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,
Dwarven Plate,
Belt of Storm Giants Strength,
Dawnreaver (Greatsword Moonblade),
Tome of Leadership and Influence,
Manual of Bodily Health,
Dragon Scale Mail (Fire),
Pipe of Remembrances,
Selûne's owl-eye glasses,
Old Spellblade Armor (Enspelled (Level 7) Studded Leather Armor),
Emerald Spiral (Ioun Stone of Mastery)
Log Entries
| Date Played | Adventure Title | Session | Levels | GP | Downtime ▲ | Magic Items | ||
|---|---|---|---|---|---|---|---|---|
| 2025-05-26 03:07 | Trade Log | -39500 | Show Trade Log | |||||
|
Bought Supplies |
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| 2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
|
Bought |
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| 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. |
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| Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime ▲ | Renown | |
|---|---|---|---|---|---|---|---|---|
| 2025-05-26 03:07 | Trade Log | Show Trade Log | ||||||
|
Bought Supplies |
||||||||
| 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. |
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| Date Played | Adventure Title | Session | XP | GP | Downtime ▲ | Renown | Magic Items | |
|---|---|---|---|---|---|---|---|---|
| 2025-05-26 03:07 | Trade Log | -39500 | Show Trade Log | |||||
|
Bought Supplies |
||||||||
| 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. |
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