Adventure Logsheet
Race: Variant Human Alignment: Neutral Good Size: Medium Speed: 30 Language: Common, + 2 (Elvish, Dwarvish) Skill Versatility: You gain proficiency in one skill of your choice. (Animal Handling) <br> Feat: You gain one feat of your choice for which you qualify. <br> <br> Mounted Combatant. You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. <br> AL - Level 1 Feat: Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. <br> <br> Ability Scores: Str: 16 Dex: 10 Con: 15 Int: 12 Wis: 10 Cha: 11 <br> <br> Class: Fighter - Chevalier Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. <br> Fighting Style: Defense While you are wearing armor, you gain a +1 bonus to AC. <br> <br> Background: Noble Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. <br> <br> Proficiencies Armor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons, Martial Weapons Tools: Dragonchess Set Saving Throws: Strength, Constitution Skills: Animal Handling, Athletics, History, Persuasion
Andere Teilnehmer (1) Bramymond - Nicolo - Halbling - Druide (1) Rhivuas - Leucis - Tiefling - Magier (1) Flammenklinge - Odiri - Goblin - Cleric/Paladin (1) Talak - Nyla - Tabaxi - Artificer <br> <br> Loot - 157 GP -1 Potion of Healing <br> <br> Character Changes: Level up "Fighter" 2 Actions Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
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 (3) Bramymond - Nicolo - Halbling - Druide (3) Rhivuas - Leucis - Tiefling - Magier (3) Flammenklinge - Odiri - Goblin - Cleric/Paladin (3) Talak - Nyla - Tabaxi - Artificer <br> Purchase Warhorse (-400GP) <br> <br> Loot: 471,7 GP 1x Potion of Healing (2d4+2) Spell Scrolls: Darkness, Silence, Revivify Ring of Protection <br> <br> Charakter Changes: Level up - Fighter: Chevalier 4 <br> Fighting Style Change: Protector ASI - Feat: Charger Source: Player's Handbook As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.
*** PURCHASE ENTRY ***
SOLD 1 Longsword (+7,5 GM) 1 Shield (+5 GM) 1 Chain Mail (+37,5 GM) 1 Light Crossbow (+12,5 GM) <br> PURCHASED 1 Splint Armor (-200 GM) 1 Ink (-10 GM) 1 Steel Mirror (- 5 GM) 2 Sealing Wax (-1 GM) 10 Ink Pen (- 0,2 GM) 10 Rations (-5 GM) 10 Paper (- 0,2 GM) 10 Oil (- 1 GM) 2 Manacles (- 4 GM) 1 Fine Clothes (- 15 GM) 1 Saddle, Military ( -20 GM) 2 Bit and Bride (-4 GM) 1 Wagon (-35 GP) 1 Hand Crossbow (- 75 GM) 1 Diamon (-300 GM)