Sir Nemos Ladis Character Sheet

Season:
Forgotten Realms
Race:
Earth-Genasi
Class:
Paladin
Background:
Farmer
Lifestyle:
Modest
Current Level:
20
Total GP:
112153.87
Total Downtime:
30
Tag:
Faction:
None
Faction Rank:
Heroic (rank 4)
Magic Item Count:
9
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,
Dwarven Plate,
Belt of Storm Giants Strength,
Dawnreaver (Greatsword Moonblade),
Tome of Leadership and Influence,
Manual of Bodily Health,
Dragon Scale Mail (Fire)

Log Entries

Date Played Adventure Title Session Levels ▼ GP Downtime Magic Items
2025-06-07 12:30 DDAL09 19 Fang and Claw 25000 10 Show

Loot

Potion of Surpeme Healing

+2 Shield

Scarab of Protection

Wondrous Item, Legendary (Requires Attunement)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.

Story Award: Clever Torso

You are carrying the armless, legless torso of a ghast—the
infernal architect Khemed Rein. Khemed can talk and is desperate to escape the Nine Hells. If you fail a saving
throw while carrying Khemed, you can choose to have the
effect target him instead. This always destroys him, even if
the effect deals no damage. If you leave the Nine Hells, you
can return Khemed to his homeland and he is forever in
your debt.

Story Award: Ice Pact

The ice devil General Everbleed is escorting you on your
mission to recover the soul of Rotger de la Reue. You can
control the fiend in combat, but the DM can take control
of his actions at any time. If you leave the Nine Hells, the
general’s debt of service is removed, and he leaves your side.

2025-05-31 19:00 DDHC-GOG-01 Giants of the Starforge 3107.62 10 Show

Loot

2 Potions of Flying
2 Potions of Firegiants Strenght
2 Quaal's Feather Token (Tree)

2 Ring of Acid Resistance

Delver's Claws

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.

2025-05-26 18:53 Trade Log -5 Show Trade Log

Traded Stone of Good Luck for Longsword +1
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223?q=%7B"s"%3D

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

Holy Avenger Halberd (requires attunement)/l
Belt of Storm Giant Strength (requires attunement)/l
Scarab of Protection (requires attunement)/l
Ring of Force Resistance/r
Ring of Lightning Resistance/r
Ring of Necrotic 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
4 Potion of Healing (Superior)
2 Potion of Heroism
1 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:
Animated Shield (requires attunement)/vr
Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (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:

Flame Tounge Longsword
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
1 Potion of Healing (Superior)
10 Potion of Heroism
1 Death Ward Spell Scrolls
0 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
141x 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

2025-06-01 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.

2025-05-26 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

2025-05-26 18:47 Trade Log -5 > Manual of Bodily Health Show Trade Log

Traded Candle of Invocation for Manual of Bodily Health
Traded with https://www.adventurersleaguelog.com/users/42333/characters/108505

2025-03-03 02:05 Trade Log -5 > Dwarven Plate Show Trade Log

Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175]
Wraps of Unarmed Power +3 > Dwarven Plate

2025-03-24 18:34 Trade Log -5 Sun Blade > Show Trade Log

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

2025-04-01 19:00 DDHC-CM-14 The Canopic Being 1622 10 Show

Loot

1622GP
10 DT Days

Crystall Ball of True Seeing

Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Hat of Disguise (Diadem)

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Ring of Spell Storing

Watchful Helm

Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.

Staff of Fate

Staff, very rare (requires attunement)

This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.

If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.

Ioun Stone of Awareness

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Eyes of Minute Seeing

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range

Sun Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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

2025-05-09 01:31 Trade Log 5 Rod of Hellish Flames > Belt of Fire Giant Strength Show Trade Log

Traded Rod of Hellish Flames for Belt of Fire Giants Strenght
with https://www.adventurersleaguelog.com/users/41329/characters/104060

2025-05-09 20:00 FR-DC-BG The Flying Flame 10000 10 Show

Loot

+10000 GP
+10 DT Days

Used:

1 Invnurability, Heroism, Flying

Bahamut’s Blessing (Blessing of Magic Resistance)

You have advantage on saving throws against spells and other magical effects.

Mind Crystal (Heightened)

Wondrous Item, Rare

These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Balagos’ Belt (+3 Dragonhide Belt)

Wondrous Item, Very Rare (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Harmonious. Attuning to this item takes only 1 minute.

