Show Trade Log Entry
Date Played
2020-11-16 12:03:00 UTC
2020-11-16 12:03:00 UTC
Downtime
-15.0
-15.0
Notes
Traded with Player Kyle L, Caracter Leon Ardo
Traded with Player Kyle L, Caracter Leon Ardo
Traded Magic Item
Belt of Fire Giant Strength (A)
Very Rare
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Flavor Text: This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face.
Received Magic Item
Staff of Power
Very Rare
Requires Attunement by a Sorcerer, Warlock, or Wizard
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges.
Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of 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.
Distance from Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff