Nico Feywood

Season:
Forgotten Realms
Race:
Lightfood Halfling
Class:
Druid: Circle of Wildfire
Background:
Feylost
Lifestyle:
Modest
Current Level:
12
Total GP:
8051.62
Total Downtime:
260
Tag:
LMoP
Faction:
Emerald Enclave
Faction Rank:
Autumnreaver (rank 3)
Magic Item Count:
25
Magic Item Limit:
6
Staff of Defense,
+1 Longsword,
Ring of Protection,
Boots of Striding and Springing,
Wand of Magic Missiles,
Gauntlets of Ogre Power,
Lightbringer,
Dragonguard,
Spider Staff,
Hew (Battleaxe +1),
Bag of Holding ,
Dagger of Venom,
Emerald Elemental Gem,
Javelin of Lightning,
Bracers of Archery,
Gem of Brightness,
Luminous War Pick,
Ring of Mind Shielding,
Bracers of Celerity,
Immovable Rod,
Eyes of Minute Seeing,
Mudslick Tower,
Lantern of Revealing,
Wand of Magic Detection,
Heward's Handy Haversack

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2023-09-15 00:00 Charakter Creation 10 Bag of Holding Show

Race:

(Tasha's Customizing Origin)
Lightfood Halfling
Alignment: Chaotic Good
Size: Small
Speed: 25
Language: Common, Halfling, Druidic
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave. You have advantage on saving throws against being frightened.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 10
Wis: 15 (+2)
Cha: 12
AL - Level 1 Feat: Magic Initiate or Tough or Skilled (Nature, Medicine, Sleight of Hand)

Class:

Druid: Circle of Wildfire
Spellcasting. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer's pack and a druidic focus

Background: Feylost

Fey Mark. You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.
Feywild Visitor. Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally.
Feywild Connection. Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Skill Proficiencies: Deception, Survival
Tool Proficiencies: None
Languages: Two languagea Elvish, Sylvan
Equipment: One musical instrument of your choice, a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp

2023-09-24 19:00 DDHC-LMOP-1 Goblin Arrows 2 1 31.4 20 Show

Teilnehmer:

(1) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 1 - Emerald Enclave
(1) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 1 - Harpers
(1) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 1 - Lords Alliance
(1) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 1 - Zhentarim
(1) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 1 - Order of the Gauntlet

Loot:

157gp
1x Potion of Healing (2d4+2)

Charakter Changes:

Level up - Druid: Circle of Wildfire 2
Circle Spells
When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Druid Level Spells
2nd Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Ray
5th Plant Growth, Revivify
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Cure Wounds
.................................................................................................
Summon Wildfire Spirit
At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

2023-10-08 18:00 DDHC-LMOP-2 Pandalin 2 1 183.92 20 Staff of Defense, +1 Longsword Show

Teilnehmer:

(2) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 2 - Emerald Enclave
(2) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 2 - Harpers
(2) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 2 - Lords Alliance
(2) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 2 - Zhentarim
(2) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 2 - Order of the Gauntlet

Loot:

183,92gp pro Person
1x Potion of Healing
1x Potion of Invisibility
1x Studded Leather Armor
Spell Scrolls: Augury, Charm Person, Fireball
Staff of Defense
Staff, Rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
+1 Longsword
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.
Some +1 weapons (swords in particular) have additional properties, such as shedding light.

Charakter Changes:

Level up - Druid: Circle of Wildfire 3

2023-11-03 19:00 DDHC-LMOP-3 The Spider's Web 3 1 625.7 30 Ring of Protection, Hew (Battleaxe +1) Show

Teilnehmer:

(3) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 3 - Emerald Enclave
(3) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 3 - Harpers
(3) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 3 - Lords Alliance
(3) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 3 - Zhentarim
(3) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 3 - Order of the Gauntlet

Loot:

2.358,5 gp + 10%
470gp from the Dragon's Hoard
3x Diamonds worth 100gp each
1x Potion of Healing (2d4+2)
1x Potion of Flying
Spell Scrolls: Darkness, Silence, Revivify, Misty Step, Lightning Bolt
Ring of Protection
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
Hew
This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood.
Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Charakter Changes:

Level up - Druid: Circle of Wildfire 4
Wild Shape Improvement, Bonus Cantrip
ASI - Feat: Observant (WIS+1)
Source: Player's Handbook
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

2023-11-25 19:00 DDHC-LMOP-4 Wave Echo Cave 2 1 213.4 20 Boots of Striding and Springing, Wand of Magic Missiles, Gauntlets of Ogre Power, Lightbringer, Dragonguard, Spider Staff Show

Teilnehmer:

(4) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 4 - Emerald Enclave
(4) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 4 - Harpers
(4) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 4 - Lords Alliance
(4) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 4 - Zhentarim
(4) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 4 - Order of the Gauntlet

Loot:

1.067gp
...
Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Consumables expended:

6x Potion of Healing (2d4+2)
1x Spell Scroll: Revivify

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 5

2024-01-09 20:00 Purchase Log -900 Show Purchase

Gilded Flower worth 300 gp (Summon Fey component)
Spell Scroll: Revivify worth 600gp (includes Diamond)

2024-03-10 19:00 DDHC-LMOP-5 Paths of Peril 3 2 600 30 Dagger of Venom, Emerald Elemental Gem, Javelin of Lightning, Bracers of Archery, Gem of Brightness, Luminous War Pick, Ring of Mind Shielding, Bracers of Celerity Show

Teilnehmer:

(5) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 5 - Emerald Enclave
(5) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 5 - Harpers
(5) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 5 - Lords Alliance
(5) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 5 - Zhentarim
(5) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 5 - Order of the Gauntlet

Loot:

3.000gp
1x Potion of Psionic Fortitude
2x Potion of Greater Healing (4d4+4)
...
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Emerald Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Gem of Brightness
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Luminous War Pick
Weapon (War Pick), Rare (Requires Attunement)
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Bracers of Celerity
Wondrous Item, Rare (Requires Attunement)
This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.
While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.

Consumables expended:

1x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 7
Enhanced Bond. At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

2024-06-23 19:00 DDHC-LMOP-6 The Shattered Obelisk 7 2 4167.2 70 Immovable Rod, Eyes of Minute Seeing, Mudslick Tower, Lantern of Revealing, Wand of Magic Detection, Heward's Handy Haversack Show

Teilnehrmer:

(7) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 7 - Emerald Enclave
(7) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 7 - Harpers
(7) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 7 - Lords Alliance _____ (curse removed)
(7) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 7 - Zhentarim
(7) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 7 - Order of the Gauntlet

Loot:

20.836gp
...
Potion of Invulnerability
Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron.
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
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.
Talhund Funerary Plate Armor
Heavy Armor (10 minutes to don and 5 minutes to doff)
Dumathoin’s faithful are reluctant to attack the armor's wearer. Undead dwarves in the Crypt of the Talhund have disadvantage on attack rolls against anyone wearing this armor.
Ring of the Orator
Ring, Uncommon (Requires Attunement)
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.
Mindguard Crown
Wondrous Item, Very Rare (Requires Attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Mudslick Tower
Wondrous Item, Very Rare
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
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.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Heward's Handy Haversack
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 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.

Consumables expended:

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

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 9
ASI - Feat: Elemental Adept (Fire)
Source: Player's Handbook
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

2024-10-26 22:00 DDHC-LMOP-7 Rifts in Reality 4 1 3120 40 Show

Teilnehrmer:

(9) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 9 - Emerald Enclave
(9) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 9 - Harpers
(9) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 9 - Lords Alliance
(9) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 9 - Zhentarim
(9) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 9 - Order of the Gauntlet

Loot:

15.600gp
1x Potion of Growth
Keoghtom's Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Consumables expended:

1x Diamond Dust (100gp)

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 10
Level 10: Cauterizing Flames
At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

2025-01-26 19:00 DDHC-LMOP-8 Beyond a Lightless Star 3 2 30 Show

Teilnehrmer:

(10) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 10 - Emerald Enclave
(10) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 10 - Harpers
(10) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 10 - Lords Alliance
(10) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 10 - Zhentarim
(10) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 10 - Order of the Gauntlet

Loot:

11.450 gp
2x Spell Scroll: Comprehend Languages
1x Spell Scroll: Tongues
Cape of Enlargement
Wondrous Item, Very Rare (Requires Attunement)
Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.
The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:
Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
You have advantage on Strength checks and Strength saving throws.
When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.
These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.
Mindblasting Cap
Wondrous Item, Very Rare (Requires Attunement)
This soft, violet cap bears stitching in the pattern of folds on a brain.
As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
Blessing of the Solipsistic Mind
You access esoteric truths from an ancient tome by focusing deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make an Intelligence check, Wisdom check, Intelligence saving throw, or Wisdom saving throw, you can roll a d8 and add the number rolled to the ability check or saving throw. You regain the ability to focus your inner mind when you finish a long rest.

Charakter Changes:

Date Played Adventure Title Tier ▼ Session ACP TCP Downtime Renown
2023-09-15 00:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Lightfood Halfling
Alignment: Chaotic Good
Size: Small
Speed: 25
Language: Common, Halfling, Druidic
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave. You have advantage on saving throws against being frightened.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 10
Wis: 15 (+2)
Cha: 12
AL - Level 1 Feat: Magic Initiate or Tough or Skilled (Nature, Medicine, Sleight of Hand)

Class:

Druid: Circle of Wildfire
Spellcasting. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer's pack and a druidic focus

Background: Feylost

Fey Mark. You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.
Feywild Visitor. Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally.
Feywild Connection. Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Skill Proficiencies: Deception, Survival
Tool Proficiencies: None
Languages: Two languagea Elvish, Sylvan
Equipment: One musical instrument of your choice, a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp

2023-09-24 19:00 DDHC-LMOP-1 Goblin Arrows 2 20 Show

Teilnehmer:

(1) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 1 - Emerald Enclave
(1) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 1 - Harpers
(1) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 1 - Lords Alliance
(1) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 1 - Zhentarim
(1) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 1 - Order of the Gauntlet

Loot:

157gp
1x Potion of Healing (2d4+2)

Charakter Changes:

Level up - Druid: Circle of Wildfire 2
Circle Spells
When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Druid Level Spells
2nd Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Ray
5th Plant Growth, Revivify
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Cure Wounds
.................................................................................................
Summon Wildfire Spirit
At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

2023-10-08 18:00 DDHC-LMOP-2 Pandalin 2 20 Show

Teilnehmer:

(2) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 2 - Emerald Enclave
(2) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 2 - Harpers
(2) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 2 - Lords Alliance
(2) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 2 - Zhentarim
(2) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 2 - Order of the Gauntlet

Loot:

183,92gp pro Person
1x Potion of Healing
1x Potion of Invisibility
1x Studded Leather Armor
Spell Scrolls: Augury, Charm Person, Fireball
Staff of Defense
Staff, Rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
+1 Longsword
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.
Some +1 weapons (swords in particular) have additional properties, such as shedding light.

Charakter Changes:

Level up - Druid: Circle of Wildfire 3

2023-11-03 19:00 DDHC-LMOP-3 The Spider's Web 3 30 Show

Teilnehmer:

(3) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 3 - Emerald Enclave
(3) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 3 - Harpers
(3) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 3 - Lords Alliance
(3) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 3 - Zhentarim
(3) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 3 - Order of the Gauntlet

Loot:

2.358,5 gp + 10%
470gp from the Dragon's Hoard
3x Diamonds worth 100gp each
1x Potion of Healing (2d4+2)
1x Potion of Flying
Spell Scrolls: Darkness, Silence, Revivify, Misty Step, Lightning Bolt
Ring of Protection
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
Hew
This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood.
Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Charakter Changes:

Level up - Druid: Circle of Wildfire 4
Wild Shape Improvement, Bonus Cantrip
ASI - Feat: Observant (WIS+1)
Source: Player's Handbook
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

