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Adventure Title
DDHC-KftGV-03 Reach for the Stars
Session
2
Date Played
2023-05-26 20:30:00 UTC
Levels Gained
1
GP +/-
330
Downtime +/-
10.0
Location Played
Waterdeep
DM Name
TimoL
DM DCI Number
Notes
**Consumables**: + 1 Potion of Healing + Spell Scrolls: Arms of Hadar, Bane, Dimension Door, Crown of Madness, Sleep, Armor of Agathys and Arms of Hadar + Potion of Gaseous Form + Oil of Slipperiness + Assassin's Blood (Poison) **Spellbook**: Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mage Armor, Misty Step, Tasha’s Hideous Laughter, Unseen Servant **Spellbook**: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion. **1x Uncommon Magic Item of choice: Bloodwell Vial +1** **Level up**: **Class features**: + **Metamagic**: + **Distant Spell** + **Empowered Spell**

Magic Items

Name Rarity Location Table Result Counts?
Wand of Magic Missiles Uncommon Waterdeep true
Wand, uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Ring of Jumping Uncommon Waterdeep true
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Bloodwell Vial +1 Uncommon Waterdeep true
Wondrous item, uncommon (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.