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Adventure Title
Session
Date Played
2025-11-26 23:03:00 UTC
2025-11-26 23:03:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
10.0
Location Played
Roll 20
Roll 20
DM Name
Echo
Echo
DM DCI Number
Notes
Flesh Warping: The target becomes thin and skeletal, halving its weight. The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
Flesh Warping: The target becomes thin and skeletal, halving its weight. The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Instrument of the Bards (Canaith Mandolin) | Rare | true | |||
| An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, cure wounds (3rd level), dispel magic, protection from energy (lightning only) | |||||
| Staff of Healing | Rare | true | |||
| This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. | |||||