official options in the Marketplace.

Outlander
You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies:Athletics

Perception
Tool Proficiencies:

Flute
Languages
Background Language

Primordial
Wanderer
Background Feature
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Current Inventory (16)
Total Weight: 113 lb
Backpack
Gear
Adventuring Gear
IN USE
Bedroll
Gear
Adventuring Gear
QTY
1
Clothes, Traveler's
Gear
Adventuring Gear
QTY
1
Hunting Trap
Gear
Adventuring Gear
QTY
1
Leather
Light Armor
Leather
WEARING
Mess Kit
Gear
Adventuring Gear
QTY
1
Pouch
Gear
Adventuring Gear
IN USE
Quarterstaff
Quarterstaff
WIELDING
Rations (1 day)
Gear
Adventuring Gear
QTY
10
Rope, Hempen (50 feet)
Gear
Adventuring Gear
QTY
1
Shield
Shield
Shield
WEARING
Spear
Spear
WIELDING
Sprig of Mistletoe
Gear
Druidic Focus
QTY
1
Tinderbox
Gear
Adventuring Gear
QTY
1
Torch
Gear
Adventuring Gear
QTY
10
Waterskin
Gear
Adventuring Gear
QTY
1
Other Possessions

AL-Feat: Tough

2023-04-22 18:30 CCC-GHC-BK1-09_Scavengers 10 Show

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

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

d8 Creature : d8 Creature
1 Weasel : 5 Panther
2 Giant Rat : 6 Giant Badger
3 Badger : 7 Dire Wolf
4 Boar : 8 Giant Elk

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

2023-04-22 22:00 CCC-GHC-BK03-02 The Girl with the wet Nose 10 Show

(Character has been leveled to Lvl 3)

Potion of Hill Giant Strength
Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

While under the effects of this potion, your muscles bulge, you turn green, and you are very, very, angry.

Hat of Vermin
Wondrous Item, common

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Mask of the Beast
Wondrous Item, uncommon

This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

Potion of Healing
Potion, common

You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.


2023-04-22 20:30 Catching up Show

Druid Lvl 3

2024-01-27 20:00 FR-DC-FOS-04 Childless Mother 10 Show

Staff of Birdcalls

Staff, weapon, common
Simple weapon, melee weapon
4 lb.
1d6 bludgeoning - versatile (1d8)

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

====

Cloak of Protection

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Mutter Gans ist frei und wieder mit ihrer Freundin vereint. Aus Dank hat euch die Schattenriesin ihren Schal aus schwarzen Federn überlassen, wobei es von der Größe eher ein Mantel für euch sein dürfte.

Story hint:
Die Ersten Zeichen

Wenn weiße Federn zurück zum tiefen Schatten gehen,

Uralte Bestien den Fuß setzen auf Sand,

Grabende Leute verlassen die Heimat

Und bald lang vergessene Fehde nimmt das Land.

(Es scheint sich um einen Orakelspruch zu handeln. Zwar seid ihr keine Experten, habt aber genug Geschichten gehört um zu wissen, dass diese nie eindeutig sind, die Interpretation meist schwierig, und wenn man den Sinn meint erkannt zu haben, es meist für eine Kursänderung eh zu spät ist.)


Dudu Lvl 5:
+8 HP (Max 43)

2024-04-24 13:47 Purchase Log Show Purchase

Potion of Healing x4 for 50 Gold each

2024-04-24 18:00 Catching up Show
  • 2 Lvls Circle of Dreams Druid
2024-04-24 19:00 DDHC-KftGV-05 Axe from the Grave 10 Show

6x Crosbow Arrow +1

Rare Item Reward:

Necklace of Prayer Beads
1x Bless; 2x Curing, Greater Restor, 1x Branding Smite, 1x Planar Ally

2024-04-24 23:18 Purchase Log Show Purchase

2x Potion of Healing, Greater (100 GP each)

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2023-04-20 15:01 Character Generation Show

Centaur
Centaurs gallop throughout the multiverse and trace their origins to many different realms.

Racial Traits: Charge, Equine Build, Hooves, Natural Affinity
Centaur Details Page

RACIAL TRAITS
ORIGIN MANAGER
Creature Type
You are a Fey.

Size
Your size is Medium.

Speed
Your walking speed is 40 feet.

Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Hooves
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity
1 Choice
Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Medicine

Druid
Level

1
CLASS FEATURES
OPTIONAL FEATURE MANAGER
SPELLS
Additional Druid Spells
1st level
Optional Class Feature
1st-level druid feature
The spells in the following list expand the druid spell list in the Player’s Handbook. The list is organized by spell level, not character level. 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
1st Protection from evil and good
2nd Augury (ritual), Continual flame, Enlarge/reduce, Summon beast *
3rd Aura of vitality, Elemental weapon, Revivify, Summon fey *
4th Divination (ritual), Fire shield, Summon elemental *
5th Cone of cold
6th Flesh to stone
7th Symbol
8th Incendiary cloud
Show Less
Hit Points
1st level
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies
2 Choices
1st level
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Show More

Animal Handling

Survival
Druidic
1st level
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting
1st level
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

================
Prepared Spells
(6)
Druidcraft
Cantrip
Shillelagh
Cantrip
TO HIT+5
Absorb Elements
1st Level
Cure Wounds
1st Level
Healing Word
1st Level
Thunderwave
1st Level

================

Ability Scores

Point Buy
POINTS REMAINING: 0/27
STRENGTH:8
DEXTERITY:15
TOTAL: 16
CONSTITUTION:12
TOTAL: 12
INTELLIGENCE:9
TOTAL: 9
WISDOM:15
TOTAL: 17
CHARISMA:12
TOTAL: 12

Ability Score Increases
3 Choices
Origin
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.

Increase two scores (+2 / +1)
Increase one of these scores by 2 and a different score by 1.

Dexterity Score

Wisdom Score

Background
Looking for something not in the list below? Unlock all official options in the Marketplace.

Outlander
You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies:Athletics

Perception
Tool Proficiencies:

Flute
Languages
Background Language

Primordial
Wanderer
Background Feature
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Current Inventory (16)
Total Weight: 113 lb
Backpack
Gear
Adventuring Gear
IN USE
Bedroll
Gear
Adventuring Gear
QTY
1
Clothes, Traveler's
Gear
Adventuring Gear
QTY
1
Hunting Trap
Gear
Adventuring Gear
QTY
1
Leather
Light Armor
Leather
WEARING
Mess Kit
Gear
Adventuring Gear
QTY
1
Pouch
Gear
Adventuring Gear
IN USE
Quarterstaff
Quarterstaff
WIELDING
Rations (1 day)
Gear
Adventuring Gear
QTY
10
Rope, Hempen (50 feet)
Gear
Adventuring Gear
QTY
1
Shield
Shield
Shield
WEARING
Spear
Spear
WIELDING
Sprig of Mistletoe
Gear
Druidic Focus
QTY
1
Tinderbox
Gear
Adventuring Gear
QTY
1
Torch
Gear
Adventuring Gear
QTY
10
Waterskin
Gear
Adventuring Gear
QTY
1
Other Possessions

AL-Feat: Tough

2023-04-22 18:30 CCC-GHC-BK1-09_Scavengers 60.5 10 Bag of Tricks (Gray) Show

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

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

d8 Creature : d8 Creature
1 Weasel : 5 Panther
2 Giant Rat : 6 Giant Badger
3 Badger : 7 Dire Wolf
4 Boar : 8 Giant Elk

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

2023-04-22 22:00 CCC-GHC-BK03-02 The Girl with the wet Nose 45 10 Hat of Vermin, Mask of the Beast Show

(Character has been leveled to Lvl 3)

Potion of Hill Giant Strength
Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

While under the effects of this potion, your muscles bulge, you turn green, and you are very, very, angry.

Hat of Vermin
Wondrous Item, common

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Mask of the Beast
Wondrous Item, uncommon

This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

Potion of Healing
Potion, common

You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.


2023-04-22 20:30 Catching up Show

Druid Lvl 3

2024-01-27 20:00 FR-DC-FOS-04 Childless Mother 100 10 Staff of Birdcalls, Cloak of Protection Show

Staff of Birdcalls

Staff, weapon, common
Simple weapon, melee weapon
4 lb.
1d6 bludgeoning - versatile (1d8)

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

====

Cloak of Protection

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Mutter Gans ist frei und wieder mit ihrer Freundin vereint. Aus Dank hat euch die Schattenriesin ihren Schal aus schwarzen Federn überlassen, wobei es von der Größe eher ein Mantel für euch sein dürfte.

Story hint:
Die Ersten Zeichen

Wenn weiße Federn zurück zum tiefen Schatten gehen,

Uralte Bestien den Fuß setzen auf Sand,

Grabende Leute verlassen die Heimat

Und bald lang vergessene Fehde nimmt das Land.

(Es scheint sich um einen Orakelspruch zu handeln. Zwar seid ihr keine Experten, habt aber genug Geschichten gehört um zu wissen, dass diese nie eindeutig sind, die Interpretation meist schwierig, und wenn man den Sinn meint erkannt zu haben, es meist für eine Kursänderung eh zu spät ist.)


Dudu Lvl 5:
+8 HP (Max 43)

2024-04-24 13:47 Purchase Log -200 Show Purchase

Potion of Healing x4 for 50 Gold each

2024-04-24 18:00 Catching up Show
  • 2 Lvls Circle of Dreams Druid
2024-04-24 19:00 DDHC-KftGV-05 Axe from the Grave 215.3 10 Necklace of Prayer Beads Show

6x Crosbow Arrow +1

Rare Item Reward:

Necklace of Prayer Beads
1x Bless; 2x Curing, Greater Restor, 1x Branding Smite, 1x Planar Ally

2024-04-24 23:18 Purchase Log -200 Show Purchase

2x Potion of Healing, Greater (100 GP each)