Sir Nemos Ladis Character Sheet

Season:
Forgotten Realms
Race:
Earth-Genasi
Class:
Paladin 15
Background:
Farmer
Lifestyle:
Modest
Current Level:
20
Total GP:
53620.87
Total Downtime:
50
Tag:
Faction:
None
Faction Rank:
Heroic (rank 4)
Magic Item Count:
10
Magic Item Limit:
10
Halberd +1,
Cast Off Armor Half Plate,
Belt of Hill Giant Strength,
Goggles of Night,
Stone of Good Luck,
Ring of Protection,
Ring of Spell Storing,
Vicious Halberd,
Dwarven Plate,
Belt of Fire Giant Strength,
Belt of Storm Giants Strength,
Dawnreaver (Greatsword Moonblade),
Tome of Leadership and Influence,
Manual of Bodily Health

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2025-02-28 19:00 FR-DC-TRC-01 1 4500 10 Show

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

2025-02-27 19:30 Keys from the Golden Vault - Fire and Darkness 1 9746 10 Show

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

2025-02-25 23:00 Trade Log -5 Chain Mail +1 > Vicious Halberd Show Trade Log

Traded with Luran Trisona for Vicious Halberd

2025-02-24 22:30 Level Up 1 -10 Show

Used Downtime Days to Catch up to Level 11

2025-02-22 12:00 DDHC-TYP-4 2 17626 0 Stone of Good Luck, Ring of Protection, Ring of Spell Storing, Chain Mail +1, Goggles of Night, Armor of Vulnerability Show

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

2025-02-21 21:00 FR-DC-MIND 1 833 10 Cast Off Armor Half Plate, Belt of Hill Giant Strength Show

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

2025-02-20 21:26 Character Creation 7 297 10 Halberd +1 Show

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

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2025-02-28 19:00 FR-DC-TRC-01 10 Show

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

2025-02-27 19:30 Keys from the Golden Vault - Fire and Darkness 10 Show

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

2025-02-25 23:00 Trade Log Show Trade Log

Traded with Luran Trisona for Vicious Halberd

2025-02-24 22:30 Level Up -10 Show

Used Downtime Days to Catch up to Level 11

2025-02-22 12:00 DDHC-TYP-4 0 Show

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

2025-02-21 21:00 FR-DC-MIND 10 Show

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

2025-02-20 21:26 Character Creation 10 Show

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

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2025-02-28 19:00 FR-DC-TRC-01 4500 10 Show

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

2025-02-27 19:30 Keys from the Golden Vault - Fire and Darkness 9746 10 Show

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

2025-02-25 23:00 Trade Log -5 Chain Mail +1 > Vicious Halberd Show Trade Log

Traded with Luran Trisona for Vicious Halberd

2025-02-24 22:30 Level Up -10 Show

Used Downtime Days to Catch up to Level 11

2025-02-22 12:00 DDHC-TYP-4 17626 0 Stone of Good Luck, Ring of Protection, Ring of Spell Storing, Chain Mail +1, Goggles of Night, Armor of Vulnerability Show

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

2025-02-21 21:00 FR-DC-MIND 833 10 Cast Off Armor Half Plate, Belt of Hill Giant Strength Show

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

2025-02-20 21:26 Character Creation 297 10 Halberd +1 Show

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