Prof. Alastor Jones

Season:
Forgotten Realms
Race:
Variant Human (PhB)
Class:
Wizard: School of Conjuration
Background:
Archeologist
Lifestyle:
Comfortable
Current Level:
15
Total GP:
74942.98
Total Downtime:
87
Tag:
CM
Faction:
Harpers
Faction Rank:
Brightcandle (rank 3)
Magic Item Count:
16
Magic Item Limit:
6
Arcane Grimoire +1,
Wand of Fireballs,
Goggles of Night,
Ring of Spell Storing,
Bracers of Defense,
Tome of Clear Thought,
Staff of Power,
Ring of Shooting Stars,
Ring of Telekinesis,
Atlas of Endless Horizons,
Wand of Lightning Bolts,
Mirror of the Past,
Manual of Golems,
Apparatus of Kwalish,
Robe of the Archmagi (White),
Ring of Force Resistance,
Arcane Grimoir, +3

Log Entries

Date Played Adventure Title ▲ Session Levels GP Downtime Magic Items
2025-01-02 15:00 CCC-BWM-03 A Tale of Two Towers 4000 10 Dread Helm, Aegis of the Raven Queen (Shield, +3) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2
(16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10
(16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1

Loot:

20.000gp
1x Potion of Superior Healing
1x Potion of Fire Breath
Dread Helm
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Story Award:

Story Award: Grosvenson?
With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.

2023-06-01 15:00 Charakter Creation 25 Arcane Grimoire +1 Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 12
Cha: 10

Class:

Wizard, School of Conjuration
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion
Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Background: Archeologist

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Skill Proficiencies: History, Religion
Origin Feat: Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (replaced with both tool proficiencies)
Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

Spells/Level learned from Wizard's list:

1. Detect Magic, Find Familiar, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter
2. Comprehend Languages, Fog Cloud
3. Misty Step, Web
4. Knock, Tasha's Mind Whip
5. Hypnotic Pattern, Summon Shadowspawn
6. Counterspell, Leomund's Tiny Hut
7. Evard's Black Tentacles, Polymorph
8. Dimension Door, Otiluke's Resilient Sphere
9. Teleportation Circle, Wall of Force
10. Steel Wind Strike, Bigby's Hand
11. Disintegrate, Scatter
12. Summon Fiend, Tasha’s Bubbling Cauldron
13. Crown of Stars, Mordenkainen's Magnificent Mansion
14. Reverse Gravity, Simulacrum

Alastor's Spellbook

Cantrips Formulas: Fire Bolt, Ray of Frost, Mage Hand, Mending, Prestidigitation
1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter
Copied: Alarm, Absorb Elements, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tenser's Floating Disk, Unseen Servant, Thunderwave
2nd Level: Knock, Misty Step, Tasha's Mind Whip, Web
Copied: Arcane Lock, Arcane Vigor, Augury, Blindness/Deafness, Darkvision, Enhance Ability, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Levitate, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Skywright
3rd Level: Counterspell, Hypnotic Pattern, Leomund's Tiny Hut, Summon Shadowspawn
Copied: Clairvoyance, Dispel Magic, Fireball, Fly, Galder's Tower, Haste, Intellect Fortress, Lightning Bolt, Magic Circle, Major Image, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Fey, Summon Undead, Tiny Servant, Tongues, Water Breathing
4th Level: Dimension Door, Evard's Black Tentacles, Otiluke's Resilient Sphere, Polymorph
Copied: Banishment, Divination, Fire Shield, Galder's Speedy Courier, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Summon Aberration, Summon Construct,Watery Sphere
5th Level: Steel Wind Strike, Bigby's Hand, Teleportation Circle, Wall of Force
Copied: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Summon Dragon, Telekinesis
6th Level: Disintegrate, Scatter, Summon Fiend, Tasha’s Bubbling Cauldron
Copied: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing
7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum
Copied: Forcecage, Plane Shift, Sequester, Teleport

2024-10-24 19:00 DDAL00-06 Lost Laboratories of Kwalish 4 4890 40 Tan Bag of Tricks, Robe of the Archmagi (White), Polymorph Blade, Apparatus of Kwalish, Boots of Striding and Springing, Folding Boat, Wings of Flying, Gambler's Blade, Manual of Golems, Blade of the Medusa, Galder's Bubble Pipe, Heward's Hireling Armor, Leather Golem Armor Show

Teilnehmer:

(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers
(9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9
(10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers
(9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1

Loot:

24.450gp
1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons
1x Residence in Ravenpeak
1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration
...
Charm of the Traveler's Haven
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This Tiny Hut has the shape of a small tree with a protective canopy of leaves.
Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross).
Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
...
Polymorph Blade
Weapon (scimitar), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
...
Blade of the Medusa
Weapon (shortsword), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
...
Galder's Bubble Pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast Fog Cloud as an action (1 charge).
You can cast Misty Step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
...
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
...
Gambler's Blade
Weapon (any sword), rare (requires attunement)
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
...
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
...
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Notes: Creation, Consumable
...
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
...
Apparatus of Kwalish (10 Person Capacity)
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
...
Folding Boat
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration
...
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
...
Tan Bag of Tricks
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
...
1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
...
Robe of the Archmagi (White)
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Consumables expended:

3x Potion of Supreme Healing (10d4+20)

2025-01-04 19:30 DDAL-DRW05 Uncertain Scrutiny 3000 -10 Staff of Frost, Cape of the Mountebank Show

Teilnehmer:

(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave
(16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet
(16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision

Loot:

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
[Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice]
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Consumables expended:

1x Potion of Heroism
1x Potion: Superior Healing (8d4 + 8)
1x Potion: Supreme Healing (10d4+20)

Spellcasting:

Simulacrum: destroyed
Contingency: activated

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 276 10 Robe of Scintillating Colors Show

Teilnehmer:

(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none

Loot:

1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Story Awards:

Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-05-27 18:30 DDHC-CM-09 Lore of Lurue 1 1000 10 Ring of Shooting Stars Show

Teilnehmer:

(9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8
(10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none

Loot:

5.000gp
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Wizard level 10
Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Spells known: Steel Wind Strike, Bigby's Hand

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 351 10 Ring of Telekinesis Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None

Loot:

1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome -250 10 Censer of Controlling Air Elementals, Iron Bands of Bilarro Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.

Loot:

3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2025-02-04 19:00 DDHC-CM-12 - The Curious Tale of Wisteria Vale 5000 10 Cli Lyre of the Bards Show

Teilnehmer:

(13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG
(16) Marcelinho700 - Thorin - Aasimar - life cleric 16
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11

Loot:

20.000gp
1x Dust of Disappearance
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall

2025-02-20 19:00 DDHC-CM-13 The Book of Inner Alchemy 2500 10 Gloves of Soul Catching (DESTROYED) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court
(16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault

Loot:

10.000gp
5x Potion of Superior Healing (8d4+8)
1x Potion of Mind Reading
Quaal's Feather Token (Bird)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
...
Gloves of Soul Catching (DESTROYED)
Source: Candlekeep Mysteries
Wondrous item, legendary (requires attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

2025-04-01 19:00 DDHC-CM14 The Canopic Being 1 1622 10 Crystal Ball of True Seeing, Eyes of Minute Seeing, Sun Blade, Ring of Spell Storing, Watchful Helm, Staff of Fate Show

Teilnehmer:

(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance
(16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none
(16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers
(16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault

Loot:

8.110gp
2x Potion of Superior Healing (8d4+8)
...
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Spell Storing
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 1st through 5th level 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
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
Staff, very rare (requires attunement)
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.
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 75 10 Ring of Swimming, Goggles of Night Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none

Loot:

375gp
Goggles of Night
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Consumables expended:

2x Potion of Healing (2d4+2)

2024-02-18 18:30 DDHC-CM Book of Cylinders 1 500 10 Serpent's Fang, Serpent Scale Armor, Lantern of Revealing, Chime of Opening Show

Teilnehmer:

(6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers
(6) Jannis D. - Benny - Human - Draconic Sorcerer 6
(6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter
(6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers
(5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper

Loot:

2500gp
...
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.
...
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.
...
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.
...
Story Award: Grateful Grippli
Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library.
In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on.

