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
2024-05-07 18:30 FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) 0 50 10 ☐ Vilros' Favorite Boots (Boots of Elvenkind) Show

Vilros' Favorite Boots (Boots of Elvenkind)
Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant.

2024-06-08 19:51 FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys 0 30 10 ☐ Blackztaff (Unbreakable Staff of the Python, ☐ Spellwrought Tattoo (Revivify) Show

== Players:
Maluku Seito - Lui - Satyr - Shadow Monk 3, War Cleric 1
(1) Rudi - Spoopy - Ghostwise Halfling - Druid 1
KaNarlist - Tempest - Tortle Monk 2- None
(2) Drakolokison - Ulfgar Stoneforge - Hill Dwarf - Forge Domain Cleric - 2
Meh!

Story Award:
Zhentarim's Lament

You exposed the vengeful machinations of Aubrey Delos, daughter of Fford Delos who took every job to save his family from Waterdeep’s gutter - like working as a Zhentarim enforcer before he was ultimately executed.

UNSEEN ENEMY

Someone sympathetic to Aubrey’s cause has turned against you, and you have gained an unseen enemy within the Zhentarim. So long as you have this Story Award when playing in any of the FR-DC-WATERDEEP adventures, the DM may call upon you once per adventure to make a DC13 Wisdom saving throw or suffer the effects of a bane spell for the next minute.

SHADES OF GRAY

However, Waterdeep’s Gray Hands are much impressed by your investigative efforts. When playing in any of the FR-DC-WATERDEEP adventures, you are reminded of their compliments through the equivalent of bardic inspiration (d8). This may be used only once per adventure. You may remove this Story Award after experiencing the Unseen Enemy a single time, but doing so also removes the Shades of Gray benefit. (A character associated with the Zhentarim is exempt from this Story Award, if they so choose.)

At your discretion, you may choose to keep the Story Award throughout the FR-DC-WATERDEEP adventure series and leave both effects in play.

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

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2024-05-07 18:30 FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) 10 Show

Vilros' Favorite Boots (Boots of Elvenkind)
Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant.

2024-06-08 19:51 FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys 10 Show

== Players:
Maluku Seito - Lui - Satyr - Shadow Monk 3, War Cleric 1
(1) Rudi - Spoopy - Ghostwise Halfling - Druid 1
KaNarlist - Tempest - Tortle Monk 2- None
(2) Drakolokison - Ulfgar Stoneforge - Hill Dwarf - Forge Domain Cleric - 2
Meh!

Story Award:
Zhentarim's Lament

You exposed the vengeful machinations of Aubrey Delos, daughter of Fford Delos who took every job to save his family from Waterdeep’s gutter - like working as a Zhentarim enforcer before he was ultimately executed.

UNSEEN ENEMY

Someone sympathetic to Aubrey’s cause has turned against you, and you have gained an unseen enemy within the Zhentarim. So long as you have this Story Award when playing in any of the FR-DC-WATERDEEP adventures, the DM may call upon you once per adventure to make a DC13 Wisdom saving throw or suffer the effects of a bane spell for the next minute.

SHADES OF GRAY

However, Waterdeep’s Gray Hands are much impressed by your investigative efforts. When playing in any of the FR-DC-WATERDEEP adventures, you are reminded of their compliments through the equivalent of bardic inspiration (d8). This may be used only once per adventure. You may remove this Story Award after experiencing the Unseen Enemy a single time, but doing so also removes the Shades of Gray benefit. (A character associated with the Zhentarim is exempt from this Story Award, if they so choose.)

At your discretion, you may choose to keep the Story Award throughout the FR-DC-WATERDEEP adventure series and leave both effects in play.

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

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-05-07 18:30 FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) 50 10 ☐ Vilros' Favorite Boots (Boots of Elvenkind) Show

Vilros' Favorite Boots (Boots of Elvenkind)
Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant.

2024-06-08 19:51 FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys 30 10 ☐ Blackztaff (Unbreakable Staff of the Python, ☐ Spellwrought Tattoo (Revivify) Show

== Players:
Maluku Seito - Lui - Satyr - Shadow Monk 3, War Cleric 1
(1) Rudi - Spoopy - Ghostwise Halfling - Druid 1
KaNarlist - Tempest - Tortle Monk 2- None
(2) Drakolokison - Ulfgar Stoneforge - Hill Dwarf - Forge Domain Cleric - 2
Meh!

Story Award:
Zhentarim's Lament

You exposed the vengeful machinations of Aubrey Delos, daughter of Fford Delos who took every job to save his family from Waterdeep’s gutter - like working as a Zhentarim enforcer before he was ultimately executed.

UNSEEN ENEMY

Someone sympathetic to Aubrey’s cause has turned against you, and you have gained an unseen enemy within the Zhentarim. So long as you have this Story Award when playing in any of the FR-DC-WATERDEEP adventures, the DM may call upon you once per adventure to make a DC13 Wisdom saving throw or suffer the effects of a bane spell for the next minute.

SHADES OF GRAY

However, Waterdeep’s Gray Hands are much impressed by your investigative efforts. When playing in any of the FR-DC-WATERDEEP adventures, you are reminded of their compliments through the equivalent of bardic inspiration (d8). This may be used only once per adventure. You may remove this Story Award after experiencing the Unseen Enemy a single time, but doing so also removes the Shades of Gray benefit. (A character associated with the Zhentarim is exempt from this Story Award, if they so choose.)

At your discretion, you may choose to keep the Story Award throughout the FR-DC-WATERDEEP adventure series and leave both effects in play.

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