Show Trade Log Entry

Date Played
2020-11-06 16:30:00 UTC
Downtime
15.0
Notes
https://www.adventurersleaguelog.com/users/25266/characters/64258
Traded Magic Item

Dawnfire (Sun Blade) - Rare-Attunement

Rare
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. This item can be found in the Dungeon Master’s Guide.
Received Magic Item

Wand of Fear - R-AT

Rare
Rare Requires Attunement This wand has 7 Charges for the following properties. It 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. Command: While holding the wand, you can use an action to expend 1 charge and Command another creature to flee or grovel, as with the Command spell (save DC 15). Cone of Fear: While holding the wand, you can use an action to expend 2 Charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the Effect on itself on a success.