Jennifer Fortescue

Season:
13
Race:
Aasimar
Class:
Fighter
Background:
Knight
Lifestyle:
Aristocratic
Current Level:
3
Total GP:
2565.67
Total Downtime:
135
Tag:
Faction:
Shadow Angel Order of Crusading Knights
Faction Rank:
Novice (rank 1)
Magic Item Count:
1
Magic Item Limit:
1
☐ Circlet of Blasting,
☐ Javelin of Lightning,
☐ Talking Doll,
☐ Dwarven Plate,
☑ Adamantine Plate (Uncommon),
☐ Bracers of Archery,
☐ Story Award: Friend on the Black Road,
☐ Driftglobe,
☐ Book Club (Flail +1),
☐ Bag of Holding,
☐ Wand of Secrets,
☐ Sentinel Shield,
☐ Goggles of Night,
☐ Illuminator´s Tattoo,
☐ Vilros' Favorite Boots (Boots of Elvenkind),
☐ Blackztaff (Unbreakable Staff of the Python,
☐ Spellwrought Tattoo (Revivify),
☐ Potion of Invisibility,
☐ Potion of PoisonPotion,
☐ Helm Of Telepathy,
☐ Wand of Magic Detection,
☐ Wand of Secrets,
☐ Weapon of Warning (SPEAR),
☐ Longsword +1,
☐ Javelin of Lightning,
☐ Rapier +1,
☐ Wand of Paralysis,
☐ Cloak of Protection,
☐ Shield +2,
☐ Scimitar of Speed,
☐ Cloak of Elvenkind,
☐ Deck of Illusions,
☐ Hearth of the Wyrm "Orb of Direction",
☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses),
☐ Enchanted Silver Dragon Scale "Periapt of Wound closure"

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2024-07-16 19:00 CCC-GSP01-01 A Dragon’s Breath 0 80 10 Show

STORY AWARD: Five-Leaf Clover Initiate

A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group.

A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand.

The flame can provide dim light within 5 feet of you.


Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, instrument, uncommon (requires attunement by a bard)

2 lb.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

2024-09-20 15:59 Adaption to 2024 Rules 0 0 0 Show

== CLASS

Fighter Level 2

Class Features
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

SKILLS CHOSEN = Athletics Animal Handling

Fighting Style 1st level

You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Defense
Fighting Style Feat (Prerequisite: Fighting Style Feature)

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Second Wind 1st level

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Weapon Mastery (3 Choices) 1st level
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Longsword (Sap)
Your training with weapons allows you to use the mastery property of Longswords:
- Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Light Crossbow (Slow)
Your training with weapons allows you to use the mastery property of Light Crossbows:
- Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Javelin (Slow)
Your training with weapons allows you to use the mastery property of Javelins:
- Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Action Surge 2nd level
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical Mind 2nd level
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

== BACKGROUND (Expanded Rules!)

Knight of the Order
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.

Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause.

Skill Proficiencies: Persuasion + History
Tool Proficiencies:Dice Set
Language: Elvish

Knightly Regard (Background Feature)
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

== SPECIES

Aasimar
Aasimar are mortals who carry a spark of the Upper Plains within their souls.

Aasimar Traits
Celestial Resistance, Darkvision, Healing Hands, Light Bearer, Celestial Revelation

Aasimar Details:
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.
Speed: Your speed is 30 feet.
Celestial Resistance: You have Resistance to Necrotic damage and Radiant damage.
Darkvision: You have Darkvision with a range of 60 feet.
Languages: Common Sign Language, Draconic

Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

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

Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

== ATTRIBUTES

Point Buy: Points Remaining 0/27

Strength 15 - Total: 16
Dexterity 8 - Total: 8
Constitution 15 - Total: 16
Intelligence 12 - Total: 12
Wisdom 8 - Total: 8
Charisma 13 Total: 14

Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.

[_]Increase three scores (+1 / +1 / +1)
[X]Increase three different scores by 1.

Charisma Score
Constitution Score
Strength Score

== Starting Equipment: Not utilized during Rebuild.

Origin Feat due to none in Background: Tough

2024-09-22 19:00 DDHC-QftIS-01 Lost City 1 1773.5 10 ☐ Potion of Invisibility, ☐ Shield +2, ☐ Scimitar of Speed, ☐ Cloak of Elvenkind, ☐ Deck of Illusions, ☐ Potion of PoisonPotion, ☐ Helm Of Telepathy, ☐ Wand of Magic Detection, ☐ Wand of Secrets, ☐ Weapon of Warning (SPEAR), ☐ Longsword +1, ☐ Javelin of Lightning, ☐ Rapier +1, ☐ Wand of Paralysis, ☐ Cloak of Protection Show

Items:

20x crossbow bolts
6x flasks of oil
1x smith’s tools
1x priest's pack
2x flasks of holy water
1x Plate Armor
2x Potion of Healing
1x Potion of Greater Healing

Charm of Heroism
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you.

