Show Log Entry
Adventure Title
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
Session
Date Played
2023-05-24 19:00:00 UTC
2023-05-24 19:00:00 UTC
Levels Gained
1
1
GP +/-
8475
8475
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
thebaconing
thebaconing
DM DCI Number
4320843938
4320843938
Notes
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bracer of Flying Daggers | Rare | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Wondrous item, rare (requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. | |||||
Ring of Warmth | Uncommon | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. | |||||
Knave's Eye Patch | Rare | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the Sunlight Sensitivity trait, you are unaffected by the trait.You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. | |||||
Ring of Truth Telling | Uncommon | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. | |||||
Hat of Disguise | Uncommon | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. | |||||
Rapier +3 | Very Rare | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Weapon, very rare You have a +3 bonus to attack and damage rolls made with this weapon. | |||||
Cloak of Displacement | Rare | DDHC-WDH Waterdeep: Dragon Heist | G | true | |
Wondrous item, rare (requires attunement) Major tier While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. | |||||
Portable Hole | Rare | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. | |||||
Wand of Web | Uncommon | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand 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. | |||||
Feather of Diatryma Summoning | Rare | DDHC-WDH Waterdeep: Dragon Heist | false | ||
Wondrous item, rare (requires attunement) This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. The diatryma is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. |