Grommet Four-axes Character Sheet
Wand of Lightning Bolts,
Cloak of Invisibility,
Talisman of Ultimate Evil,
Vorpal Greatsword,
Whelm
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2019-06-18 19:16 | Trade Log | -15 | Ring of Spell Storing > Wand of Lightning Bolts | Show Trade Log | ||||
Traded Grimoire's Wand of Lightning Bolts for Grommet's Ring of Spell Storing. |
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2021-09-23 17:29 | Season 11 Conversion | 1 | 0 | 80 | Show | |||
2020-08-23 04:59 | DDAL08-02 Beneath the City of the Dead | 1 | 1 | 6000 | Show DM Log | |||
2020-01-16 17:45 | Trade Log | -15 | Staff of the Magi > Talisman of Ultimate Evil | Show Trade Log | ||||
Traded Aeon's Talisman of Ultimate Evil for Grommet's Staff of the Magi. |
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2019-12-10 18:00 | DDAL06-03 Crypt of the Death Giants | 1 | 1 | 3000 | 20 | Belt of Storm Giant Strength | Show | |
Belt of Storm Giant Strength |
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2020-08-23 04:07 | Trade Log | -15 | Belt of Storm Giant Strength > Vorpal Greatsword | Show Trade Log | ||||
Traded Grommet's Belt of Storm Giant Strength for Saitama's Vorpal Greatsword. Player: Potato is a fruit |
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2020-08-23 05:00 | CCC-ROZK-0103 Necromancer’s Ascent | 1 | 1 | 6000 | Show DM Log | |||
2020-05-03 16:26 | Trade Log | -15 | Dagger of Venom > Amulet of Health | Show Trade Log | ||||
Traded Mike Arrow's Amulet of Health for Grommet's Dagger of Venom. |
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2019-04-12 01:05 | Purchase Log | Necklace of Prayer Beads | Show Purchase | |||||
Necklace of Prayer Beads |
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2019-08-06 12:58 | Downtime Catchup | 1 | -75 | Show | ||||
2019-09-17 23:44 | Downtime Catchup | 1 | -150 | Show | ||||
2019-09-05 01:22 | Trade Log | -15 | Necklace of Prayer Beads > Dagger of Venom | Show Trade Log | ||||
Traded Grommet's Necklace of Prayer Beads for Orion's Dagger of Venom |
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2019-09-17 23:44 | Purchase Log | Cloak of Invisibility | Show Purchase | |||||
Cloak of Invisibility |
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2019-09-17 23:44 | Purchase Log | Staff of the Magi | Show Purchase | |||||
Staff of the Magi |
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2019-03-15 15:23 | Purchase Log | Headband of Intellect | Show Purchase | |||||
Headband of Intellect |
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2020-06-26 18:14 | DDAL08-15 Forge of Fangs | 1 | 1 | 6000 | Show DM Log | |||
2019-02-09 18:28 | 15 | Show | ||||||
Starting Gold |
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2019-06-18 19:15 | Purchase Log | Ring of Spell Storing | Show Purchase | |||||
Ring of Spell Storing |
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2019-04-11 08:00 | DDHC-TYP Chapter 4: White Plume Mountain | 1 | 15 | Necklace of Prayer Beads, Goggles of Night, Ring of Spell Storing, Whelm | Show | |||
Unlock: Boots of Striding and Springing. Wondrous, Uncommon, Minor. 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. Unlock: Armor of Vulnerability (Slashing). Heavy Armor (Plate Armor), Major, Rare. Requires Attunement. While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. The wearer has disadvantage on Stealth (Dexterity) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. Unlock: Ring of Spell Storing. Ring, Rare, Major. Requires Attunement. This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains two mirror image spells in it. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Unlock: Goggles of Night. Wondrous Item, Uncommon, Minor. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. Unlock: Stone of Good Luck. Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Unlock: Ring of Protection. Ring, Uncommon, Major. Requires Attunement. You gain a +1 bonus to AC and saving throws while wearing this ring. Story Award: Free use of the raise dead or greater restoration spell. Story Award: Unlock one item from magic item tables F or G. |
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2019-03-09 16:28 | DDHC-WDH Waterdeep Dragon Heist | 6 | 10 | Headband of Intellect | Show | |||
Unlock: Headband of Intellect. Wondrous Item, uncommon (requires attunement). Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. Unlock: Charred Wand of Magic Missiles. Story Notes: Defeated Manshoon. Returned gold for 8 TP. Recieved Mark of Prestige. Cannot take feat. Unlock: Staff of Power. Staff, very rare (requires attunement by a sorcerer, warlock, or wizard). This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Table H, 20 TCP Unlock: Robe of the Archmagi (Black). Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard). 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 spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Table I, 24 TCP |
