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
2025-06-01 19:00 DDAL-DRW-20 The Death of Szass Tam 14000 10 Show

Loot

Used:
1 Potion of Speed & Heroism, 2 Deathward & 1 Holy Weapon Spell Scrolls
Gained:
Potion of invisibility
Potion of vitality
Spell scroll of maddening darkness

Story Award: Scroll Eater

You claimed a cursed golden coin from Xorvintroth. As long
as you possess this ancient Abeiran coin, you must eat one
scroll (magical or mundane) or a page from a book each
day at dawn. If you don’t, it takes you twice as long to finish
a short or long rest for the next 24 hours. Only a wish spell or similar magic can remove this curse.

Kyrzin’s Ooze

Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

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 Tattoo

Wondrous 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

Loot

Plate Armor +3

Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.

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 Champion

You 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 Mage

Wondrous 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 Magic

You 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 Items

Dawnreaver(requires attunement)/l
Belt of Storm Giant Strength (requires attunement)/l
Animated Shield (requires attunement)/vr
Ring of Force Resistance/r
Ring of Acid Resistance/r
Tome of Leadership and Influence/vr
Manual of Bodily Health/vr

Common:
Orb of Time (Compass)
Githyanki Earring (Ear Horn of Hearing)

Consumables

2 Potion of Invunerability
3 Potion of Healing (Superior)
2 Potion of Heroism
2 Oil of Slipperiness
5x Energy Cells (counts as 1)
2 Death Ward Spell Scrolls
1 Holy Weapon Spell Scrolls
1 Potion of Speed
Wish Scroll

Charms

Charm of the Throne
Charm of the Mirage
Volo's Charm of the Main Character (Charm of the Coemt)

Stash:

Blessings:

Bahamut’s Blessing (Blessing of Magic Resistance)

Magic Items

Attunement:
Belt of Fire Giant Strength (requires attunement)/r
Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (requires attunement)/r
Ring of Protection (requires attunement)/r
Mace of Terror (requires attunement)/r
Instrument of the Bards (Cli Lyre) (requires attunement)/r
Ring of Spell Storing (requires attunement)/r
Energy Bow (requires attunement)/vr
Wand of Polymorph (requires attunement)/vr
Staff of Withering (requires attunement)/r
Volo's Spare Hat (Hat of Many Spells)/vr
Balagos’ Belt (+3 Dragonhide Belt)/vr
Hat of Disguise (Diadem)/u
Watchful Helm(r
Staff of Fate/vr
Ioun Stone of Awareness/vr
Crystall Ball of True Seeing/l
Kyrzin’s Ooze/vr
Blood Fury Tattoo/l

Non Attunement:

2x Ring of Acid Resistance/r
Longsword +1/u
Vicious Halberd/r
Amulet of Health (requires attunement)/r
Eyes of Minute Seeing/u
Sun Blade/r
Dwarven Plate/vr
Dwarven Half Plate/vr
Staff of Swarming Insect/r
Goggles of Night/u
Brazier of Commanding Fire Elementals/r
Rope of Entanglement/r
Bronze Griffon Figurine of Wondrous Power/r
Glamoured Studded Leather/r
Longbow +2/r
3x Needler Pistol/vr
1x Needler Pistol/vr (10/10 Shots)
5x Laser Pistol/vr
3x Laser Pistol/vr (15/50 Shots)
2x Laser Rifle/vr
1x Laser Rifle/vr (30/30 Shots)
1x Antimatter Rifle/vr
1x Robot Controller
2x Paralysis Pistol/vr
1x Fully Charged Antigravity Belt
1x Antigravity Belt (Disco Flavor)
Mind Crystal (Heightened)

Common Magic Items

Chest of Preserving (Minor Property: Sentinel - Undead)
Cast Off Armor Half Plate/c