60x fireworks
If lit, an intact firework explodes in a harmless burst of light accompanied by a crackling noise audible up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

1x Healing honey (1d4+1)

Potion of Invisibility
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.

Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Helm Of Telepathy
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Weapon of Warning
Weapon (any weapon), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Longsword +1
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Rapier +1
Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Wand of Paralysis
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

=== HARD MODE ===

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

Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons

Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Deck of Illusions
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)

2024-12-31 17:30 FR-DC-CHROME THE CHROMI CONCLAVE 0 100 10 ☐ Hearth of the Wyrm "Orb of Direction", ☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses), ☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" Show

== Players
(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 Rogue 1
(4) Manfred Hase - Krack - Kenku - Assassin 4 - Zhents
(3) TimoL - Jennifer Fortescue - Aasimar (2024) - Fighter 3
(4) Arikatzi020 - Yoake - Aasimar - Cleric 1, Circel of Wildfire Druid 3lvl - none

== Loot
A total of 500 Gold

==Story Award: Wyrmageddon
You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic".

== Story Award: Scaled Friend
After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably.

Date Played Adventure Title Tier Session ACP ▼ TCP Downtime Renown
2024-07-16 19:00 CCC-GSP01-01 A Dragon’s Breath 10 Show

STORY AWARD: Five-Leaf Clover Initiate

A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group.

A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand.

The flame can provide dim light within 5 feet of you.


Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, instrument, uncommon (requires attunement by a bard)

2 lb.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

2024-09-20 15:59 Adaption to 2024 Rules 0 Show

== CLASS

Fighter Level 2

Class Features
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

SKILLS CHOSEN = Athletics Animal Handling

Fighting Style 1st level

You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Defense
Fighting Style Feat (Prerequisite: Fighting Style Feature)

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Second Wind 1st level

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Weapon Mastery (3 Choices) 1st level
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Longsword (Sap)
Your training with weapons allows you to use the mastery property of Longswords:
- Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Light Crossbow (Slow)
Your training with weapons allows you to use the mastery property of Light Crossbows:
- Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Javelin (Slow)
Your training with weapons allows you to use the mastery property of Javelins:
- Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Action Surge 2nd level
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical Mind 2nd level
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

== BACKGROUND (Expanded Rules!)

Knight of the Order
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.

Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause.

Skill Proficiencies: Persuasion + History
Tool Proficiencies:Dice Set
Language: Elvish

Knightly Regard (Background Feature)
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

== SPECIES

Aasimar
Aasimar are mortals who carry a spark of the Upper Plains within their souls.

Aasimar Traits
Celestial Resistance, Darkvision, Healing Hands, Light Bearer, Celestial Revelation

Aasimar Details:
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.
Speed: Your speed is 30 feet.
Celestial Resistance: You have Resistance to Necrotic damage and Radiant damage.
Darkvision: You have Darkvision with a range of 60 feet.
Languages: Common Sign Language, Draconic

Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

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

Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

== ATTRIBUTES

Point Buy: Points Remaining 0/27

Strength 15 - Total: 16
Dexterity 8 - Total: 8
Constitution 15 - Total: 16
Intelligence 12 - Total: 12
Wisdom 8 - Total: 8
Charisma 13 Total: 14

Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.

[_]Increase three scores (+1 / +1 / +1)
[X]Increase three different scores by 1.

Charisma Score
Constitution Score
Strength Score

== Starting Equipment: Not utilized during Rebuild.

Origin Feat due to none in Background: Tough

2024-09-22 19:00 DDHC-QftIS-01 Lost City 10 Show

Items:

20x crossbow bolts
6x flasks of oil
1x smith’s tools
1x priest's pack
2x flasks of holy water
1x Plate Armor
2x Potion of Healing
1x Potion of Greater Healing

Charm of Heroism
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you.

60x fireworks
If lit, an intact firework explodes in a harmless burst of light accompanied by a crackling noise audible up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

1x Healing honey (1d4+1)

Potion of Invisibility
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.

Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Helm Of Telepathy
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Weapon of Warning
Weapon (any weapon), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Longsword +1
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Rapier +1
Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Wand of Paralysis
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

=== HARD MODE ===

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

Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons

Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Deck of Illusions
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)

2024-12-31 17:30 FR-DC-CHROME THE CHROMI CONCLAVE 10 Show

== Players
(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 Rogue 1
(4) Manfred Hase - Krack - Kenku - Assassin 4 - Zhents
(3) TimoL - Jennifer Fortescue - Aasimar (2024) - Fighter 3
(4) Arikatzi020 - Yoake - Aasimar - Cleric 1, Circel of Wildfire Druid 3lvl - none

== Loot
A total of 500 Gold

==Story Award: Wyrmageddon
You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic".