Date Played | Adventure Title | Tier | Session | ACP | TCP ▼ | Downtime | Renown | |
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2019-06-18 19:16 | Trade Log | -15 | Show Trade Log | |||||
Traded Grimoire's Wand of Lightning Bolts for Grommet's Ring of Spell Storing. |
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2021-09-23 17:29 | Season 11 Conversion | 1 | 80 | Show | ||||
2020-08-23 04:59 | DDAL08-02 Beneath the City of the Dead | 4 | 1 | Show DM Log | ||||
2020-01-16 17:45 | Trade Log | -15 | Show Trade Log | |||||
Traded Aeon's Talisman of Ultimate Evil for Grommet's Staff of the Magi. |
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2019-12-10 18:00 | DDAL06-03 Crypt of the Death Giants | 1 | 20 | Show | ||||
Belt of Storm Giant Strength |
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2020-08-23 04:07 | Trade Log | -15 | Show Trade Log | |||||
Traded Grommet's Belt of Storm Giant Strength for Saitama's Vorpal Greatsword. Player: Potato is a fruit |
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2020-08-23 05:00 | CCC-ROZK-0103 Necromancer’s Ascent | 4 | 1 | Show DM Log | ||||
2020-05-03 16:26 | Trade Log | -15 | Show Trade Log | |||||
Traded Mike Arrow's Amulet of Health for Grommet's Dagger of Venom. |
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2019-04-12 01:05 | Purchase Log | Show Purchase | ||||||
Necklace of Prayer Beads |
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2019-08-06 12:58 | Downtime Catchup | 2 | 1 | 8 | -75 | Show | ||
2019-09-17 23:44 | Downtime Catchup | -150 | Show | |||||
2019-09-05 01:22 | Trade Log | -15 | Show Trade Log | |||||
Traded Grommet's Necklace of Prayer Beads for Orion's Dagger of Venom |
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2019-09-17 23:44 | Purchase Log | Show Purchase | ||||||
Cloak of Invisibility |
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2019-09-17 23:44 | Purchase Log | Show Purchase | ||||||
Staff of the Magi |
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2019-03-15 15:23 | Purchase Log | Show Purchase | ||||||
Headband of Intellect |
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2020-06-26 18:14 | DDAL08-15 Forge of Fangs | 4 | 1 | Show DM Log | ||||
2019-02-09 18:28 | Show | |||||||
Starting Gold |
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2019-06-18 19:15 | Purchase Log | Show Purchase | ||||||
Ring of Spell Storing |
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2019-04-11 08:00 | DDHC-TYP Chapter 4: White Plume Mountain | 2 | 1 | 6 | 30 | 15 | 1.5 | Show |
Unlock: Boots of Striding and Springing. Wondrous, Uncommon, Minor. 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. Unlock: Armor of Vulnerability (Slashing). Heavy Armor (Plate Armor), Major, Rare. Requires Attunement. While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. The wearer has disadvantage on Stealth (Dexterity) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. Unlock: Ring of Spell Storing. Ring, Rare, Major. Requires Attunement. This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains two mirror image spells in it. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Unlock: Goggles of Night. Wondrous Item, Uncommon, Minor. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. Unlock: Stone of Good Luck. Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Unlock: Ring of Protection. Ring, Uncommon, Major. Requires Attunement. You gain a +1 bonus to AC and saving throws while wearing this ring. Story Award: Free use of the raise dead or greater restoration spell. Story Award: Unlock one item from magic item tables F or G. |
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2019-03-09 16:28 | DDHC-WDH Waterdeep Dragon Heist | 2 | 6 | 4 | 12 | 10 | 1 | Show |
Unlock: Headband of Intellect. Wondrous Item, uncommon (requires attunement). Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. Unlock: Charred Wand of Magic Missiles. Story Notes: Defeated Manshoon. Returned gold for 8 TP. Recieved Mark of Prestige. Cannot take feat. Unlock: Staff of Power. Staff, very rare (requires attunement by a sorcerer, warlock, or wizard). This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Table H, 20 TCP Unlock: Robe of the Archmagi (Black). Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard). 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 spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Table I, 24 TCP |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2019-06-18 19:16 | Trade Log | -15 | Ring of Spell Storing > Wand of Lightning Bolts | Show Trade Log | ||||
Traded Grimoire's Wand of Lightning Bolts for Grommet's Ring of Spell Storing. |
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2021-09-23 17:29 | Season 11 Conversion | 1 | 80 | Show | ||||
2020-08-23 04:59 | DDAL08-02 Beneath the City of the Dead | 1 | 6000 | Show DM Log | ||||
2020-01-16 17:45 | Trade Log | -15 | Staff of the Magi > Talisman of Ultimate Evil | Show Trade Log | ||||
Traded Aeon's Talisman of Ultimate Evil for Grommet's Staff of the Magi. |
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2019-12-10 18:00 | DDAL06-03 Crypt of the Death Giants | 1 | 3000 | 20 | Belt of Storm Giant Strength | Show | ||
Belt of Storm Giant Strength |
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2020-08-23 04:07 | Trade Log | -15 | Belt of Storm Giant Strength > Vorpal Greatsword | Show Trade Log | ||||
Traded Grommet's Belt of Storm Giant Strength for Saitama's Vorpal Greatsword. Player: Potato is a fruit |
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2020-08-23 05:00 | CCC-ROZK-0103 Necromancer’s Ascent | 1 | 6000 | Show DM Log | ||||
2020-05-03 16:26 | Trade Log | -15 | Dagger of Venom > Amulet of Health | Show Trade Log | ||||
Traded Mike Arrow's Amulet of Health for Grommet's Dagger of Venom. |
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2019-04-12 01:05 | Purchase Log | Necklace of Prayer Beads | Show Purchase | |||||
Necklace of Prayer Beads |
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2019-08-06 12:58 | Downtime Catchup | 1 | -75 | Show | ||||
2019-09-17 23:44 | Downtime Catchup | -150 | Show | |||||
2019-09-05 01:22 | Trade Log | -15 | Necklace of Prayer Beads > Dagger of Venom | Show Trade Log | ||||
Traded Grommet's Necklace of Prayer Beads for Orion's Dagger of Venom |
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2019-09-17 23:44 | Purchase Log | Cloak of Invisibility | Show Purchase | |||||
Cloak of Invisibility |
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2019-09-17 23:44 | Purchase Log | Staff of the Magi | Show Purchase | |||||
Staff of the Magi |
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2019-03-15 15:23 | Purchase Log | Headband of Intellect | Show Purchase | |||||
Headband of Intellect |
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2020-06-26 18:14 | DDAL08-15 Forge of Fangs | 1 | 6000 | Show DM Log | ||||
2019-02-09 18:28 | 15 | Show | ||||||
Starting Gold |
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2019-06-18 19:15 | Purchase Log | Ring of Spell Storing | Show Purchase | |||||
Ring of Spell Storing |
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2019-04-11 08:00 | DDHC-TYP Chapter 4: White Plume Mountain | 1 | 15 | 1.5 | Necklace of Prayer Beads, Goggles of Night, Ring of Spell Storing, Whelm | Show | ||
Unlock: Boots of Striding and Springing. Wondrous, Uncommon, Minor. 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. Unlock: Armor of Vulnerability (Slashing). Heavy Armor (Plate Armor), Major, Rare. Requires Attunement. While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. The wearer has disadvantage on Stealth (Dexterity) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. Unlock: Ring of Spell Storing. Ring, Rare, Major. Requires Attunement. This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains two mirror image spells in it. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Unlock: Goggles of Night. Wondrous Item, Uncommon, Minor. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. Unlock: Stone of Good Luck. Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Unlock: Ring of Protection. Ring, Uncommon, Major. Requires Attunement. You gain a +1 bonus to AC and saving throws while wearing this ring. Story Award: Free use of the raise dead or greater restoration spell. Story Award: Unlock one item from magic item tables F or G. |
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2019-03-09 16:28 | DDHC-WDH Waterdeep Dragon Heist | 6 | 10 | 1 | Headband of Intellect | Show | ||
Unlock: Headband of Intellect. Wondrous Item, uncommon (requires attunement). Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. Unlock: Charred Wand of Magic Missiles. Story Notes: Defeated Manshoon. Returned gold for 8 TP. Recieved Mark of Prestige. Cannot take feat. Unlock: Staff of Power. Staff, very rare (requires attunement by a sorcerer, warlock, or wizard). This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Table H, 20 TCP Unlock: Robe of the Archmagi (Black). Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard). 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 spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Table I, 24 TCP |