Adventure Logsheet
Nemos Ladis PHB2024 Starting at Level 5: +500GP +40 Downtime Days 30 DTD used for Catching Up Story Species: Earth Genasi Size: medium Base Walk Speed: 30 ft. Ability Scores: STR: 14 DEX: 10 CON: 13 (+1) INT: 10 WIS: 10 CHA: 15 (+2) ASI: CHA (+2), CON (+1) Class: Oath of Glory Paladin Proficiencies: Weapons: Simple & Martial Weapons Armor: Light, Medium & Heavy Armor, Shields Tools: Saving Throws: Skills: Starting Equipment: (B) 150 GP Level 1 Lay on Hands, Spellcasting Level 2 Weapon Mastery: Halberd & Glaive Fighting Style: Defense Smite Level 3 Channel Divinity Inspiring Smite, Oath Spells, Peerles Athlete Level 4 ASI: Inspiring Leader (CHA +1) Level 5 Extra Attack, Faithful Steed Level 6 Aura of Protection Level 7 Aura of Alacrity Class: Warlock Level 1 Invocation: Pact of the Blade Cantrips: Eldritch Blast, Mage Hand Spells: Bane, Hex Background: Costom (Artisan) Ability Scores: CHA & CON Feat: Tough Skill Proficiencies: Investigation & Insight Tool Proficiencies: Leatherworker's Tools Equipment: (A) Leatherworker's Tools, 2 Pouches, Traveler's Clothes, 32 GP Equipment: Bought: Explorers Pack -10 GP Splint -200GP Glaive -20GP Holy Symbol (Amulet) -5GP 3x Potion of Healing -150 GP
Rewards: 10 DT Days 2x Antitoxin +833 GP 200 GP Adventuring Gear Regenerative Mucus (Keoghthom'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 a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition. Jubba's Body Oil (Oil of Slipperiness) Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured. "Jubba jubba, Juuuubba! Uh Jubba." Psionic Passkey "Chime of Opening" Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. Spelljammer Suit "Cast Off Armor Half Plate" Source: Xanathar's Guide to Everything Armor (light, medium, or heavy), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. Psionic Belt "Belt of Hill Giant Strength" Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders. Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore! Level Up Paladin Level 8 ASI: Great Weapon Master Rebuild -1 Warlock Level +1 Paladin Level
Loot: +17646 GP 1x Potion of Greater Healing (4d4+4) Flesh Golem (9) Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Mind Reading Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends Snarla's Spellbook: * 1st Level: Magic Missile, shield, thunderwave * 2nd Level: mirror image, web * 3rd Level: displel magic, fear, stinking cloud Chain Mail +1 Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. Goggles of Night Wondrous item, uncommon 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. Stone of Good Luck Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Spell Storing Ring, rare (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 1d6 - 1 levels of stored spells chosen by the DM. 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. (With two mirror image spells in it) Armor of Vulnerability Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. 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 two of the three damage types associated with the armor (not the one to which it grants resistance). Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts. Chosen: - Necklace of Fireballs: 6 - Beads of Force: 5 - Quaal's Feather Token (Bird) - Potion of Invunerability - Potion of Healing (Superior) Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. Chosen: - Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions. (!) You gain a permanent +1 bonus to AC and saving throws. Bought Halberd -20 GP -10 DTD Catch Up
Adventure Logsheet
Used Downtime Days to Catch up to Level 11
*** TRADE ENTRY ***
Traded with Luran Trisona (https://www.adventurersleaguelog.com/users/75992/characters/163467?q=%7B"s"%3D>"date_played+desc"%7D) for Vicious Halberd
Loot +9.746 GP +10 Downtime Days +2 Potion of Fire Resistance 5 Ritter und 100 Soldaten sowie ein Adelstitel, daher nun bekannt als Sir Nemos Ladis Rope of Entanglement Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Bronze Griffon Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Instrument of the Bards (Cli Lyre) Wondrous item, rare (requires attunement by a bard) 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, stone shape, wall of fire, wind wall
Adventure Logsheet
Loot +10000 GP +10 Downtime Days +Orb of Time (Compass) +Elven Thrower (sentinel(Dragon)) Storyaward: FR-DC-TRC-01: Gold of the Bronze Dragon Karnalex der Bronzedrache steht in eurer Schuld. Er lässt seine guten Beziehungen gerne in der Moonsea für euch spielen. So erhaltet ihr ein Eintrittsrecht in die Regierungsgebäude der Städte Mulmaster, Tentia und Hulburg. Storyaward: FR-DC-TRC-01: Pasc'Halls Henker Ihr habt im letzten Moment Desariels Plan vereitelt, die Seele des Sturmrufers zu rauben. Nun wird Annam persönlich über Pasc'Halls Schicksal entscheiden. Pasc'Halls Turm steht nun Herrenlos inmitten der Moonsea. Wenn ihr euch umblickt, könntet ihr euch an diese Hallen gewöhnen. Ihr erhaltet die Tempest Callers Isle als eure Persönliche Bastion. Storyaward: FR-DC-TRC-01: Free Willy Ihr habt den Erzdruiden Willy befreit. Er bietet euch an, euch in der Zukunft über die Moonsea zu helfen. Used 1 Potion of Invunerability 1 Potion of Superior Healing 3 Potion of Healing normal 1 Bead of Force Quaal's Feather Token Items Bought 2 Potion of Invunerability -2000GP 2 Potion of Superior Healing -2000GP 1 Potion of Heroism -1000GP 10 Scroll of Shield -****500GP
Loot +5000GP +10 Downtime Days +1 Level 1 Elixir of Health Used 1 Potion of Invunerability 1 Potion of Heroism 1 Bead of Force Bought 1 Potion of Invunerability -1000GP 1 Potion of Heroism -1000GP Rod of Hellish Flames (Minor Property: Wicked) Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol Chest of Preserving (Minor Property: Sentinel - Undead) .Wonderous Item, Common This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby.
