Show Trade Log Entry
Date Played
2020-12-30 23:45:00 UTC
2020-12-30 23:45:00 UTC
Downtime
-15.0
-15.0
Notes
https://www.adventurersleaguelog.com/users/25266/characters/64207?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D
https://www.adventurersleaguelog.com/users/25266/characters/64207?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D
Traded Magic Item
Staff of Power (VR,attunement)
Very Rare
Staff of Power
Requires Attunement by a Sorcerer, Warlock, or Wizard
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack Rolls.
The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges.
Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Received Magic Item
Skyfist (Dwarven Thrower) - VR
Very Rare
Skyfist (Dwarven Thrower) - VR
Very Rare
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon