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Adventure Title
Keys from the Golden Vault - Axe from the Grave
Keys from the Golden Vault - Axe from the Grave
Session
Date Played
2024-04-24 19:00:00 UTC
2024-04-24 19:00:00 UTC
Levels Gained
0
0
GP +/-
215.35
215.35
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
--
--
Notes
6x Crossbow bolts +2 Beer -10 GP Fish - 10 GP
6x Crossbow bolts +2 Beer -10 GP Fish - 10 GP
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Instrument of the Bards (Canaith Mandolin) | Rare | Keys from the Golden Vault - Axe from the Grave | false | ||
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, cure wounds (3rd level), dispel magic, protection from energy (lightning only) | |||||
Sun Blade | Rare | Keys from the Golden Vault - Axe from the Grave | false | ||
Weapon (longsword), rare (requires attunement) Martial weapon, melee weapon 3 lb. 1d8 radiant - finesse, versatile (1d10) 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. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |