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
2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 1 800 10 Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat, Bracers of Defense, Longtooth - Giant Slayer Shortsword, Eyes of Minute Seeing, Folding Boat, Periapt of Proof against Poison Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
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.
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.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

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

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

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Wand of Lightning Bolts, Longsword +1 of Plant Slaying, Ring of Protection, Ring of Animal Influence, Ring of Fire Resistance, Bracers of Defense, Gloves of Missile Snaring, Amulet of Protection from Turning, Bracelet of Rock Magic, Eagle Whistle, Balance of Harmony, Mirror of the Past, Periapt of Wound Closure, Rod of the Pact Keeper, +1, Berserker Axe +2 Show

Teilnehmer:

(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none

Loot:

12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* Animal friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak with animals
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

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)

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)

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.

2023-08-01 23:00 Downtime: Catching up 1 Show

Charakter Changes:

Level up - Wizard level 4
ASI - Feat: Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study Action as a Bonus Action.
Spells known: Knock, Tasha's Mind Whip

2024-01-02 00:00 Purchase Log -2475 -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

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

2024-02-19 21:00 Purchase Log -500 Show Purchase

1x Diamond (Revivify component) worth 300gp
2x Potion of Greater Healing (4d4+4) worth 100gp each

2024-02-21 18:00 DDHC-TYP White Plume Mountain 1 11207 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Ring of Protection, Ring of Spell Storing Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
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. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

2024-02-22 12:00 Purchase Log -10075 -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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.

2024-06-01 20:00 Purchase Log -22500 -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)

2024-04-15 19:55 DM Reward 20000 Tome of Clear Thought, Staff of Power Show DM Log

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

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

2024-05-31 00:00 End-of-Season Service Rewards 50000 Show DM Log

Reward:

Price: 40 hours
...
Repeatable Reward
2024: 50th Anniversary, version 1.1
50.000gp
Rare Potions: 2x Invulnerability, 3x Heroism

2024-06-19 18:00 Purchase Log -11925 -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

Date Played Adventure Title Tier Session ▲ ACP TCP Downtime Renown
2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 10 Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
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.
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.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

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

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

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 20 Show

Teilnehmer:

(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none

Loot:

12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* Animal friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak with animals
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

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)

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)

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.

2023-08-01 23:00 Downtime: Catching up Show

Charakter Changes:

Level up - Wizard level 4
ASI - Feat: Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study Action as a Bonus Action.
Spells known: Knock, Tasha's Mind Whip

2024-01-02 00:00 Purchase Log -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

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

2024-02-19 21:00 Purchase Log Show Purchase

1x Diamond (Revivify component) worth 300gp
2x Potion of Greater Healing (4d4+4) worth 100gp each

2024-02-21 18:00 DDHC-TYP White Plume Mountain 10 Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
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. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

2024-02-22 12:00 Purchase Log -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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.

2024-06-01 20:00 Purchase Log -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)

2024-04-15 19:55 DM Reward Show DM Log

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

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

2024-05-31 00:00 End-of-Season Service Rewards Show DM Log

Reward:

Price: 40 hours
...
Repeatable Reward
2024: 50th Anniversary, version 1.1
50.000gp
Rare Potions: 2x Invulnerability, 3x Heroism

2024-06-19 18:00 Purchase Log -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

Date Played Adventure Title Session ▲ XP GP Downtime Renown Magic Items
2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 800 10 Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat, Bracers of Defense, Longtooth - Giant Slayer Shortsword, Eyes of Minute Seeing, Folding Boat, Periapt of Proof against Poison Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
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.
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.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

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

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

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Wand of Lightning Bolts, Longsword +1 of Plant Slaying, Ring of Protection, Ring of Animal Influence, Ring of Fire Resistance, Bracers of Defense, Gloves of Missile Snaring, Amulet of Protection from Turning, Bracelet of Rock Magic, Eagle Whistle, Balance of Harmony, Mirror of the Past, Periapt of Wound Closure, Rod of the Pact Keeper, +1, Berserker Axe +2 Show

Teilnehmer:

(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none

Loot:

12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
* Animal friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak with animals
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

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)

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)

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.

2023-08-01 23:00 Downtime: Catching up Show

Charakter Changes:

Level up - Wizard level 4
ASI - Feat: Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study Action as a Bonus Action.
Spells known: Knock, Tasha's Mind Whip

2024-01-02 00:00 Purchase Log -2475 -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

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

2024-02-19 21:00 Purchase Log -500 Show Purchase

1x Diamond (Revivify component) worth 300gp
2x Potion of Greater Healing (4d4+4) worth 100gp each

2024-02-21 18:00 DDHC-TYP White Plume Mountain 11207 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Ring of Protection, Ring of Spell Storing Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
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. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

2024-02-22 12:00 Purchase Log -10075 -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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.

2024-06-01 20:00 Purchase Log -22500 -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)

2024-04-15 19:55 DM Reward 20000 Tome of Clear Thought, Staff of Power Show DM Log

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

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

2024-05-31 00:00 End-of-Season Service Rewards 50000 Show DM Log

Reward:

Price: 40 hours
...
Repeatable Reward
2024: 50th Anniversary, version 1.1
50.000gp
Rare Potions: 2x Invulnerability, 3x Heroism

2024-06-19 18:00 Purchase Log -11925 -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)