1x Powered Armor

Consumables

Spell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
3 Potion of Invunerability
2 Potion of Healing (Superior)
12 Potion of Heroism
1 Death Ward Spell Scrolls
1 Holy Weapon Spell Scrolls
Chime of Opening
2 Potions of Flying
2 Potions of Fire Giants Strenght
2 Quaal's Feather Token (Tree)
Potion of Fire Resistance
10 Scroll of Shield
Potion of Mind Reading
Chime of Opening
22x Sleep Grenade
23x Concussion Grenade
8x Smoke Grenade
142x Energy Cells
3x Potion of Greater Healing
3x Restorative Ampules
"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."
1x Inhalator [Keoghtom's Ointment]
Potion of Invisibility
Spell croll of Maddening Darkness
Potion of vitality

2025-04-20 18:59 Trade Log -15000 Show Trade Log

Bought
5 Potion of Invunerability
5 Potion of Healing (Superior)
5 Potion of Heroism

2025-03-02 19:00 DDHC-CM-16 Alkazar's Apendix 1 9855 Sun Blade Show

Loot

+10855 GP
+10 Downtime Days
+1 Level
Wish Scroll

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.

2025-05-26 03:07 Trade Log -39500 Show Trade Log

Bought Supplies
5 Death Ward Spell Scrolls -10.000 GP
3 Holy Weapon Spell Scrolls -6.000 GP
10 Potions of Heroism -10.000 GP
1 Potion of Speed -10.000 SP
Spell Component Summon Celestial -500 GP
10x Spell Component Revivify -3000 GP

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

Loot

Used:
1 Potion of Speed & Heroism, 2 Deathward & 1 Holy Weapon Spell Scrolls
Gained:
Potion of invisibility
Potion of vitality
Spell scroll of maddening darkness

Story Award: Scroll Eater

You claimed a cursed golden coin from Xorvintroth. As long
as you possess this ancient Abeiran coin, you must eat one
scroll (magical or mundane) or a page from a book each
day at dawn. If you don’t, it takes you twice as long to finish
a short or long rest for the next 24 hours. Only a wish spell or similar magic can remove this curse.

Kyrzin’s Ooze

Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

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 Tattoo

Wondrous 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

Loot

Plate Armor +3

Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.

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 Champion

You 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 Mage

Wondrous 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 Magic

You 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 Items

Dawnreaver(requires attunement)/l
Belt of Storm Giant Strength (requires attunement)/l
Animated Shield (requires attunement)/vr
Ring of Force Resistance/r
Ring of Acid Resistance/r
Tome of Leadership and Influence/vr
Manual of Bodily Health/vr

Common:
Orb of Time (Compass)
Githyanki Earring (Ear Horn of Hearing)

Consumables

2 Potion of Invunerability
3 Potion of Healing (Superior)
2 Potion of Heroism
2 Oil of Slipperiness
5x Energy Cells (counts as 1)
2 Death Ward Spell Scrolls
1 Holy Weapon Spell Scrolls
1 Potion of Speed
Wish Scroll

Charms

Charm of the Throne
Charm of the Mirage
Volo's Charm of the Main Character (Charm of the Coemt)

Stash:

Blessings:

Bahamut’s Blessing (Blessing of Magic Resistance)

Magic Items

Attunement:
Belt of Fire Giant Strength (requires attunement)/r
Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (requires attunement)/r
Ring of Protection (requires attunement)/r
Mace of Terror (requires attunement)/r
Instrument of the Bards (Cli Lyre) (requires attunement)/r
Ring of Spell Storing (requires attunement)/r
Energy Bow (requires attunement)/vr
Wand of Polymorph (requires attunement)/vr
Staff of Withering (requires attunement)/r
Volo's Spare Hat (Hat of Many Spells)/vr
Balagos’ Belt (+3 Dragonhide Belt)/vr
Hat of Disguise (Diadem)/u
Watchful Helm(r
Staff of Fate/vr
Ioun Stone of Awareness/vr
Crystall Ball of True Seeing/l
Kyrzin’s Ooze/vr
Blood Fury Tattoo/l

Non Attunement:

2x Ring of Acid Resistance/r
Longsword +1/u
Vicious Halberd/r
Amulet of Health (requires attunement)/r
Eyes of Minute Seeing/u
Sun Blade/r
Dwarven Plate/vr
Dwarven Half Plate/vr
Staff of Swarming Insect/r
Goggles of Night/u
Brazier of Commanding Fire Elementals/r
Rope of Entanglement/r
Bronze Griffon Figurine of Wondrous Power/r
Glamoured Studded Leather/r
Longbow +2/r
3x Needler Pistol/vr
1x Needler Pistol/vr (10/10 Shots)
5x Laser Pistol/vr
3x Laser Pistol/vr (15/50 Shots)
2x Laser Rifle/vr
1x Laser Rifle/vr (30/30 Shots)
1x Antimatter Rifle/vr
1x Robot Controller
2x Paralysis Pistol/vr
1x Fully Charged Antigravity Belt
1x Antigravity Belt (Disco Flavor)
Mind Crystal (Heightened)

Common Magic Items

Chest of Preserving (Minor Property: Sentinel - Undead)
Cast Off Armor Half Plate/c

1x Powered Armor

Consumables

Spell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
3 Potion of Invunerability
2 Potion of Healing (Superior)
12 Potion of Heroism
1 Death Ward Spell Scrolls
1 Holy Weapon Spell Scrolls
Chime of Opening
2 Potions of Flying
2 Potions of Fire Giants Strenght
2 Quaal's Feather Token (Tree)
Potion of Fire Resistance
10 Scroll of Shield
Potion of Mind Reading
Chime of Opening
22x Sleep Grenade
23x Concussion Grenade
8x Smoke Grenade
142x Energy Cells
3x Potion of Greater Healing
3x Restorative Ampules
"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."
1x Inhalator [Keoghtom's Ointment]
Potion of Invisibility
Spell croll of Maddening Darkness
Potion of vitality

2025-04-20 18:59 Trade Log Show Trade Log

Bought
5 Potion of Invunerability
5 Potion of Healing (Superior)
5 Potion of Heroism

2025-03-02 19:00 DDHC-CM-16 Alkazar's Apendix Show

Loot

+10855 GP
+10 Downtime Days
+1 Level
Wish Scroll

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.

2025-05-26 03:07 Trade Log Show Trade Log

Bought Supplies
5 Death Ward Spell Scrolls -10.000 GP
3 Holy Weapon Spell Scrolls -6.000 GP
10 Potions of Heroism -10.000 GP
1 Potion of Speed -10.000 SP
Spell Component Summon Celestial -500 GP
10x Spell Component Revivify -3000 GP

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

Loot

Used:
1 Potion of Speed & Heroism, 2 Deathward & 1 Holy Weapon Spell Scrolls
Gained:
Potion of invisibility
Potion of vitality
Spell scroll of maddening darkness

Story Award: Scroll Eater

You claimed a cursed golden coin from Xorvintroth. As long
as you possess this ancient Abeiran coin, you must eat one
scroll (magical or mundane) or a page from a book each
day at dawn. If you don’t, it takes you twice as long to finish
a short or long rest for the next 24 hours. Only a wish spell or similar magic can remove this curse.

Kyrzin’s Ooze

Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

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 Tattoo

Wondrous 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

Loot

Plate Armor +3

Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.

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 Champion

You 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 Mage

Wondrous 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 Magic

You 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 Items

Dawnreaver(requires attunement)/l
Belt of Storm Giant Strength (requires attunement)/l
Animated Shield (requires attunement)/vr
Ring of Force Resistance/r
Ring of Acid Resistance/r
Tome of Leadership and Influence/vr
Manual of Bodily Health/vr

Common:
Orb of Time (Compass)
Githyanki Earring (Ear Horn of Hearing)

Consumables

2 Potion of Invunerability
3 Potion of Healing (Superior)
2 Potion of Heroism
2 Oil of Slipperiness
5x Energy Cells (counts as 1)
2 Death Ward Spell Scrolls
1 Holy Weapon Spell Scrolls
1 Potion of Speed
Wish Scroll

Charms

Charm of the Throne
Charm of the Mirage
Volo's Charm of the Main Character (Charm of the Coemt)

Stash:

Blessings:

Bahamut’s Blessing (Blessing of Magic Resistance)

Magic Items

Attunement:
Belt of Fire Giant Strength (requires attunement)/r
Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (requires attunement)/r
Ring of Protection (requires attunement)/r
Mace of Terror (requires attunement)/r
Instrument of the Bards (Cli Lyre) (requires attunement)/r
Ring of Spell Storing (requires attunement)/r
Energy Bow (requires attunement)/vr
Wand of Polymorph (requires attunement)/vr
Staff of Withering (requires attunement)/r
Volo's Spare Hat (Hat of Many Spells)/vr
Balagos’ Belt (+3 Dragonhide Belt)/vr
Hat of Disguise (Diadem)/u
Watchful Helm(r
Staff of Fate/vr
Ioun Stone of Awareness/vr
Crystall Ball of True Seeing/l
Kyrzin’s Ooze/vr
Blood Fury Tattoo/l

Non Attunement:

2x Ring of Acid Resistance/r
Longsword +1/u
Vicious Halberd/r
Amulet of Health (requires attunement)/r
Eyes of Minute Seeing/u
Sun Blade/r
Dwarven Plate/vr
Dwarven Half Plate/vr
Staff of Swarming Insect/r
Goggles of Night/u
Brazier of Commanding Fire Elementals/r
Rope of Entanglement/r
Bronze Griffon Figurine of Wondrous Power/r
Glamoured Studded Leather/r
Longbow +2/r
3x Needler Pistol/vr
1x Needler Pistol/vr (10/10 Shots)
5x Laser Pistol/vr
3x Laser Pistol/vr (15/50 Shots)
2x Laser Rifle/vr
1x Laser Rifle/vr (30/30 Shots)
1x Antimatter Rifle/vr
1x Robot Controller
2x Paralysis Pistol/vr
1x Fully Charged Antigravity Belt
1x Antigravity Belt (Disco Flavor)
Mind Crystal (Heightened)

Common Magic Items

Chest of Preserving (Minor Property: Sentinel - Undead)
Cast Off Armor Half Plate/c

1x Powered Armor

Consumables

Spell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
3 Potion of Invunerability
2 Potion of Healing (Superior)
12 Potion of Heroism
1 Death Ward Spell Scrolls
1 Holy Weapon Spell Scrolls
Chime of Opening
2 Potions of Flying
2 Potions of Fire Giants Strenght
2 Quaal's Feather Token (Tree)
Potion of Fire Resistance
10 Scroll of Shield
Potion of Mind Reading
Chime of Opening
22x Sleep Grenade
23x Concussion Grenade
8x Smoke Grenade
142x Energy Cells
3x Potion of Greater Healing
3x Restorative Ampules
"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."
1x Inhalator [Keoghtom's Ointment]
Potion of Invisibility
Spell croll of Maddening Darkness
Potion of vitality

2025-04-20 18:59 Trade Log -15000 Show Trade Log

Bought
5 Potion of Invunerability
5 Potion of Healing (Superior)
5 Potion of Heroism

2025-03-02 19:00 DDHC-CM-16 Alkazar's Apendix 9855 Sun Blade Show

Loot

+10855 GP
+10 Downtime Days
+1 Level
Wish Scroll

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.

2025-05-26 03:07 Trade Log -39500 Show Trade Log

Bought Supplies
5 Death Ward Spell Scrolls -10.000 GP
3 Holy Weapon Spell Scrolls -6.000 GP
10 Potions of Heroism -10.000 GP
1 Potion of Speed -10.000 SP
Spell Component Summon Celestial -500 GP
10x Spell Component Revivify -3000 GP