Loot +10855 GP +10 Downtime Days +1 Level Used 1 Potion of Heroism Bought 1 Potion of Heroism -1000GP Magic Items Animated Shield Armor (shield), very rare (requires attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. -Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. Dwarven Half Plate Armor (half plate or plate armor), very rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. Ring of Acid Resistance Ring, rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table. Ring of Force Resistance Ring, rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table. Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a sword hilt. -Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. -You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. -Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Glamoured Studded Leather Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Amulet of Health Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. ~~### Wraps of Unarmed Power, +3~~ Wondrous Item, varies While wearing these wraps, you have a bonus to attack rolls and damage rolls made with your Unarmed Strikes. The bonus is determined by the wraps’ rarity, and those strikes deal your choice of Force damage or their normal damage type. Energy Bow Weapon (longbow or shortbow), very rare (requires attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Candle of Invocation (Ysgard) Wondrous Item, very rare (requires attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. Wand of Polymorph Wand, very rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Staff of Withering Staff, rare (requires attunement by a Cleric, Druid, or Warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Longbow +2 Charms Charm of the Throne You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. Charm of the Mirage This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.
Adventure Logsheet
*** TRADE ENTRY ***
Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175] Wraps of Unarmed Power +3 > Dwarven Plate
*** TRADE ENTRY ***
Traded Sun Blade for Staff of Swarming Insect With Luran Trisona (https://www.adventurersleaguelog.com/users/75992/characters/163467?q=%7B"s"%3D>"date_played+desc"%7D)
Loot 1622GP 10 DT Days Crystall Ball of True Seeing Wondrous item, legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Hat of Disguise (Diadem) Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing Watchful Helm Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Staff of Fate Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Ioun Stone of Awareness Wondrous item, rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. 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 Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Adventure Logsheet
*** TRADE ENTRY ***
Bought 5 Potion of Invunerability 5 Potion of Healing (Superior) 5 Potion of Heroism
Paladin Level 1 Lay on Hands, Spellcasting Paladin Level 2 Weapon Mastery: Halberd & Glaive Fighting Style: Defense Smite Paladin Level 3 Channel Divinity Inspiring Smite, Oath Spells, Peerles Athlete Paladin Level 4 ASI: Inspiring Leader (CHA +1) Paladin Level 5 Extra Attack, Faithful Steed Paladin Level 6 Aura of Protection Paladin Level 7 Aura of Alacrity Paladin Level 8 ASI: Great Weapon Master Paladin Level 9 Abjure Foes Paladin Level 10 Aura of Curage Paladin Level 11 Radiant Strike Paladin Level 12 ASI: War Caster (CHA+1) Paladin Level 13 Level 4 Spell Slot Paladin Level 14 Restoring Touch Paladin Level 15 Glorious Defense Paladin Level 16 ASI: Fey Touched (CHA+1)
Equiped: Magic Items Vicious Halberd/r Belt of Hill Giant Strength (requires attunement)/r Dwarven Half Plate/vr Animated Shield (requires attunement)/vr Amulet of Health (requires attunement)/r Ring of Force Resistance/r Common: Orb of Time (Compass) Consumables Necklace of Fireballs: 6 Beads of Force: 4 2 Potion of Invunerability 2 Potion of Healing (Superior) 2 Potion of Heroism Potion of Flying Oil of Slipperiness Charms Charm of the Throne You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. Charm of the Mirage This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. Stash: Magic Items Attunement: Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (requires attunement)/r Stone of Good Luck (requires attunement)/u Armor of Vulnerability (requires attunement)/l Ring of Protection (requires attunement)/r Rod of Hellish Flames (Minor Property: Wicked) (requires attunement)/vr Elven Thrower (Minor Property: Sentinel(Dragon)) (requires attunement)/vr Mace of Terror (requires attunement)/r Instrument of the Bards (Cli Lyre) (requires attunement)/r Ring of Spell Storing (requires attunement)/r Candle of Invocation (Ysgard) (requires attunement)/vr Energy Bow (requires attunement)/vr Wand of Polymorph (requires attunement)/vr Staff of Withering (requires attunement)/r Non Attunement: Staff of Swarming Insect/r Goggles of Night/u Brazier of Commanding Fire Elementals/r Rope of Entanglement/r Ring of Acid Resistance/r Bronze Griffon Figurine of Wondrous Power/r Glamoured Studded Leather/r Longbow +2/r Common Magic Items Chest of Preserving (Minor Property: Sentinel - Undead) Cast Off Armor Half Plate/c Consumables Spell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends 5 Potion of Invunerability 5 Potion of Healing (Superior) 4 Potion of Heroism Chime of Opening Potion of Fire Resistance 10 Scroll of Shield Potion of Mind Reading Chime of Opening