Morrec Galreth

Season:
Forgotten Realms
Race:
Variant Human
Class:
Druid Circle of Spores
Background:
Sage
Lifestyle:
None
Current Level:
7
Total GP:
2479
Total Downtime:
90
Tag:
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
15
Magic Item Limit:
3
Amulet of Proof against Detection and Location,
Eyes of the Eagle,
Eldritch Claw Tattoo (UC/A),
Dust of Disappearance,
Hat of Wizardry (C/A),
Bag of Holding,
Boots of Striding and Springing (UC/A),
Driftglobe (UC),
Stone of Good Luck (UC/A),
Tentacle Rod (R/A),
Serpent's Fang (R),
Serpent Scale Armor (UC),
Lantern of Revealing (UC),
Staff of Swarming Insects (R/A),
Ring of Free Action (R/A)

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2022-09-10 22:11 Character creation 10 Show

Variant Human
Druid
Sage

Stats:
Point for buy:
Str: 8
Dex: 15 + 1 = 16
Con: 14
Wis: 15 + 1 = 16
Int: 10
Cha: 8

Feats:
War Caster (Race)
Magic Initiate (Background)
Infestation, Thunderclap
Find Familiar

Languages:
Common, Primordial, Abyssal, Infernal

Equipment:
Druidic Focus, Bottle of Black Ink, Quill, Small Knife, Letter from a Dead Colleague Posing a Question You Have Not Yet Been Able to Answer, Belt Pouch, Wooden Shield, Quarterstaff, Leather Armor, Common clothes, Explorer's Pack, Backpack, Bedroll, Mess kit, Tinderbox, 10x Torch,, 10x Rations, Waterskin, Hempen rope

Skills: Animal Handling, Arcana, History, Nature, Perception

Personalty Traits:
There's nothing I like more than a good mystery
I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.

Ideals:
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)

Bonds:
I have an ancient text that holds terrible secrets that must not fall into the wrong hands

Flaws: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

2022-09-16 20:34 DDAL09-01 Escape from Elturel: The Smith 1 1 38 10 Show

Potion of Healing

2022-09-16 21:17 DDAL09-01 Escape from Elturel: The Miller 2 30 10 Show

1x Spell Scroll of Protection from Energy

2022-09-16 22:09 DDAL09-01 Escape from Elturel: The Innkeeper 3 21 10 Show

1x Potion of healing

2022-09-16 23:10 DDAL09-01 Escape from Elturel: The Liar 4 1 36 10 Amulet of Proof against Detection and Location Show
2022-09-21 21:17 Purchase Log -40 Show Purchase

Purchase: Studded Leather (-45gp)
Sell: Leather Armor (+5gp)

2022-09-22 21:10 DDAL09-02 Stopped at the Gate 5 1 12 10 Eyes of the Eagle Show

-10g beim Stoffhändler für Far's neues Kleid
1x Potion of Poison

(Potion, uncommon

This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by Illusion magic. An Identify spell reveals its true Nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.)

2023-10-11 19:00 SJ-DC_RTR-03 Need for Seat 50 10 Dust of Disappearance, Eldritch Claw Tattoo (UC/A), Hat of Wizardry (C/A) Show

Dust of Disappearance
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Invisible:
• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Hat of Wizardry
Wondrous item, common (requires attunement by a wizard)

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, 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.

Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement:
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
Scroll of Helm

2023-11-01 12:00 Rebuild Show

Gemäss neuen AL Player's Guide:
zusätzliches Feat bei Charaktererstellung - Skilled:
Proficencies:
Poisoner's Kit
Stealth
Medicine

2023-11-01 18:00 DDHC-CM-04 Shemshime's Bedtime Rhyme 1 10 Bag of Holding Show

1x Potion of Heroism
1x Potion of gasious form
1x Bag of Holding

2023-11-08 19:00 Keys from the Golden Vault - Tocksworth's Clockworks 1 1082 10 Cloak of Displacement (R/A), Boots of Striding and Springing (UC/A), Driftglobe (UC), Stone of Good Luck (UC/A) Show

1x Boots of striding and springing
1x Driftglobe
1x Stone of good luck
1x Caligrapher Tool
1x Tinker Tool
6 Healer's Kit
4x Potions of Healing
A packet of dust of disappearance (1 use left)
2x flask of alchemist's fire

Potion of Hill Giant Strength
Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

Spell Scroll of Magic Weapon
Scroll, uncommon

Save DC 13, Attack Bonus +5

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Reward des Golden Vault:
1x Cloak of Displacement

2023-11-29 18:00 DDHC-CM Book of Cylinders 1 540 10 Serpent's Fang (R), Serpent Scale Armor (UC), Lantern of Revealing (UC), Chime of Opening (R) Show

Mitspieler:
C0ldW0lf - Khazraxx
KaNarlist - Alyona
Ariaktzi020 - Azalea Moonvine
thebaconing - Lalit

Used:
1x Potion of Healing

Rewards:
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

540gp

Learned: Language Grippli (Primordial)

2024-06-19 12:19 Trade Log -5 Cloak of Displacement (R/A) > Tentacle Rod (R/A) Show Trade Log

traded with Oberon: https://www.adventurersleaguelog.com/users/40329/characters/93876?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D

2024-06-24 14:31 Trade Log -5 Chime of Opening (R) > Staff of Swarming Insects (R/A) Show Trade Log

Traded with Movogal: https://www.adventurersleaguelog.com/users/40329/characters/93642

2024-06-26 19:00 FR-DC-FOS-10 Descendants over Defense 700 10 Ring of Free Action (R/A) Show

Party:
1. (8) Ineverexist - Ulgier - Kobold - Giants Barbarian 8

  1. (6) AlexP. - Kivrorat Byrrin Ben'arak - V. Human - Rogue 5 Ranger 1

  2. (5+) Silk / Dr. Pepper / Freya / Elodie / Maren / Grishka - Changeling - Rogue

  3. (7) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (7)

  4. (8) JinxedBear - Adeline Arceneaux - Changeling - College of Whispers Bard 6, Hexblade Warlock 2 - Harpers

Loot:
700gp
Ring of Free Action

Date Played Adventure Title Tier ▼ Session ACP TCP Downtime Renown
2022-09-10 22:11 Character creation Show

Variant Human
Druid
Sage

Stats:
Point for buy:
Str: 8
Dex: 15 + 1 = 16
Con: 14
Wis: 15 + 1 = 16
Int: 10
Cha: 8

Feats:
War Caster (Race)
Magic Initiate (Background)
Infestation, Thunderclap
Find Familiar

Languages:
Common, Primordial, Abyssal, Infernal

Equipment:
Druidic Focus, Bottle of Black Ink, Quill, Small Knife, Letter from a Dead Colleague Posing a Question You Have Not Yet Been Able to Answer, Belt Pouch, Wooden Shield, Quarterstaff, Leather Armor, Common clothes, Explorer's Pack, Backpack, Bedroll, Mess kit, Tinderbox, 10x Torch,, 10x Rations, Waterskin, Hempen rope

Skills: Animal Handling, Arcana, History, Nature, Perception

Personalty Traits:
There's nothing I like more than a good mystery
I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.

Ideals:
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)

Bonds:
I have an ancient text that holds terrible secrets that must not fall into the wrong hands

Flaws: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

2022-09-16 20:34 DDAL09-01 Escape from Elturel: The Smith 1 10 Show

Potion of Healing

2022-09-16 21:17 DDAL09-01 Escape from Elturel: The Miller 2 10 Show

1x Spell Scroll of Protection from Energy

2022-09-16 22:09 DDAL09-01 Escape from Elturel: The Innkeeper 3 10 Show

1x Potion of healing

2022-09-16 23:10 DDAL09-01 Escape from Elturel: The Liar 4 10 Show
2022-09-21 21:17 Purchase Log Show Purchase

Purchase: Studded Leather (-45gp)
Sell: Leather Armor (+5gp)

2022-09-22 21:10 DDAL09-02 Stopped at the Gate 5 10 Show

-10g beim Stoffhändler für Far's neues Kleid
1x Potion of Poison

(Potion, uncommon

This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by Illusion magic. An Identify spell reveals its true Nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.)

2023-10-11 19:00 SJ-DC_RTR-03 Need for Seat 10 Show

Dust of Disappearance
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Invisible:
• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Hat of Wizardry
Wondrous item, common (requires attunement by a wizard)

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, 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.

Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement:
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
Scroll of Helm

2023-11-01 12:00 Rebuild Show

Gemäss neuen AL Player's Guide:
zusätzliches Feat bei Charaktererstellung - Skilled:
Proficencies:
Poisoner's Kit
Stealth
Medicine

2023-11-01 18:00 DDHC-CM-04 Shemshime's Bedtime Rhyme 10 Show

1x Potion of Heroism
1x Potion of gasious form
1x Bag of Holding

2023-11-08 19:00 Keys from the Golden Vault - Tocksworth's Clockworks 10 Show

1x Boots of striding and springing
1x Driftglobe
1x Stone of good luck
1x Caligrapher Tool
1x Tinker Tool
6 Healer's Kit
4x Potions of Healing
A packet of dust of disappearance (1 use left)
2x flask of alchemist's fire

Potion of Hill Giant Strength
Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

Spell Scroll of Magic Weapon
Scroll, uncommon

Save DC 13, Attack Bonus +5

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Reward des Golden Vault:
1x Cloak of Displacement

2023-11-29 18:00 DDHC-CM Book of Cylinders 10 Show

Mitspieler:
C0ldW0lf - Khazraxx
KaNarlist - Alyona
Ariaktzi020 - Azalea Moonvine
thebaconing - Lalit

Used:
1x Potion of Healing

Rewards:
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

540gp

Learned: Language Grippli (Primordial)

2024-06-19 12:19 Trade Log -5 Show Trade Log

traded with Oberon: https://www.adventurersleaguelog.com/users/40329/characters/93876?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D

2024-06-24 14:31 Trade Log -5 Show Trade Log

Traded with Movogal: https://www.adventurersleaguelog.com/users/40329/characters/93642

2024-06-26 19:00 FR-DC-FOS-10 Descendants over Defense 10 Show

Party:
1. (8) Ineverexist - Ulgier - Kobold - Giants Barbarian 8

  1. (6) AlexP. - Kivrorat Byrrin Ben'arak - V. Human - Rogue 5 Ranger 1

  2. (5+) Silk / Dr. Pepper / Freya / Elodie / Maren / Grishka - Changeling - Rogue

  3. (7) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (7)

  4. (8) JinxedBear - Adeline Arceneaux - Changeling - College of Whispers Bard 6, Hexblade Warlock 2 - Harpers

Loot:
700gp
Ring of Free Action

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2022-09-10 22:11 Character creation 10 Show

Variant Human
Druid
Sage

Stats:
Point for buy:
Str: 8
Dex: 15 + 1 = 16
Con: 14
Wis: 15 + 1 = 16
Int: 10
Cha: 8

Feats:
War Caster (Race)
Magic Initiate (Background)
Infestation, Thunderclap
Find Familiar

Languages:
Common, Primordial, Abyssal, Infernal

Equipment:
Druidic Focus, Bottle of Black Ink, Quill, Small Knife, Letter from a Dead Colleague Posing a Question You Have Not Yet Been Able to Answer, Belt Pouch, Wooden Shield, Quarterstaff, Leather Armor, Common clothes, Explorer's Pack, Backpack, Bedroll, Mess kit, Tinderbox, 10x Torch,, 10x Rations, Waterskin, Hempen rope

Skills: Animal Handling, Arcana, History, Nature, Perception

Personalty Traits:
There's nothing I like more than a good mystery
I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.

Ideals:
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)

Bonds:
I have an ancient text that holds terrible secrets that must not fall into the wrong hands

Flaws: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

2022-09-16 20:34 DDAL09-01 Escape from Elturel: The Smith 1 38 10 Show

Potion of Healing

2022-09-16 21:17 DDAL09-01 Escape from Elturel: The Miller 2 30 10 Show

1x Spell Scroll of Protection from Energy

2022-09-16 22:09 DDAL09-01 Escape from Elturel: The Innkeeper 3 21 10 Show

1x Potion of healing

2022-09-16 23:10 DDAL09-01 Escape from Elturel: The Liar 4 36 10 Amulet of Proof against Detection and Location Show
2022-09-21 21:17 Purchase Log -40 Show Purchase

Purchase: Studded Leather (-45gp)
Sell: Leather Armor (+5gp)

2022-09-22 21:10 DDAL09-02 Stopped at the Gate 5 12 10 Eyes of the Eagle Show

-10g beim Stoffhändler für Far's neues Kleid
1x Potion of Poison

(Potion, uncommon

This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by Illusion magic. An Identify spell reveals its true Nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.)

2023-10-11 19:00 SJ-DC_RTR-03 Need for Seat 50 10 Dust of Disappearance, Eldritch Claw Tattoo (UC/A), Hat of Wizardry (C/A) Show

Dust of Disappearance
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Invisible:
• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Hat of Wizardry
Wondrous item, common (requires attunement by a wizard)

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, 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.

Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement:
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
Scroll of Helm

2023-11-01 12:00 Rebuild Show

Gemäss neuen AL Player's Guide:
zusätzliches Feat bei Charaktererstellung - Skilled:
Proficencies:
Poisoner's Kit
Stealth
Medicine

2023-11-01 18:00 DDHC-CM-04 Shemshime's Bedtime Rhyme 10 Bag of Holding Show

1x Potion of Heroism
1x Potion of gasious form
1x Bag of Holding

2023-11-08 19:00 Keys from the Golden Vault - Tocksworth's Clockworks 1082 10 Cloak of Displacement (R/A), Boots of Striding and Springing (UC/A), Driftglobe (UC), Stone of Good Luck (UC/A) Show

1x Boots of striding and springing
1x Driftglobe
1x Stone of good luck
1x Caligrapher Tool
1x Tinker Tool
6 Healer's Kit
4x Potions of Healing
A packet of dust of disappearance (1 use left)
2x flask of alchemist's fire

Potion of Hill Giant Strength
Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

Spell Scroll of Magic Weapon
Scroll, uncommon

Save DC 13, Attack Bonus +5

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Reward des Golden Vault:
1x Cloak of Displacement

2023-11-29 18:00 DDHC-CM Book of Cylinders 540 10 Serpent's Fang (R), Serpent Scale Armor (UC), Lantern of Revealing (UC), Chime of Opening (R) Show

Mitspieler:
C0ldW0lf - Khazraxx
KaNarlist - Alyona
Ariaktzi020 - Azalea Moonvine
thebaconing - Lalit

Used:
1x Potion of Healing

Rewards:
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

540gp

Learned: Language Grippli (Primordial)

2024-06-19 12:19 Trade Log -5 Cloak of Displacement (R/A) > Tentacle Rod (R/A) Show Trade Log

traded with Oberon: https://www.adventurersleaguelog.com/users/40329/characters/93876?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D

2024-06-24 14:31 Trade Log -5 Chime of Opening (R) > Staff of Swarming Insects (R/A) Show Trade Log

Traded with Movogal: https://www.adventurersleaguelog.com/users/40329/characters/93642

2024-06-26 19:00 FR-DC-FOS-10 Descendants over Defense 700 10 Ring of Free Action (R/A) Show

Party:
1. (8) Ineverexist - Ulgier - Kobold - Giants Barbarian 8

  1. (6) AlexP. - Kivrorat Byrrin Ben'arak - V. Human - Rogue 5 Ranger 1

  2. (5+) Silk / Dr. Pepper / Freya / Elodie / Maren / Grishka - Changeling - Rogue

  3. (7) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (7)

  4. (8) JinxedBear - Adeline Arceneaux - Changeling - College of Whispers Bard 6, Hexblade Warlock 2 - Harpers

Loot:
700gp
Ring of Free Action