Charakter Changes:

Level up - Wizard level 7
Spells known: Evard's Black Tentacles, Polymorph

2023-06-26 19:00 DDHC-CM Mathfroth's Mighty Digressions 1 -5.5 10 Helm of Comprehending Languages Show

Teilnehmer:

(2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none
(2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none
(2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction
(1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none
(3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none

Loot:

100gp
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Spell Scroll: Feather Fall, bought for 25gp on sale

Character changes:

Level up - Wizard level 3
Spells known: Misty Step, Web
Level 3: Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Level 3: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

2023-11-01 18:00 DDHC-CM Shemshime's Bedtime Rhyme 1 0 10 Bag of Holding Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance
(4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers
(4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none
(4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none

Loot:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Charakter Changes:

Level up - Wizard level 5
Spells known: Leomund's Tiny Hut, Summon Shadowspawn
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

2023-06-02 19:00 DDHC-CM The Joy of Extradimensional Spaces 1 17.5 10 Driftglobe, Book Club (Flail +1) Show

Teilnehmer:

(1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1

Loot:

70gp
2x Potion of Healing (verbraucht während des Abenteuers)
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Character changes:

Level up - Wizard level 2
Spells known: Comprehend Languages, Fog Cloud
Level 2: Scholar
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

2024-01-03 15:00 DDHC-CM The Price of Beauty 2 1 330 20 Radiance Show

Teilnehmer:

(5) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 5 - Harpers
(6) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 6 - none
(6) Kiri - Wisteria Groveheart - Winter Eladrin - Circle of Spores Druid 6 - none
(10) Flammenklinge - Lilly - Fairy - Warlock: Archfey 2 / Sorcerer: Shadow 8 - none
(8) Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 8 - none

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
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.

Charakter Changes:

Level up - Wizard level 6
Level 6: Benign Transportation. Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Spells known: Counterspell, Hypnotic Pattern

2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 Shortsword +1, Battleaxe +1, Scale Mail +1, Ring of Evasion, Gloves of Thievery, Atlas of Endless Horizons Show DM Log

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2024-11-17 13:00 DDHC-KftGV-11 Affair on the Concordant Express 1287.5 10 Mithral Armor (Chainmail), Silvered Greatsword +3, Decanter of Endless Water, Ring of Force Resistance, Silver Horn of Valhalla, Dimensional Shackles Show

Teilnehmer:

(10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault
(5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault
(10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers

Loot:

5.150gp
1x Potion of Greater Healing
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Mithral Armor (Chainmail)
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Story Award:

Mysterious Equation. You learn a new language of your choice.

Consumables expended:

1x Potion of Supreme Healing (10d4+20)

Golden Vault Reward:

Ring of Force Resistance
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 1 10 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

Date Played Adventure Title ▲ Tier Session ACP TCP Downtime Renown
2025-01-02 15:00 CCC-BWM-03 A Tale of Two Towers 10 Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2
(16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10
(16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1

Loot:

20.000gp
1x Potion of Superior Healing
1x Potion of Fire Breath
Dread Helm
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Story Award:

Story Award: Grosvenson?
With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.

2023-06-01 15:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 12
Cha: 10

Class:

Wizard, School of Conjuration
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion
Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Background: Archeologist

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Skill Proficiencies: History, Religion
Origin Feat: Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (replaced with both tool proficiencies)
Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

Spells/Level learned from Wizard's list:

1. Detect Magic, Find Familiar, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter
2. Comprehend Languages, Fog Cloud
3. Misty Step, Web
4. Knock, Tasha's Mind Whip
5. Hypnotic Pattern, Summon Shadowspawn
6. Counterspell, Leomund's Tiny Hut
7. Evard's Black Tentacles, Polymorph
8. Dimension Door, Otiluke's Resilient Sphere
9. Teleportation Circle, Wall of Force
10. Steel Wind Strike, Bigby's Hand
11. Disintegrate, Scatter
12. Summon Fiend, Tasha’s Bubbling Cauldron
13. Crown of Stars, Mordenkainen's Magnificent Mansion
14. Reverse Gravity, Simulacrum

Alastor's Spellbook

Cantrips Formulas: Fire Bolt, Ray of Frost, Mage Hand, Mending, Prestidigitation
1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter
Copied: Alarm, Absorb Elements, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tenser's Floating Disk, Unseen Servant, Thunderwave
2nd Level: Knock, Misty Step, Tasha's Mind Whip, Web
Copied: Arcane Lock, Arcane Vigor, Augury, Blindness/Deafness, Darkvision, Enhance Ability, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Levitate, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Skywright
3rd Level: Counterspell, Hypnotic Pattern, Leomund's Tiny Hut, Summon Shadowspawn
Copied: Clairvoyance, Dispel Magic, Fireball, Fly, Galder's Tower, Haste, Intellect Fortress, Lightning Bolt, Magic Circle, Major Image, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Fey, Summon Undead, Tiny Servant, Tongues, Water Breathing
4th Level: Dimension Door, Evard's Black Tentacles, Otiluke's Resilient Sphere, Polymorph
Copied: Banishment, Divination, Fire Shield, Galder's Speedy Courier, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Summon Aberration, Summon Construct,Watery Sphere
5th Level: Steel Wind Strike, Bigby's Hand, Teleportation Circle, Wall of Force
Copied: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Summon Dragon, Telekinesis
6th Level: Disintegrate, Scatter, Summon Fiend, Tasha’s Bubbling Cauldron
Copied: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing
7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum
Copied: Forcecage, Plane Shift, Sequester, Teleport

2024-10-24 19:00 DDAL00-06 Lost Laboratories of Kwalish 4 40 Show

Teilnehmer:

(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers
(9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9
(10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers
(9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1

Loot:

24.450gp
1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons
1x Residence in Ravenpeak
1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration
...
Charm of the Traveler's Haven
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This Tiny Hut has the shape of a small tree with a protective canopy of leaves.
Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross).
Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
...
Polymorph Blade
Weapon (scimitar), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
...
Blade of the Medusa
Weapon (shortsword), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
...
Galder's Bubble Pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast Fog Cloud as an action (1 charge).
You can cast Misty Step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
...
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
...
Gambler's Blade
Weapon (any sword), rare (requires attunement)
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
...
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
...
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Notes: Creation, Consumable
...
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
...
Apparatus of Kwalish (10 Person Capacity)
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
...
Folding Boat
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration
...
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
...
Tan Bag of Tricks
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
...
1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
...
Robe of the Archmagi (White)
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Consumables expended:

3x Potion of Supreme Healing (10d4+20)

2025-01-04 19:30 DDAL-DRW05 Uncertain Scrutiny -10 Show

Teilnehmer:

(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave
(16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet
(16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision

Loot:

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
[Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice]
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Consumables expended:

1x Potion of Heroism
1x Potion: Superior Healing (8d4 + 8)
1x Potion: Supreme Healing (10d4+20)

Spellcasting:

Simulacrum: destroyed
Contingency: activated

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 10 Show

Teilnehmer:

(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none

Loot:

1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Story Awards:

Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-05-27 18:30 DDHC-CM-09 Lore of Lurue 10 Show

Teilnehmer:

(9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8
(10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none

Loot:

5.000gp
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Wizard level 10
Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Spells known: Steel Wind Strike, Bigby's Hand

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 10 Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None

Loot:

1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome 10 Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.

Loot:

3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2025-02-04 19:00 DDHC-CM-12 - The Curious Tale of Wisteria Vale 10 Show

Teilnehmer:

(13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG
(16) Marcelinho700 - Thorin - Aasimar - life cleric 16
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11

Loot:

20.000gp
1x Dust of Disappearance
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall

2025-02-20 19:00 DDHC-CM-13 The Book of Inner Alchemy 10 Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court
(16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault

Loot:

10.000gp
5x Potion of Superior Healing (8d4+8)
1x Potion of Mind Reading
Quaal's Feather Token (Bird)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
...
Gloves of Soul Catching (DESTROYED)
Source: Candlekeep Mysteries
Wondrous item, legendary (requires attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

2025-04-01 19:00 DDHC-CM14 The Canopic Being 10 Show

Teilnehmer:

(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance
(16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none
(16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers
(16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault

Loot:

8.110gp
2x Potion of Superior Healing (8d4+8)
...
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Spell Storing
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 1st through 5th level 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
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
Staff, very rare (requires attunement)
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.
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 10 Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none

Loot:

375gp
Goggles of Night
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Consumables expended:

2x Potion of Healing (2d4+2)

2024-02-18 18:30 DDHC-CM Book of Cylinders 10 Show

Teilnehmer:

(6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers
(6) Jannis D. - Benny - Human - Draconic Sorcerer 6
(6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter
(6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers
(5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper

Loot:

2500gp
...
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.
...
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.
...
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.
...
Story Award: Grateful Grippli
Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library.
In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on.

Charakter Changes:

Level up - Wizard level 7
Spells known: Evard's Black Tentacles, Polymorph

2023-06-26 19:00 DDHC-CM Mathfroth's Mighty Digressions 10 Show

Teilnehmer:

(2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none
(2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none
(2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction
(1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none
(3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none

Loot:

100gp
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Spell Scroll: Feather Fall, bought for 25gp on sale

Character changes:

Level up - Wizard level 3
Spells known: Misty Step, Web
Level 3: Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Level 3: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

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

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance
(4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers
(4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none
(4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none

Loot:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Charakter Changes:

Level up - Wizard level 5
Spells known: Leomund's Tiny Hut, Summon Shadowspawn
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

2023-06-02 19:00 DDHC-CM The Joy of Extradimensional Spaces 10 Show

Teilnehmer:

(1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1

Loot:

70gp
2x Potion of Healing (verbraucht während des Abenteuers)
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Character changes:

Level up - Wizard level 2
Spells known: Comprehend Languages, Fog Cloud
Level 2: Scholar
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

2024-01-03 15:00 DDHC-CM The Price of Beauty 2 20 Show

Teilnehmer:

(5) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 5 - Harpers
(6) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 6 - none
(6) Kiri - Wisteria Groveheart - Winter Eladrin - Circle of Spores Druid 6 - none
(10) Flammenklinge - Lilly - Fairy - Warlock: Archfey 2 / Sorcerer: Shadow 8 - none
(8) Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 8 - none

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
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.

Charakter Changes:

Level up - Wizard level 6
Level 6: Benign Transportation. Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Spells known: Counterspell, Hypnotic Pattern

2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault Show DM Log

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2024-11-17 13:00 DDHC-KftGV-11 Affair on the Concordant Express 10 Show

Teilnehmer:

(10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault
(5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault
(10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers

Loot:

5.150gp
1x Potion of Greater Healing
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Mithral Armor (Chainmail)
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Story Award:

Mysterious Equation. You learn a new language of your choice.

Consumables expended:

1x Potion of Supreme Healing (10d4+20)

Golden Vault Reward:

Ring of Force Resistance
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 1 10 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

Date Played Adventure Title ▲ Session XP GP Downtime Renown Magic Items
2025-01-02 15:00 CCC-BWM-03 A Tale of Two Towers 4000 10 Dread Helm, Aegis of the Raven Queen (Shield, +3) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2
(16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10
(16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1

Loot:

20.000gp
1x Potion of Superior Healing
1x Potion of Fire Breath
Dread Helm
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Story Award:

Story Award: Grosvenson?
With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.

2023-06-01 15:00 Charakter Creation 25 Arcane Grimoire +1 Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 15 (+2)
Wis: 12
Cha: 10

Class:

Wizard, School of Conjuration
Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion
Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Background: Archeologist

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Skill Proficiencies: History, Religion
Origin Feat: Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (replaced with both tool proficiencies)
Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

Spells/Level learned from Wizard's list:

1. Detect Magic, Find Familiar, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter
2. Comprehend Languages, Fog Cloud
3. Misty Step, Web
4. Knock, Tasha's Mind Whip
5. Hypnotic Pattern, Summon Shadowspawn
6. Counterspell, Leomund's Tiny Hut
7. Evard's Black Tentacles, Polymorph
8. Dimension Door, Otiluke's Resilient Sphere
9. Teleportation Circle, Wall of Force
10. Steel Wind Strike, Bigby's Hand
11. Disintegrate, Scatter
12. Summon Fiend, Tasha’s Bubbling Cauldron
13. Crown of Stars, Mordenkainen's Magnificent Mansion
14. Reverse Gravity, Simulacrum

