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Show Trade Log Entry
Date Played
2024-04-21 22:34:00 UTC
2024-04-21 22:34:00 UTC
Downtime
-5.0
-5.0
Notes
Trading between my characters Ehz and Dae
Trading between my characters Ehz and Dae
Traded Magic Item
Tasha's Creeping Keelboat
Very Rare
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Received Magic Item
Wakened Dragon's Wrath Greatsword (Cold)
Very Rare
Weapon (greatsword), Very Rare (requires attunement) Pulled from the freezing lair of an adult white dragon, the blade is still cold to the touch and a glove is needed to wield it without pain. Ice rimes the length of this with runes in Thorass that read “cold hands; cold heart.” This weapon is decorated with dragon heads, claws, wings, scales, and Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties. Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. level. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. This weapon never decreases or increases its power.