Show Log Entry
Adventure Title
DDHC-LMOP-2 Phandalin
DDHC-LMOP-2 Phandalin
Session
3
3
Date Played
2023-10-08 21:36:00 UTC
2023-10-08 21:36:00 UTC
Levels Gained
1
1
GP +/-
183.92
183.92
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
happy
happy
DM DCI Number
0000
0000
Notes
**Andere Teilnehmer** (2) Bramymond - Nicolo - Halbling - Druide (2) Rhivuas - Leucis - Tiefling - Magier (2) Flammenklinge - Odiri - Goblin - Cleric/Paladin (2) Talak - Nyla - Tabaxi - Artificer <br> <br> **Loot** - 183,92GP - 1x Potion of Healing - 1x Potion of Invisibility - 1x Spell Scrolls: Augury, Charm Person, Fireball - Staff of Defense - Magical Longsword +1 - Maultier "Liesel" (nur Mina) <br> <br> **Character Changes** Level Up "Fighter: Chevalier" 3 <br> ***Kampfarchetyp Chevalier*** *Proficiency:* Insight, Performance <br> *Born to the Saddle* Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. <br> *Unwavering Mark* Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
**Andere Teilnehmer** (2) Bramymond - Nicolo - Halbling - Druide (2) Rhivuas - Leucis - Tiefling - Magier (2) Flammenklinge - Odiri - Goblin - Cleric/Paladin (2) Talak - Nyla - Tabaxi - Artificer <br> <br> **Loot** - 183,92GP - 1x Potion of Healing - 1x Potion of Invisibility - 1x Spell Scrolls: Augury, Charm Person, Fireball - Staff of Defense - Magical Longsword +1 - Maultier "Liesel" (nur Mina) <br> <br> **Character Changes** Level Up "Fighter: Chevalier" 3 <br> ***Kampfarchetyp Chevalier*** *Proficiency:* Insight, Performance <br> *Born to the Saddle* Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. <br> *Unwavering Mark* Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Longsword +1 | Common | DDHC-LMOP-2 Phandalin | true | ||
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon. Some +1 weapons (swords in particular) have additional properties, such as shedding light. | |||||
Staff of Defense | Uncommon | DDHC-LMOP-2 Phandalin | true | ||
Staff, Rare (requires attunement) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. |