2025-05-18 19:30 PS-DC-LIL-01 Lost in Limbo 8333 10 Show

Loot

Emergency "Modify Memory" (Spellwrought Tattoo)

Escape Plan B "Far Step" (Spellwrought Tattoo)

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

As an action, you can force a creature you can see within 60 feet of you to focus on you. For 1 minute, creatures other than you and the target are invisible to the target. The effect ends if any creature other than you damages the target or forces the target to make a saving throw. Once used three times, the charm vanishes from you.

Volo's Spare Hat (Hat of Many Spells)

Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.

2025-05-24 20:43 Trade Log -5 > Tome of Leadership and Influence Show Trade Log

Traded Elven Thrower for Tome of Leadership and Influence
with https://www.adventurersleaguelog.com/users/42333/characters/109068

2025-05-24 20:33 Trade Log -5 Armor of Vulnerability > Belt of Storm Giants Strength Show Trade Log

Traded Armor of Vulenrability for Storm Giants Belt
with https://www.adventurersleaguelog.com/users/42333/characters/103353

2025-05-24 20:35 Trade Log -5 > Dawnreaver (Greatsword Moonblade) Show Trade Log

Traded Armor +3 for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

2025-06-07 17:00 DDAL09 20 Where Devils Fear to Tread 33333 10 Show

Loot

Spell Scroll (Gate)
potion of flying
potion of longevity

Deathshield (Defender Greatsword)

Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon.
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus
to your attack and damage rolls to +1 and gain a +2 bonus
to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain
a bonus to AC from it. This item is found in the Dungeon
Master’s Guide. This defender is a greatsword and is made out of crude
black iron. Inscribed upon the blade in Abyssal is the name
Deathshield.

Rod of the pact keeper +2

Story Award: Thanks of Ilmater

You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of
immortality or the boon of planar travel from the Dungeon
Master’s Guide. If you select the boon of planar travel, it
takes you to the Brightwater: the realm of Ilmater and Sune
in the Seven Heavens of Celestia.

Boon of Vitality

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-06-07 12:30 DDAL09 19 Fang and Claw 10 Show

Loot

Potion of Surpeme Healing

+2 Shield

Scarab of Protection

Wondrous Item, Legendary (Requires Attunement)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.

Story Award: Clever Torso

You are carrying the armless, legless torso of a ghast—the
infernal architect Khemed Rein. Khemed can talk and is desperate to escape the Nine Hells. If you fail a saving
throw while carrying Khemed, you can choose to have the
effect target him instead. This always destroys him, even if
the effect deals no damage. If you leave the Nine Hells, you
can return Khemed to his homeland and he is forever in
your debt.

Story Award: Ice Pact

The ice devil General Everbleed is escorting you on your
mission to recover the soul of Rotger de la Reue. You can
control the fiend in combat, but the DM can take control
of his actions at any time. If you leave the Nine Hells, the
general’s debt of service is removed, and he leaves your side.

2025-05-31 19:00 DDHC-GOG-01 Giants of the Starforge 10 Show

Loot

2 Potions of Flying
2 Potions of Firegiants Strenght
2 Quaal's Feather Token (Tree)

2 Ring of Acid Resistance

Delver's Claws

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.

2025-05-26 18:53 Trade Log -5 Show Trade Log

Traded Stone of Good Luck for Longsword +1
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223?q=%7B"s"%3D

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

Traded with Luran Trisona for Vicious Halberd

Inventar Show

Equiped:

Magic Items

Holy Avenger Halberd (requires attunement)/l
Belt of Storm Giant Strength (requires attunement)/l
Scarab of Protection (requires attunement)/l
Ring of Force Resistance/r
Ring of Lightning Resistance/r
Ring of Necrotic 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
4 Potion of Healing (Superior)
2 Potion of Heroism
1 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:
Animated Shield (requires attunement)/vr
Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (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:

Flame Tounge Longsword
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
1 Potion of Healing (Superior)
10 Potion of Heroism
1 Death Ward Spell Scrolls
0 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
141x 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

2025-06-01 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.

2025-05-26 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

2025-05-26 18:47 Trade Log -5 Show Trade Log

Traded Candle of Invocation for Manual of Bodily Health
Traded with https://www.adventurersleaguelog.com/users/42333/characters/108505

2025-03-03 02:05 Trade Log -5 Show Trade Log

Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175]
Wraps of Unarmed Power +3 > Dwarven Plate

2025-03-24 18:34 Trade Log -5 Show Trade Log

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

2025-04-01 19:00 DDHC-CM-14 The Canopic Being 10 Show

Loot

1622GP
10 DT Days

Crystall Ball of True Seeing

Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Hat of Disguise (Diadem)

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Ring of Spell Storing

Watchful Helm

Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.

Staff of Fate

Staff, very rare (requires attunement)

This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.

If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.

Ioun Stone of Awareness

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Eyes of Minute Seeing

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range

Sun Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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

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

2025-05-09 01:31 Trade Log 5 Show Trade Log

Traded Rod of Hellish Flames for Belt of Fire Giants Strenght
with https://www.adventurersleaguelog.com/users/41329/characters/104060

2025-05-09 20:00 FR-DC-BG The Flying Flame 10 Show

Loot

+10000 GP
+10 DT Days

Used:

1 Invnurability, Heroism, Flying

Bahamut’s Blessing (Blessing of Magic Resistance)

You have advantage on saving throws against spells and other magical effects.

Mind Crystal (Heightened)

Wondrous Item, Rare

These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Balagos’ Belt (+3 Dragonhide Belt)

Wondrous Item, Very Rare (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Harmonious. Attuning to this item takes only 1 minute.

2025-05-18 19:30 PS-DC-LIL-01 Lost in Limbo 10 Show

Loot

Emergency "Modify Memory" (Spellwrought Tattoo)

Escape Plan B "Far Step" (Spellwrought Tattoo)

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

As an action, you can force a creature you can see within 60 feet of you to focus on you. For 1 minute, creatures other than you and the target are invisible to the target. The effect ends if any creature other than you damages the target or forces the target to make a saving throw. Once used three times, the charm vanishes from you.

Volo's Spare Hat (Hat of Many Spells)

Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.

2025-05-24 20:43 Trade Log -5 Show Trade Log

Traded Elven Thrower for Tome of Leadership and Influence
with https://www.adventurersleaguelog.com/users/42333/characters/109068

2025-05-24 20:33 Trade Log -5 Show Trade Log

Traded Armor of Vulenrability for Storm Giants Belt
with https://www.adventurersleaguelog.com/users/42333/characters/103353

2025-05-24 20:35 Trade Log -5 Show Trade Log

Traded Armor +3 for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

2025-06-07 17:00 DDAL09 20 Where Devils Fear to Tread 10 Show

Loot

Spell Scroll (Gate)
potion of flying
potion of longevity

Deathshield (Defender Greatsword)

Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon.
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus
to your attack and damage rolls to +1 and gain a +2 bonus
to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain
a bonus to AC from it. This item is found in the Dungeon
Master’s Guide. This defender is a greatsword and is made out of crude
black iron. Inscribed upon the blade in Abyssal is the name
Deathshield.

Rod of the pact keeper +2

Story Award: Thanks of Ilmater

You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of
immortality or the boon of planar travel from the Dungeon
Master’s Guide. If you select the boon of planar travel, it
takes you to the Brightwater: the realm of Ilmater and Sune
in the Seven Heavens of Celestia.

Boon of Vitality

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2025-06-07 12:30 DDAL09 19 Fang and Claw 25000 10 Show

Loot

Potion of Surpeme Healing

+2 Shield

Scarab of Protection

Wondrous Item, Legendary (Requires Attunement)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.

Story Award: Clever Torso

You are carrying the armless, legless torso of a ghast—the
infernal architect Khemed Rein. Khemed can talk and is desperate to escape the Nine Hells. If you fail a saving
throw while carrying Khemed, you can choose to have the
effect target him instead. This always destroys him, even if
the effect deals no damage. If you leave the Nine Hells, you
can return Khemed to his homeland and he is forever in
your debt.

Story Award: Ice Pact

The ice devil General Everbleed is escorting you on your
mission to recover the soul of Rotger de la Reue. You can
control the fiend in combat, but the DM can take control
of his actions at any time. If you leave the Nine Hells, the
general’s debt of service is removed, and he leaves your side.

2025-05-31 19:00 DDHC-GOG-01 Giants of the Starforge 3107.62 10 Show

Loot

2 Potions of Flying
2 Potions of Firegiants Strenght
2 Quaal's Feather Token (Tree)

2 Ring of Acid Resistance

Delver's Claws

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.

2025-05-26 18:53 Trade Log -5 Show Trade Log

Traded Stone of Good Luck for Longsword +1
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223?q=%7B"s"%3D

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

Holy Avenger Halberd (requires attunement)/l
Belt of Storm Giant Strength (requires attunement)/l
Scarab of Protection (requires attunement)/l
Ring of Force Resistance/r
Ring of Lightning Resistance/r
Ring of Necrotic 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
4 Potion of Healing (Superior)
2 Potion of Heroism
1 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:
Animated Shield (requires attunement)/vr
Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) (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:

Flame Tounge Longsword
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
1 Potion of Healing (Superior)
10 Potion of Heroism
1 Death Ward Spell Scrolls
0 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
141x 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

2025-06-01 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.

2025-05-26 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

2025-05-26 18:47 Trade Log -5 > Manual of Bodily Health Show Trade Log

Traded Candle of Invocation for Manual of Bodily Health
Traded with https://www.adventurersleaguelog.com/users/42333/characters/108505

2025-03-03 02:05 Trade Log -5 > Dwarven Plate Show Trade Log

Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175]
Wraps of Unarmed Power +3 > Dwarven Plate

2025-03-24 18:34 Trade Log -5 Sun Blade > Show Trade Log

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

2025-04-01 19:00 DDHC-CM-14 The Canopic Being 1622 10 Show

Loot

1622GP
10 DT Days

Crystall Ball of True Seeing

Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Hat of Disguise (Diadem)

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Ring of Spell Storing

Watchful Helm

Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.

Staff of Fate

Staff, very rare (requires attunement)

This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.

If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.

Ioun Stone of Awareness

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Eyes of Minute Seeing

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range

Sun Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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

2025-05-09 01:31 Trade Log 5 Rod of Hellish Flames > Belt of Fire Giant Strength Show Trade Log

Traded Rod of Hellish Flames for Belt of Fire Giants Strenght
with https://www.adventurersleaguelog.com/users/41329/characters/104060

2025-05-09 20:00 FR-DC-BG The Flying Flame 10000 10 Show

Loot

+10000 GP
+10 DT Days

Used:

1 Invnurability, Heroism, Flying

Bahamut’s Blessing (Blessing of Magic Resistance)

You have advantage on saving throws against spells and other magical effects.

Mind Crystal (Heightened)

Wondrous Item, Rare

These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Balagos’ Belt (+3 Dragonhide Belt)

Wondrous Item, Very Rare (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Harmonious. Attuning to this item takes only 1 minute.

2025-05-18 19:30 PS-DC-LIL-01 Lost in Limbo 8333 10 Show

Loot

Emergency "Modify Memory" (Spellwrought Tattoo)

Escape Plan B "Far Step" (Spellwrought Tattoo)

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

As an action, you can force a creature you can see within 60 feet of you to focus on you. For 1 minute, creatures other than you and the target are invisible to the target. The effect ends if any creature other than you damages the target or forces the target to make a saving throw. Once used three times, the charm vanishes from you.

Volo's Spare Hat (Hat of Many Spells)

Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.

2025-05-24 20:43 Trade Log -5 > Tome of Leadership and Influence Show Trade Log

Traded Elven Thrower for Tome of Leadership and Influence
with https://www.adventurersleaguelog.com/users/42333/characters/109068

2025-05-24 20:33 Trade Log -5 Armor of Vulnerability > Belt of Storm Giants Strength Show Trade Log

Traded Armor of Vulenrability for Storm Giants Belt
with https://www.adventurersleaguelog.com/users/42333/characters/103353

2025-05-24 20:35 Trade Log -5 > Dawnreaver (Greatsword Moonblade) Show Trade Log

Traded Armor +3 for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

2025-06-07 17:00 DDAL09 20 Where Devils Fear to Tread 33333 10 Show

Loot

Spell Scroll (Gate)
potion of flying
potion of longevity

Deathshield (Defender Greatsword)

Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon.
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus
to your attack and damage rolls to +1 and gain a +2 bonus
to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain
a bonus to AC from it. This item is found in the Dungeon
Master’s Guide. This defender is a greatsword and is made out of crude
black iron. Inscribed upon the blade in Abyssal is the name
Deathshield.

Rod of the pact keeper +2

Story Award: Thanks of Ilmater

You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of
immortality or the boon of planar travel from the Dungeon
Master’s Guide. If you select the boon of planar travel, it
takes you to the Brightwater: the realm of Ilmater and Sune
in the Seven Heavens of Celestia.

Boon of Vitality