Alastor's Spellbook

Cantrips Formulas: Fire Bolt, Ray of Frost, Mage Hand, Mending, Prestidigitation
1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter
Copied: Alarm, Absorb Elements, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tenser's Floating Disk, Unseen Servant, Thunderwave
2nd Level: Knock, Misty Step, Tasha's Mind Whip, Web
Copied: Arcane Lock, Arcane Vigor, Augury, Blindness/Deafness, Darkvision, Enhance Ability, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Levitate, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Skywright
3rd Level: Counterspell, Hypnotic Pattern, Leomund's Tiny Hut, Summon Shadowspawn
Copied: Clairvoyance, Dispel Magic, Fireball, Fly, Galder's Tower, Haste, Intellect Fortress, Lightning Bolt, Magic Circle, Major Image, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Fey, Summon Undead, Tiny Servant, Tongues, Water Breathing
4th Level: Dimension Door, Evard's Black Tentacles, Otiluke's Resilient Sphere, Polymorph
Copied: Banishment, Divination, Fire Shield, Galder's Speedy Courier, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Summon Aberration, Summon Construct,Watery Sphere
5th Level: Steel Wind Strike, Bigby's Hand, Teleportation Circle, Wall of Force
Copied: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Summon Dragon, Telekinesis
6th Level: Disintegrate, Scatter, Summon Fiend, Tasha’s Bubbling Cauldron
Copied: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing
7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum
Copied: Forcecage, Plane Shift, Sequester, Teleport

2024-10-24 19:00 DDAL00-06 Lost Laboratories of Kwalish 4 4890 40 Tan Bag of Tricks, Robe of the Archmagi (White), Polymorph Blade, Apparatus of Kwalish, Boots of Striding and Springing, Folding Boat, Wings of Flying, Gambler's Blade, Manual of Golems, Blade of the Medusa, Galder's Bubble Pipe, Heward's Hireling Armor, Leather Golem Armor Show

Teilnehmer:

(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers
(9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9
(10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers
(9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1

Loot:

24.450gp
1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons
1x Residence in Ravenpeak
1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration
...
Charm of the Traveler's Haven
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This Tiny Hut has the shape of a small tree with a protective canopy of leaves.
Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross).
Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
...
Polymorph Blade
Weapon (scimitar), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
...
Blade of the Medusa
Weapon (shortsword), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
...
Galder's Bubble Pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast Fog Cloud as an action (1 charge).
You can cast Misty Step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
...
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
...
Gambler's Blade
Weapon (any sword), rare (requires attunement)
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
...
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
...
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Notes: Creation, Consumable
...
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
...
Apparatus of Kwalish (10 Person Capacity)
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
...
Folding Boat
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration
...
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
...
Tan Bag of Tricks
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
...
1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
...
Robe of the Archmagi (White)
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Consumables expended:

3x Potion of Supreme Healing (10d4+20)

2025-01-04 19:30 DDAL-DRW05 Uncertain Scrutiny 3000 -10 Staff of Frost, Cape of the Mountebank Show

Teilnehmer:

(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave
(16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet
(16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision

Loot:

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
[Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice]
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Consumables expended:

1x Potion of Heroism
1x Potion: Superior Healing (8d4 + 8)
1x Potion: Supreme Healing (10d4+20)

Spellcasting:

Simulacrum: destroyed
Contingency: activated

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 276 10 Robe of Scintillating Colors Show

Teilnehmer:

(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none

Loot:

1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Story Awards:

Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-05-27 18:30 DDHC-CM-09 Lore of Lurue 1000 10 Ring of Shooting Stars Show

Teilnehmer:

(9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8
(10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none

Loot:

5.000gp
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Wizard level 10
Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Spells known: Steel Wind Strike, Bigby's Hand

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 351 10 Ring of Telekinesis Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None

Loot:

1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome -250 10 Censer of Controlling Air Elementals, Iron Bands of Bilarro Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.