2023-11-25 19:00 DDHC-LMOP-4 Wave Echo Cave 2 20 Show

Teilnehmer:

(4) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 4 - Emerald Enclave
(4) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 4 - Harpers
(4) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 4 - Lords Alliance
(4) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 4 - Zhentarim
(4) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 4 - Order of the Gauntlet

Loot:

1.067gp
...
Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Consumables expended:

6x Potion of Healing (2d4+2)
1x Spell Scroll: Revivify

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 5

2024-01-09 20:00 Purchase Log Show Purchase

Gilded Flower worth 300 gp (Summon Fey component)
Spell Scroll: Revivify worth 600gp (includes Diamond)

2024-03-10 19:00 DDHC-LMOP-5 Paths of Peril 3 30 Show

Teilnehmer:

(5) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 5 - Emerald Enclave
(5) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 5 - Harpers
(5) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 5 - Lords Alliance
(5) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 5 - Zhentarim
(5) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 5 - Order of the Gauntlet

Loot:

3.000gp
1x Potion of Psionic Fortitude
2x Potion of Greater Healing (4d4+4)
...
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Emerald Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Gem of Brightness
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Luminous War Pick
Weapon (War Pick), Rare (Requires Attunement)
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Bracers of Celerity
Wondrous Item, Rare (Requires Attunement)
This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.
While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.

Consumables expended:

1x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 7
Enhanced Bond. At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

2024-06-23 19:00 DDHC-LMOP-6 The Shattered Obelisk 7 70 Show

Teilnehrmer:

(7) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 7 - Emerald Enclave
(7) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 7 - Harpers
(7) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 7 - Lords Alliance _____ (curse removed)
(7) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 7 - Zhentarim
(7) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 7 - Order of the Gauntlet

Loot:

20.836gp
...
Potion of Invulnerability
Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron.
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
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.
Talhund Funerary Plate Armor
Heavy Armor (10 minutes to don and 5 minutes to doff)
Dumathoin’s faithful are reluctant to attack the armor's wearer. Undead dwarves in the Crypt of the Talhund have disadvantage on attack rolls against anyone wearing this armor.
Ring of the Orator
Ring, Uncommon (Requires Attunement)
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.
Mindguard Crown
Wondrous Item, Very Rare (Requires Attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Mudslick Tower
Wondrous Item, Very Rare
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
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.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Heward's Handy Haversack
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 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.

Consumables expended:

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

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 9
ASI - Feat: Elemental Adept (Fire)
Source: Player's Handbook
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

2024-10-26 22:00 DDHC-LMOP-7 Rifts in Reality 4 40 Show

Teilnehrmer:

(9) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 9 - Emerald Enclave
(9) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 9 - Harpers
(9) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 9 - Lords Alliance
(9) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 9 - Zhentarim
(9) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 9 - Order of the Gauntlet

Loot:

15.600gp
1x Potion of Growth
Keoghtom's Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Consumables expended:

1x Diamond Dust (100gp)

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 10
Level 10: Cauterizing Flames
At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

2025-01-26 19:00 DDHC-LMOP-8 Beyond a Lightless Star 3 30 Show

Teilnehrmer:

(10) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 10 - Emerald Enclave
(10) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 10 - Harpers
(10) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 10 - Lords Alliance
(10) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 10 - Zhentarim
(10) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 10 - Order of the Gauntlet

Loot:

11.450 gp
2x Spell Scroll: Comprehend Languages
1x Spell Scroll: Tongues
Cape of Enlargement
Wondrous Item, Very Rare (Requires Attunement)
Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.
The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:
Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
You have advantage on Strength checks and Strength saving throws.
When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.
These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.
Mindblasting Cap
Wondrous Item, Very Rare (Requires Attunement)
This soft, violet cap bears stitching in the pattern of folds on a brain.
As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
Blessing of the Solipsistic Mind
You access esoteric truths from an ancient tome by focusing deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make an Intelligence check, Wisdom check, Intelligence saving throw, or Wisdom saving throw, you can roll a d8 and add the number rolled to the ability check or saving throw. You regain the ability to focus your inner mind when you finish a long rest.

Charakter Changes:

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2023-09-15 00:00 Charakter Creation 10 Bag of Holding Show

Race:

(Tasha's Customizing Origin)
Lightfood Halfling
Alignment: Chaotic Good
Size: Small
Speed: 25
Language: Common, Halfling, Druidic
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave. You have advantage on saving throws against being frightened.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

...
Ability Scores:
Str: 8
Dex: 13 (+1)
Con: 14
Int: 10
Wis: 15 (+2)
Cha: 12
AL - Level 1 Feat: Magic Initiate or Tough or Skilled (Nature, Medicine, Sleight of Hand)

Class:

Druid: Circle of Wildfire
Spellcasting. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer's pack and a druidic focus

Background: Feylost

Fey Mark. You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.
Feywild Visitor. Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speaking that language normally.
Feywild Connection. Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Skill Proficiencies: Deception, Survival
Tool Proficiencies: None
Languages: Two languagea Elvish, Sylvan
Equipment: One musical instrument of your choice, a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp

2023-09-24 19:00 DDHC-LMOP-1 Goblin Arrows 2 31.4 20 Show

Teilnehmer:

(1) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 1 - Emerald Enclave
(1) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 1 - Harpers
(1) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 1 - Lords Alliance
(1) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 1 - Zhentarim
(1) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 1 - Order of the Gauntlet

Loot:

157gp
1x Potion of Healing (2d4+2)

Charakter Changes:

Level up - Druid: Circle of Wildfire 2
Circle Spells
When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Druid Level Spells
2nd Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Ray
5th Plant Growth, Revivify
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Cure Wounds
.................................................................................................
Summon Wildfire Spirit
At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

2023-10-08 18:00 DDHC-LMOP-2 Pandalin 2 183.92 20 Staff of Defense, +1 Longsword Show

Teilnehmer:

(2) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 2 - Emerald Enclave
(2) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 2 - Harpers
(2) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 2 - Lords Alliance
(2) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 2 - Zhentarim
(2) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 2 - Order of the Gauntlet

Loot:

183,92gp pro Person
1x Potion of Healing
1x Potion of Invisibility
1x Studded Leather Armor
Spell Scrolls: Augury, Charm Person, Fireball
Staff of Defense
Staff, Rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
+1 Longsword
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.
Some +1 weapons (swords in particular) have additional properties, such as shedding light.

Charakter Changes:

Level up - Druid: Circle of Wildfire 3

2023-11-03 19:00 DDHC-LMOP-3 The Spider's Web 3 625.7 30 Ring of Protection, Hew (Battleaxe +1) Show

Teilnehmer:

(3) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 3 - Emerald Enclave
(3) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 3 - Harpers
(3) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 3 - Lords Alliance
(3) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 3 - Zhentarim
(3) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 3 - Order of the Gauntlet

Loot:

2.358,5 gp + 10%
470gp from the Dragon's Hoard
3x Diamonds worth 100gp each
1x Potion of Healing (2d4+2)
1x Potion of Flying
Spell Scrolls: Darkness, Silence, Revivify, Misty Step, Lightning Bolt
Ring of Protection
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
Hew
This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood.
Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Charakter Changes:

Level up - Druid: Circle of Wildfire 4
Wild Shape Improvement, Bonus Cantrip
ASI - Feat: Observant (WIS+1)
Source: Player's Handbook
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

2023-11-25 19:00 DDHC-LMOP-4 Wave Echo Cave 2 213.4 20 Boots of Striding and Springing, Wand of Magic Missiles, Gauntlets of Ogre Power, Lightbringer, Dragonguard, Spider Staff Show

Teilnehmer:

(4) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 4 - Emerald Enclave
(4) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 4 - Harpers
(4) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 4 - Lords Alliance
(4) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 4 - Zhentarim
(4) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 4 - Order of the Gauntlet

Loot:

1.067gp
...
Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Consumables expended:

6x Potion of Healing (2d4+2)
1x Spell Scroll: Revivify

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 5

2024-01-09 20:00 Purchase Log -900 Show Purchase

Gilded Flower worth 300 gp (Summon Fey component)
Spell Scroll: Revivify worth 600gp (includes Diamond)

