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Date Played
2019-09-08 19:12:00 UTC
Downtime
-15.0
Notes
Prince Doran Hightower Garrett Colón 6223-775-804 Hammer of Thunderbolts (Table I Quest season 8)
Traded Magic Item

Grey robes of the archmagi

Legendary
Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock) - Magic Table I Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2.
Received Magic Item

Hammer of Thunderbolts

Legendary
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. Giant's Bane (Requires Attunement): You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Power to attune to this weapon. The Attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an Attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The Hammer also has 5 Charges. While attuned to it, you can expend 1 charge and make a ranged weapon Attack with the Hammer, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the Attack hits, the Hammer unleashes a Thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be Stunned until the end of your next turn. The Hammer regains 1d4 + 1 expended Charges daily at dawn.