Loot:

3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2025-02-04 19:00 DDHC-CM-12 - The Curious Tale of Wisteria Vale 5000 10 Cli Lyre of the Bards Show

Teilnehmer:

(13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG
(16) Marcelinho700 - Thorin - Aasimar - life cleric 16
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11

Loot:

20.000gp
1x Dust of Disappearance
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall

2025-02-20 19:00 DDHC-CM-13 The Book of Inner Alchemy 2500 10 Gloves of Soul Catching (DESTROYED) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court
(16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault

Loot:

10.000gp
5x Potion of Superior Healing (8d4+8)
1x Potion of Mind Reading
Quaal's Feather Token (Bird)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
...
Gloves of Soul Catching (DESTROYED)
Source: Candlekeep Mysteries
Wondrous item, legendary (requires attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

2025-04-01 19:00 DDHC-CM14 The Canopic Being 1622 10 Crystal Ball of True Seeing, Eyes of Minute Seeing, Sun Blade, Ring of Spell Storing, Watchful Helm, Staff of Fate Show

Teilnehmer:

(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance
(16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none
(16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers
(16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault

Loot:

8.110gp
2x Potion of Superior Healing (8d4+8)
...
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Spell Storing
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 1st through 5th level 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
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
Staff, very rare (requires attunement)
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.
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 75 10 Ring of Swimming, Goggles of Night Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none

Loot:

375gp
Goggles of Night
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Consumables expended:

2x Potion of Healing (2d4+2)

2024-02-18 18:30 DDHC-CM Book of Cylinders 500 10 Serpent's Fang, Serpent Scale Armor, Lantern of Revealing, Chime of Opening Show

Teilnehmer:

(6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers
(6) Jannis D. - Benny - Human - Draconic Sorcerer 6
(6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter
(6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers
(5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper

Loot:

2500gp
...
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.
...
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.
...
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.
...
Story Award: Grateful Grippli
Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library.
In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on.

Charakter Changes:

Level up - Wizard level 7
Spells known: Evard's Black Tentacles, Polymorph

2023-06-26 19:00 DDHC-CM Mathfroth's Mighty Digressions -5.5 10 Helm of Comprehending Languages Show

Teilnehmer:

(2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none
(2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none
(2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction
(1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none
(3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none

Loot:

100gp
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Spell Scroll: Feather Fall, bought for 25gp on sale

Character changes:

Level up - Wizard level 3
Spells known: Misty Step, Web
Level 3: Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Level 3: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

2023-11-01 18:00 DDHC-CM Shemshime's Bedtime Rhyme 0 10 Bag of Holding Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance
(4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers
(4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none
(4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none

Loot:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Charakter Changes:

Level up - Wizard level 5
Spells known: Leomund's Tiny Hut, Summon Shadowspawn
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

2023-06-02 19:00 DDHC-CM The Joy of Extradimensional Spaces 17.5 10 Driftglobe, Book Club (Flail +1) Show

Teilnehmer:

(1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1

Loot:

70gp
2x Potion of Healing (verbraucht während des Abenteuers)
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Character changes:

Level up - Wizard level 2
Spells known: Comprehend Languages, Fog Cloud
Level 2: Scholar
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

2024-01-03 15:00 DDHC-CM The Price of Beauty 2 330 20 Radiance Show

Teilnehmer:

(5) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 5 - Harpers
(6) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 6 - none
(6) Kiri - Wisteria Groveheart - Winter Eladrin - Circle of Spores Druid 6 - none
(10) Flammenklinge - Lilly - Fairy - Warlock: Archfey 2 / Sorcerer: Shadow 8 - none
(8) Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 8 - none

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
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.

Charakter Changes:

Level up - Wizard level 6
Level 6: Benign Transportation. Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Spells known: Counterspell, Hypnotic Pattern

2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 Shortsword +1, Battleaxe +1, Scale Mail +1, Ring of Evasion, Gloves of Thievery, Atlas of Endless Horizons Show DM Log

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2024-11-17 13:00 DDHC-KftGV-11 Affair on the Concordant Express 1287.5 10 Mithral Armor (Chainmail), Silvered Greatsword +3, Decanter of Endless Water, Ring of Force Resistance, Silver Horn of Valhalla, Dimensional Shackles Show

Teilnehmer:

(10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault
(5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault
(10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers

Loot:

5.150gp
1x Potion of Greater Healing
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Mithral Armor (Chainmail)
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Story Award:

Mysterious Equation. You learn a new language of your choice.

Consumables expended:

1x Potion of Supreme Healing (10d4+20)

Golden Vault Reward:

Ring of Force Resistance
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 1 10 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin