Show Trade Log Entry
Date Played
2023-05-31 17:15:00 UTC
2023-05-31 17:15:00 UTC
Downtime
-5.0
-5.0
Notes
Tradet with Noriel https://www.adventurersleaguelog.com/users/36450/characters/90135/trade_log_entries/1058284
Tradet with Noriel https://www.adventurersleaguelog.com/users/36450/characters/90135/trade_log_entries/1058284
Traded Magic Item
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern)
Uncommon
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern)
Wondrous Item, uncommon (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. 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 spell casting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells: fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog cloud
In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern.
Received Magic Item
Staff of the Adder
Uncommon
Staff of the Adder
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute.
By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll.
On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 12 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed.
As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.