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Adventure Title
DM Rewards
DM Rewards
Session
Date DMed
2024-05-31 22:50
2024-05-31 22:50
Session Length (Hours)
-76
-76
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
2024-05-31 22:50
2024-05-31 22:50
Character to Apply Rewards
Onth
Onth
Notes
8 Magic Items: C - Boots of False Tracks UC - Broom of Flying UC - Wand of Magic Detection UC/A - Stone of Good Luck R/A - Cloak of Displacement R/A - Ring of Spell Storing VR - Tome of Leadership and Influence VR/A - Staff of Power +10 downtime days + 25750 GP to Onth
8 Magic Items: C - Boots of False Tracks UC - Broom of Flying UC - Wand of Magic Detection UC/A - Stone of Good Luck R/A - Cloak of Displacement R/A - Ring of Spell Storing VR - Tome of Leadership and Influence VR/A - Staff of Power +10 downtime days + 25750 GP to Onth
Magic Items
Character | Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|---|
Onth | UC/A - Stone of Good Luck | Uncommon | DM Reward | true | ||
*Wondrous item, uncommon (requires attunement)* While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. | ||||||
Onth | UC - Wand of Magic Detection | Uncommon | DM Reward | true | ||
 *Wand, uncommon* This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *detect magic* spell from it. The wand regains 1d3 expended charges daily at dawn. | ||||||
Onth | R/A -Cloak of Displacement | Rare | DM Reward | true | ||
 *Wondrous item, rare (requires attunement)* 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. | ||||||
Onth | R/A - Ring of Spell Storing | Rare | DM Reward | true | ||
 *Ring, rare (requires attunement)* This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. | ||||||
Onth | VR/A - Staff of Power | Very Rare | DM Reward | true | ||
 *Staff, very rare (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 rolls but loses all other properties. On a 20, the staff regains 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 × 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. **Distance from Origin Damage** 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff **Damage:** 1d6+2 (1d8+2) **Damage Type:** Bludgeoning **Properties:** Versatile **Weight:** 4 | ||||||
Onth | VR - Tome of Leadership and Influence | Very Rare | DM Reward | true | ||
 *Wondrous item, very rare* This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | ||||||
Onth | C - Boots of False Tracks | Common | DM Reward | false | ||
*Wondrous item, common* Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. | ||||||
Onth | UC - Broom of Flying | Uncommon | DM Reward | true | ||
 *Wondrous item, uncommon* This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. |