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Adventure Title
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Session
Date Played
2025-04-01 19:00:00 UTC
2025-04-01 19:00:00 UTC
Levels Gained
GP +/-
1622
1622
Downtime +/-
10.0
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
Unofficial Roll20 D&D AL Deutschland
DM Name
C0ldW0lf|Florian
C0ldW0lf|Florian
DM DCI Number
000000000
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** **Story Award: Future Services of Candlekeep** **Trinkets:** 1x An eye patch set with a sapphire-and-moonstone eye 1x Amethyst pendant inscribed with an open eye #### **Used** 3x Potion of Greater Healing 1x Potion of Heroism
#### **Bought** #### **Sold** #### **Gained** **Story Award: Future Services of Candlekeep** **Trinkets:** 1x An eye patch set with a sapphire-and-moonstone eye 1x Amethyst pendant inscribed with an open eye #### **Used** 3x Potion of Greater Healing 1x Potion of Heroism
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Crystal Ball of True Seeing | Legendary | true | |||
Wondrous item, legendary (requires attunement) 3 lb. While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor. | |||||
Hat of Disguise (Diadem) | Uncommon | true | |||
Wondrous item, uncommon (requires attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed. | |||||
Eyes of Minute Seeing | Uncommon | true | |||
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range. | |||||
Ring of Spell Storing | Rare | true | |||
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. | |||||
Watchful Helm | Very Rare | true | |||
Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn. | |||||
Staff of Fate | Very Rare | true | |||
Staff, weapon (Quarterstaff), very rare (requires attunement) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. | |||||
Ioun Stone, Awareness | Rare | true | |||
Wondrous item, rare (requires attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. | |||||
Sun Blade | Rare | true | |||
Weapon (Longsword), rare (requires attunement) Martial weapon, melee weapon 3 lb. 1d8 Radiant Finesse, Versatile (1d10) Mastery: Sap This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn |