Fighter 3
Skills: Acrobatics, Perception
Second Wind: 1/SR, BA to regain 1d10+Fighter Level HP
Fighting Style: TWF (add ability mod damage to off hand attack)
Action Surge: 1/SR, Gain an additional action
Improved Critical: Crit on 19 or 20
Feat, 4th Level: Dual Wielder
Race Features:
Nat Armor: 13 + Dex
+1 Wis, +2 Con
Skills: Nature, Stealth
Speed: 30' Land, 30' Swim
Hold Breath: 15 min
Size: Medium
Languages: Common, Draconic
Bite: 1d6+STR
Hungry Jaws: 1/SR, Bonus Action Bite to regain HP = Con Mod
Cunning Artisan: During SR, harvest from small or larger creature to gain a shield, club, javelin, or 1d4 darts/blowgun needles.
Inventory:
Coins & Gems:
GP 368
EP 0
SP 3
CP 0
Armor:
+1 Dragonguard breastplate: Also grants advantage on saving throws against breath weapons of all Dragons, Dragonborn, etc. Uncommon.
Black Dragon Scale Shield
Potion of Healing
Weapon:
Longbow (20 arrows): +4, 1d8+2
Hew: +5, 1d8+3 or 1d10+3, Max to Plants
Lightbringer: +5, 1d6+3, +1d6 R vs Undead
Hand-axe (2): +4, 1d6+2 (Range: 20/60)
Hew, +1 Battle-axe (1d8 S). Max damage vs plants and trees. Uncommon.
Lightbringer, +1 Mace (1d6 B). +1d6 extra radiant damage vs undead. And can glow bright light that can be shut on and off at will as if it were a torch. Uncommon.
Trinkets:
Other Items:
Explorer's Pack
Artisans Tools
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Trait: Waste not, want not. There's no reason not to scavenge fallen enemies for food and equipment. Fingers are portable and sinew makes good string.
Trait: I place no stock in wealth of the wealthy. Money won't save you from the jaws of a hungry predator.
Ideal: Life is like the seasons, constant change. And we must change with it.
Bond: Those who fight beside me are those worth dying for.
Flaw: Violence is typically my first answer.
Backstories:
The walled town of Daggerford takes its name from a legendary incident: a human boy fought off attacking lizardfolk at the ford with just a dagger. But the swampy forest from which the lizardfolk came had been known as Lizard Marsh for centuries before that. Its tangled trees and brackish waters have sheltered lizardfolk for so long no one among them has a story for how they might have come from anywhere else. It is the nest from which all the tribes were hatched. It is the home where all of them expect they’ll die. Lately though, there’s been too much death. Vethka, a Lizard Queen empowered by dark magic, made war among the tribes and drew in outsiders who killed still more. When it’s a choice between leaving the only life they’ve known or death, there is no choice. Lizardfolk left in droves. Some set out to find a new home where they might bring more of the tribe. Others wanted the power or the allies they needed to return home and take Vethka’s place. But thrust into a strange new world with the fleshy beings and their alien ways, most just struggle to adjust and survive.
Notes:
Using PHB and Volo's Guide
Faction: Emerald Enclave
Summer Strider (Rank 2)
Lifestyle: Wretched
Note: Created a unique Artisan Tool proficiency specific for the Lizardfolk ability Cunning Artisan. Also a tool kit that's a blend of Tinkers Tools, Woodcarvers Tools, and Leatherworkers Tools, priced at 50 GP.
Bought Potion of Healing, acquired black dragon scale shield (trophy)
Game 3: DDEX 2-6 Breath of the Yellow Rose (GM)
GM Award - Online Game (double rewards)
XP: 642 > 1042
Gold: 168.3 > 368.3
Downtime: 20 > 40
Renown: 2 > 2
Magic Items: 0 > 0
Game 4: DDEX 1-4 Dues for the Dead
XP: 1042 > 1546
Gold: 368.3 > 376.63
Downtime: 40 > 50
Renown: 2 > 3
Magic Items 0 > 0
Note: Purchased Lizardfolk Artisans Tools (50 GP)
Game 5: DDEX 1-1 Defiance in Phlan, Parts 1, 2, 4 - DM
Note: DM for four new AL players; over half the table under age 15.
DM Quest rewards: 2500 XP
Mission Rewards: 300 XP
Downtime Rewards: 15
XP: 1546 > 4346
Downtime: 50 > 65
Killed a wyrmling black dragon single handedly. Took a tooth and carved a picture of Rakish rising out of the swamp water to fire an arrow at the black dragon.
Spend 15 Downtime days to receive transferred magic item: "Hew" +1 Battleaxe (max damage to plants).
Game 7: DDEX 1-7 Drums in the Marsh
Unexpected DM; player rewards. Online game; rewards doubled.
XP: 4871 > 6371
Gold: 525.8 > 925.8
Downtime: 60 > 80 > 50
Renown: 5 > 9
Magic Items: 1 > 3
Spend 30 downtime days to receive transferred magic items: +1 "Dragon guard" Breastplate and +1 "Light bringer" Mace.