Sir Nemos Ladis Character Sheet
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 | ||
---|---|---|---|---|---|---|---|---|
2025-06-01 19:00 | DDAL-DRW-20 The Death of Szass Tam | 14000 | 10 | Show | ||||
LootUsed: Story Award: Scroll EaterYou claimed a cursed golden coin from Xorvintroth. As long Kyrzin’s OozeWondrous Item (Symbiont), Very Rare (Requires Attunement) Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding Blood Fury TattooWondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
||||||||
2025-06-02 19:30 | DC-MIKE-01 The Clash for the Multiversal Championship | 20000 | 10 | Show | ||||
LootPlate Armor +3Heavy armor, legendary Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Story Award: Multiversal ChampionYou and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Ruby of the War MageWondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
||||||||
2025-02-25 23:00 | Trade Log | -5 | Chain Mail +1 > Vicious Halberd | Show Trade Log | ||||
Traded with Luran Trisona for Vicious Halberd |
||||||||
Inventar | Show | |||||||
Equiped:Magic ItemsDawnreaver(requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:2x Ring of Acid Resistance/r Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
||||||||
2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
Bought |
||||||||
2025-03-02 19:00 | DDHC-CM-16 Alkazar's Apendix | 1 | 9855 | Sun Blade | Show | |||
Loot+10855 GP Used1 Potion of Heroism Bought1 Potion of Heroism -1000GP Magic ItemsAnimated ShieldArmor (shield), very rare (requires attunement) Dwarven Half PlateArmor (half plate or plate armor), very rare Ring of Acid ResistanceRing, rare Ring of Force ResistanceRing, rare Sun BladeWeapon (longsword), rare (requires attunement) Glamoured Studded LeatherArmor (studded leather), rare Amulet of HealthWondrous Item, rare (requires attunement) Energy BowWeapon (longbow or shortbow), very rare (requires attunement) 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) 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 PolymorphWand, very rare (requires attunement by a Spellcaster) 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 WitheringStaff, rare (requires attunement by a Cleric, Druid, or Warlock) 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 +2CharmsCharm of the ThroneYou 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 MirageThis charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. |
||||||||
2025-05-26 03:07 | Trade Log | -39500 | Show Trade Log | |||||
Bought Supplies |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime ▲ | Renown | |
---|---|---|---|---|---|---|---|---|
2025-06-01 19:00 | DDAL-DRW-20 The Death of Szass Tam | 10 | Show | |||||
LootUsed: Story Award: Scroll EaterYou claimed a cursed golden coin from Xorvintroth. As long Kyrzin’s OozeWondrous Item (Symbiont), Very Rare (Requires Attunement) Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding Blood Fury TattooWondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
||||||||
2025-06-02 19:30 | DC-MIKE-01 The Clash for the Multiversal Championship | 10 | Show | |||||
LootPlate Armor +3Heavy armor, legendary Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Story Award: Multiversal ChampionYou and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Ruby of the War MageWondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
||||||||
2025-02-25 23:00 | Trade Log | Show Trade Log | ||||||
Traded with Luran Trisona for Vicious Halberd |
||||||||
Inventar | Show | |||||||
Equiped:Magic ItemsDawnreaver(requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:2x Ring of Acid Resistance/r Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
||||||||
2025-04-20 18:59 | Trade Log | Show Trade Log | ||||||
Bought |
||||||||
2025-03-02 19:00 | DDHC-CM-16 Alkazar's Apendix | Show | ||||||
Loot+10855 GP Used1 Potion of Heroism Bought1 Potion of Heroism -1000GP Magic ItemsAnimated ShieldArmor (shield), very rare (requires attunement) Dwarven Half PlateArmor (half plate or plate armor), very rare Ring of Acid ResistanceRing, rare Ring of Force ResistanceRing, rare Sun BladeWeapon (longsword), rare (requires attunement) Glamoured Studded LeatherArmor (studded leather), rare Amulet of HealthWondrous Item, rare (requires attunement) Energy BowWeapon (longbow or shortbow), very rare (requires attunement) 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) 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 PolymorphWand, very rare (requires attunement by a Spellcaster) 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 WitheringStaff, rare (requires attunement by a Cleric, Druid, or Warlock) 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 +2CharmsCharm of the ThroneYou 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 MirageThis charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. |
||||||||
2025-05-26 03:07 | Trade Log | Show Trade Log | ||||||
Bought Supplies |
Date Played | Adventure Title | Session | XP | GP | Downtime ▲ | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2025-06-01 19:00 | DDAL-DRW-20 The Death of Szass Tam | 14000 | 10 | Show | ||||
LootUsed: Story Award: Scroll EaterYou claimed a cursed golden coin from Xorvintroth. As long Kyrzin’s OozeWondrous Item (Symbiont), Very Rare (Requires Attunement) Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding Blood Fury TattooWondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
||||||||
2025-06-02 19:30 | DC-MIKE-01 The Clash for the Multiversal Championship | 20000 | 10 | Show | ||||
LootPlate Armor +3Heavy armor, legendary Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Story Award: Multiversal ChampionYou and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Ruby of the War MageWondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
||||||||
2025-02-25 23:00 | Trade Log | -5 | Chain Mail +1 > Vicious Halberd | Show Trade Log | ||||
Traded with Luran Trisona for Vicious Halberd |
||||||||
Inventar | Show | |||||||
Equiped:Magic ItemsDawnreaver(requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:2x Ring of Acid Resistance/r Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
||||||||
2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
Bought |
||||||||
2025-03-02 19:00 | DDHC-CM-16 Alkazar's Apendix | 9855 | Sun Blade | Show | ||||
Loot+10855 GP Used1 Potion of Heroism Bought1 Potion of Heroism -1000GP Magic ItemsAnimated ShieldArmor (shield), very rare (requires attunement) Dwarven Half PlateArmor (half plate or plate armor), very rare Ring of Acid ResistanceRing, rare Ring of Force ResistanceRing, rare Sun BladeWeapon (longsword), rare (requires attunement) Glamoured Studded LeatherArmor (studded leather), rare Amulet of HealthWondrous Item, rare (requires attunement) Energy BowWeapon (longbow or shortbow), very rare (requires attunement) 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) 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 PolymorphWand, very rare (requires attunement by a Spellcaster) 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 WitheringStaff, rare (requires attunement by a Cleric, Druid, or Warlock) 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 +2CharmsCharm of the ThroneYou 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 MirageThis charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. |
||||||||
2025-05-26 03:07 | Trade Log | -39500 | Show Trade Log | |||||
Bought Supplies |