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Adventure Title
FR-DC-BTW 01 Fathers Conscience
Session
Date Played
2024-12-14 23:05:00 UTC
Levels Gained
1
GP +/-
Downtime +/-
10.0
Location Played
roll20
DM Name
boerns
DM DCI Number
696969
Notes
***GP:*** 100 GP ***Consumables:*** Potion of Greater Healing ***Used:*** 2 Potions of Healing ***Bought:*** 2 Potions of Healing (each 50 GP)

Magic Items

Name Rarity Location Table Result Counts?
Staff of the Phyton Uncommon true
**Staff of the Phyton** *Staff, Uncommon (Requires Attunement)* As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Hat of Wizardry Common true
**Hat of Wizardry** *Wondrous Item, Common (Requires Attunement by a Wizard)* This helmet is made out of metal. It was used by miners to cast light in its lamp. Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.