2024-03-10 19:00 DDHC-LMOP-5 Paths of Peril 3 600 30 Dagger of Venom, Emerald Elemental Gem, Javelin of Lightning, Bracers of Archery, Gem of Brightness, Luminous War Pick, Ring of Mind Shielding, Bracers of Celerity Show

Teilnehmer:

(5) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 5 - Emerald Enclave
(5) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 5 - Harpers
(5) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 5 - Lords Alliance
(5) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 5 - Zhentarim
(5) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 5 - Order of the Gauntlet

Loot:

3.000gp
1x Potion of Psionic Fortitude
2x Potion of Greater Healing (4d4+4)
...
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Emerald Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Gem of Brightness
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Luminous War Pick
Weapon (War Pick), Rare (Requires Attunement)
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Bracers of Celerity
Wondrous Item, Rare (Requires Attunement)
This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.
While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.

Consumables expended:

1x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 7
Enhanced Bond. At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

2024-06-23 19:00 DDHC-LMOP-6 The Shattered Obelisk 7 4167.2 70 Immovable Rod, Eyes of Minute Seeing, Mudslick Tower, Lantern of Revealing, Wand of Magic Detection, Heward's Handy Haversack Show

Teilnehrmer:

(7) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 7 - Emerald Enclave
(7) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 7 - Harpers
(7) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 7 - Lords Alliance _____ (curse removed)
(7) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 7 - Zhentarim
(7) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 7 - Order of the Gauntlet

Loot:

20.836gp
...
Potion of Invulnerability
Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron.
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
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.
Talhund Funerary Plate Armor
Heavy Armor (10 minutes to don and 5 minutes to doff)
Dumathoin’s faithful are reluctant to attack the armor's wearer. Undead dwarves in the Crypt of the Talhund have disadvantage on attack rolls against anyone wearing this armor.
Ring of the Orator
Ring, Uncommon (Requires Attunement)
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.
Mindguard Crown
Wondrous Item, Very Rare (Requires Attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Mudslick Tower
Wondrous Item, Very Rare
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
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.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Heward's Handy Haversack
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 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.

Consumables expended:

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

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 9
ASI - Feat: Elemental Adept (Fire)
Source: Player's Handbook
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.

2024-10-26 22:00 DDHC-LMOP-7 Rifts in Reality 4 3120 40 Show

Teilnehrmer:

(9) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 9 - Emerald Enclave
(9) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 9 - Harpers
(9) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 9 - Lords Alliance
(9) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 9 - Zhentarim
(9) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 9 - Order of the Gauntlet

Loot:

15.600gp
1x Potion of Growth
Keoghtom's Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Consumables expended:

1x Diamond Dust (100gp)

Charakter Changes:

Level up - Druid: Cirlce of Wildfire 10
Level 10: Cauterizing Flames
At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

2025-01-26 19:00 DDHC-LMOP-8 Beyond a Lightless Star 3 30 Show

Teilnehrmer:

(10) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 10 - Emerald Enclave
(10) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 10 - Harpers
(10) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 10 - Lords Alliance
(10) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 10 - Zhentarim
(10) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 10 - Order of the Gauntlet

Loot:

11.450 gp
2x Spell Scroll: Comprehend Languages
1x Spell Scroll: Tongues
Cape of Enlargement
Wondrous Item, Very Rare (Requires Attunement)
Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.
The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:
Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
You have advantage on Strength checks and Strength saving throws.
When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.
These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.
Mindblasting Cap
Wondrous Item, Very Rare (Requires Attunement)
This soft, violet cap bears stitching in the pattern of folds on a brain.
As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
Blessing of the Solipsistic Mind
You access esoteric truths from an ancient tome by focusing deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make an Intelligence check, Wisdom check, Intelligence saving throw, or Wisdom saving throw, you can roll a d8 and add the number rolled to the ability check or saving throw. You regain the ability to focus your inner mind when you finish a long rest.

Charakter Changes: