St. Serena "Warlyon of Waterdeep"

Season:
Forgotten Realms | Spelljammer
Race:
Human
Class:
Champion Fighter 6, War Cleric 10
Background:
Acolyte (Tempus)
Lifestyle:
Aristocratic
Current Level:
16
Total GP:
26347
Total Downtime:
40
Tag:
Faction:
Order of the Gauntlet
Faction Rank:
Whitehawk (rank 3)
Magic Item Count:
53
Magic Item Limit:
6
Crown of the Night Sky (Circlet of Blasting),
Cloak of Many Fashions,
Gray Bag of Tricks,
Jeny's Mark (Masquerade Tatoo),
Candle of the Deep,
Alchemy Jug,
Lightbringer,
Greatsword +2,
Moon-Touched Longsword,
Periapt of Wound Closure,
Serpent Scale Armor,
Belt of Dwarvenkind,
Dwarven Plate,
Amulet of the Devout +1,
Gem of Seeing,
Bag of Holding,
Animated Shield,
Belt of Fire Giant Strength,
Obsidian Steed Figurine of Wondrous Power,
Staff of Power,
Rod of the Pact Keeper +3,
Ring of Regeneration,
Spear of Backbiting,
Berserker Axe,
Defender,
Sword of Vengeance,
Mace of Terror,
Bronze Griffon Figurine of Wondrous Power,
Ring of Telekinesis,
Brazier of Commanding Fire Elementals,
Instrument of the Bards (Cli Lyre),
Blessing of Understanding,
Rod of Alertness,
Rooster (Wand of Wonder),
Cape of the Mountebank,
Ornithopter of Flying,
Wingwear,
Ring of Spell Turning,
Tome of Understanding,
Vicious Maul,
Ring of Cold Resistance,
Ring of Fire Resistance,
Cap of Water Breathing,
Helm of Comprehending Languages,
Ring of Swimming,
Ring of Water Walking,
Candle of Invocation (Mount Celestia),
Ioun Stone, Insight,
Pisonic Passkey (Chime of Opening),
Tentacle of Mending (Rope of Mending),
Illithid Staff (Staff of Power),
Psychic Splinter (Blessing of Magic Resistance),
Gold Dragon Scale Mail

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2025-05-28 11:00 Trade Log -5 Silver Raven (Figurine of Wondrous Power) > Wingwear Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/106831

Bastion Show

Sanctuary

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

Icons of your religion are displayed in this facility, which includes a quiet place for worship.
Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can't gain this Charm again while you still have it.

Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility's hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.

Smithy

Prerequisite: None

Space: Roomy [16 sq]

Hirelings: 2

Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.

Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Sacristy

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Holy Water. You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.

Craft: Magic Item (Relic). You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest.

Meditation Chamber

Level 13 Bastion Facility
Prerequisite: None

Space: Cramped [4 sq]

Hirelings: 1

Order: Empower

A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Pub

Prerequisite: None

Space: Vast [36 sq]

Hirelings: 4 (Vast)

Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.

Reliquary

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Cramped [4 sq]

Hirelings: 1

Order: Harvest

This vault holds sacred objects.
Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it.

2025-06-16 13:00 Trade Log -5 Staff of Frost > Candle of Invocation (Mount Celestia) Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/104410

2025-06-19 14:00 Trade Log -5 Tome of Leadership and Influence > Ioun Stone, Insight Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/103509

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-05-28 11:00 Trade Log -5 Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/106831

Bastion Show

Sanctuary

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

Icons of your religion are displayed in this facility, which includes a quiet place for worship.
Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can't gain this Charm again while you still have it.

Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility's hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.

Smithy

Prerequisite: None

Space: Roomy [16 sq]

Hirelings: 2

Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.

Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Sacristy

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Holy Water. You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.

Craft: Magic Item (Relic). You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest.

Meditation Chamber

Level 13 Bastion Facility
Prerequisite: None

Space: Cramped [4 sq]

Hirelings: 1

Order: Empower

A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Pub

Prerequisite: None

Space: Vast [36 sq]

Hirelings: 4 (Vast)

Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.

Reliquary

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Cramped [4 sq]

Hirelings: 1

Order: Harvest

This vault holds sacred objects.
Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it.

2025-06-16 13:00 Trade Log -5 Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/104410

2025-06-19 14:00 Trade Log -5 Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/103509

Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2025-05-28 11:00 Trade Log -5 Silver Raven (Figurine of Wondrous Power) > Wingwear Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/106831

Bastion Show

Sanctuary

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

Icons of your religion are displayed in this facility, which includes a quiet place for worship.
Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can't gain this Charm again while you still have it.

Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility's hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.

Smithy

Prerequisite: None

Space: Roomy [16 sq]

Hirelings: 2

Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.

Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Sacristy

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Holy Water. You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.

Craft: Magic Item (Relic). You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest.

Meditation Chamber

Level 13 Bastion Facility
Prerequisite: None

Space: Cramped [4 sq]

Hirelings: 1

Order: Empower

A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Pub

Prerequisite: None

Space: Vast [36 sq]

Hirelings: 4 (Vast)

Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.

Reliquary

Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus

Space: Cramped [4 sq]

Hirelings: 1

Order: Harvest

This vault holds sacred objects.
Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it.

2025-06-16 13:00 Trade Log -5 Staff of Frost > Candle of Invocation (Mount Celestia) Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/104410

2025-06-19 14:00 Trade Log -5 Tome of Leadership and Influence > Ioun Stone, Insight Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/103509