== Story Award: Scaled Friend
After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably.

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-07-16 19:00 CCC-GSP01-01 A Dragon’s Breath 80 10 Show

STORY AWARD: Five-Leaf Clover Initiate

A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group.

A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand.

The flame can provide dim light within 5 feet of you.


Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, instrument, uncommon (requires attunement by a bard)

2 lb.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

2024-09-20 15:59 Adaption to 2024 Rules 0 0 Show

== CLASS

Fighter Level 2

Class Features
Hit Point Die D10 per Fighter level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

SKILLS CHOSEN = Athletics Animal Handling

Fighting Style 1st level

You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.

Defense
Fighting Style Feat (Prerequisite: Fighting Style Feature)

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Second Wind 1st level

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Weapon Mastery (3 Choices) 1st level
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Longsword (Sap)
Your training with weapons allows you to use the mastery property of Longswords:
- Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Light Crossbow (Slow)
Your training with weapons allows you to use the mastery property of Light Crossbows:
- Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Javelin (Slow)
Your training with weapons allows you to use the mastery property of Javelins:
- Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Action Surge 2nd level
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical Mind 2nd level
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

== BACKGROUND (Expanded Rules!)

Knight of the Order
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.

Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause.

Skill Proficiencies: Persuasion + History
Tool Proficiencies:Dice Set
Language: Elvish

Knightly Regard (Background Feature)
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

== SPECIES

Aasimar
Aasimar are mortals who carry a spark of the Upper Plains within their souls.

Aasimar Traits
Celestial Resistance, Darkvision, Healing Hands, Light Bearer, Celestial Revelation

Aasimar Details:
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.
Speed: Your speed is 30 feet.
Celestial Resistance: You have Resistance to Necrotic damage and Radiant damage.
Darkvision: You have Darkvision with a range of 60 feet.
Languages: Common Sign Language, Draconic

Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

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

Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

== ATTRIBUTES

Point Buy: Points Remaining 0/27

Strength 15 - Total: 16
Dexterity 8 - Total: 8
Constitution 15 - Total: 16
Intelligence 12 - Total: 12
Wisdom 8 - Total: 8
Charisma 13 Total: 14

Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.

[_]Increase three scores (+1 / +1 / +1)
[X]Increase three different scores by 1.

Charisma Score
Constitution Score
Strength Score

== Starting Equipment: Not utilized during Rebuild.

Origin Feat due to none in Background: Tough

2024-09-22 19:00 DDHC-QftIS-01 Lost City 1773.5 10 ☐ Potion of Invisibility, ☐ Shield +2, ☐ Scimitar of Speed, ☐ Cloak of Elvenkind, ☐ Deck of Illusions, ☐ Potion of PoisonPotion, ☐ Helm Of Telepathy, ☐ Wand of Magic Detection, ☐ Wand of Secrets, ☐ Weapon of Warning (SPEAR), ☐ Longsword +1, ☐ Javelin of Lightning, ☐ Rapier +1, ☐ Wand of Paralysis, ☐ Cloak of Protection Show

Items:

20x crossbow bolts
6x flasks of oil
1x smith’s tools
1x priest's pack
2x flasks of holy water
1x Plate Armor
2x Potion of Healing
1x Potion of Greater Healing

Charm of Heroism
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you.

60x fireworks
If lit, an intact firework explodes in a harmless burst of light accompanied by a crackling noise audible up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

1x Healing honey (1d4+1)

Potion of Invisibility
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.

Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Helm Of Telepathy
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Weapon of Warning
Weapon (any weapon), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Longsword +1
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Rapier +1
Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Wand of Paralysis
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

=== HARD MODE ===

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

Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons

Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Deck of Illusions
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)

2024-12-31 17:30 FR-DC-CHROME THE CHROMI CONCLAVE 100 10 ☐ Hearth of the Wyrm "Orb of Direction", ☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses), ☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" Show

== Players
(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 Rogue 1
(4) Manfred Hase - Krack - Kenku - Assassin 4 - Zhents
(3) TimoL - Jennifer Fortescue - Aasimar (2024) - Fighter 3
(4) Arikatzi020 - Yoake - Aasimar - Cleric 1, Circel of Wildfire Druid 3lvl - none

== Loot
A total of 500 Gold

==Story Award: Wyrmageddon
You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic".

== Story Award: Scaled Friend
After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably.