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)
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2025-02-20 21:26 | Character Creation | 7 | 297 | 10 | Halberd +1 | Show | ||
Nemos Ladis PHB2024Starting at Level 5:+500GP StorySpecies: Earth GenasiSize: medium Ability Scores: ASI: CHA (+2), CON (+1) Class: Oath of Glory PaladinProficiencies:Weapons: Simple & Martial Weapons Starting Equipment:(B) 150 GP Level 1Lay on Hands, Spellcasting Level 2Weapon Mastery: Halberd & Glaive Level 3Channel Divinity Level 4ASI: Inspiring Leader (CHA +1) Level 5Extra Attack, Faithful Steed Level 6Aura of Protection Level 7Aura of Alacrity Class: WarlockLevel 1Invocation: Pact of the Blade Background: Costom (Artisan)Ability Scores: CHA & CON Equipment:Bought: |
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2025-02-21 21:00 | FR-DC-MIND | 1 | 833 | 10 | Cast Off Armor Half Plate, Belt of Hill Giant Strength | Show | ||
Rewards:10 DT Days Regenerative Mucus (Keoghthom's Ointment)Wondrous Item, Uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition. Jubba's Body Oil (Oil of Slipperiness)Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured. "Jubba jubba, Juuuubba! Uh Jubba." Psionic Passkey "Chime of Opening"Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. Spelljammer Suit "Cast Off Armor Half Plate"Source: Xanathar's Guide to Everything Armor (light, medium, or heavy), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. Psionic Belt "Belt of Hill Giant Strength"Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders. Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore! Level UpPaladin Level 8ASI: Great Weapon Master Rebuild-1 Warlock Level |
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Inventar | Show | |||||||
Equiped:Magic ItemsHoly Avenger Halberd (requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:Flame Tounge Longsword Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
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2025-02-22 12:00 | DDHC-TYP-4 | 2 | 17626 | 0 | Stone of Good Luck, Ring of Protection, Ring of Spell Storing, Chain Mail +1, Goggles of Night, Armor of Vulnerability | Show | ||
Loot:+17646 GP Flesh Golem (9)Potion of FlyingPotion, very rare Potion of Mind ReadingPotion, rare Spell Scroll:Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends Chain Mail +1Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs Goggles of NightWondrous item, uncommon Stone of Good LuckWondrous item, uncommon (requires attunement) Ring of ProtectionRing, rare (requires attunement) Ring of Spell StoringRing, rare (requires attunement) Armor of VulnerabilityArmor (plate), legendary (requires attunement) Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts. Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions. Bought Halberd -20 GP |
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2025-02-24 22:30 | Level Up | 1 | -10 | Show | ||||
Used Downtime Days to Catch up to Level 11 |
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2025-02-25 23:00 | Trade Log | -5 | Chain Mail +1 > Vicious Halberd | Show Trade Log | ||||
Traded with Luran Trisona for Vicious Halberd |
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2025-02-27 19:30 | Keys from the Golden Vault - Fire and Darkness | 1 | 9746 | 10 | Show | |||
Loot+9.746 GP Rope of EntanglementWondrous item, rare Brazier of Commanding Fire ElementalsWondrous item, rare Mace of TerrorWeapon (mace), rare (requires attunement) Bronze Griffon Figurine of Wondrous PowerWondrous item, rare Instrument of the Bards (Cli Lyre)Wondrous item, rare (requires attunement by a bard) |
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2025-02-28 19:00 | FR-DC-TRC-01 | 1 | 4500 | 10 | Show | |||
Loot+10000 GP Storyaward: FR-DC-TRC-01: Gold of the Bronze Dragon Storyaward: FR-DC-TRC-01: Pasc'Halls Henker Storyaward: FR-DC-TRC-01: Free Willy Used1 Potion of Invunerability Items Bought2 Potion of Invunerability -2000GP |
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2025-03-01 19:00 | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | 1 | 5000 | 10 | Rod of Hellish Flames | Show | ||
Loot+5000GP Used1 Potion of Invunerability Bought1 Potion of Invunerability -1000GP Rod of Hellish Flames (Minor Property: Wicked)Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol Chest of Preserving (Minor Property: Sentinel - Undead).Wonderous Item, Common This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby. |
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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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2025-03-03 02:05 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175] |
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2025-03-24 18:34 | Trade Log | -5 | Sun Blade > | Show Trade Log | ||||
Traded Sun Blade for Staff of Swarming Insect |
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2025-04-01 19:00 | DDHC-CM-14 The Canopic Being | 1622 | 10 | Show | ||||
Loot1622GP Crystall Ball of True SeeingWondrous item, legendary (requires attunement) 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 StoringWatchful HelmWondrous 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 FateStaff, 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 AwarenessWondrous 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. Eyes of Minute SeeingWondrous 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 BladeWeapon (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. |
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2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
Bought |
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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 |
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2025-05-09 20:00 | FR-DC-BG The Flying Flame | 10000 | 10 | Show | ||||
Loot+10000 GP 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. |
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2025-05-18 19:30 | PS-DC-LIL-01 Lost in Limbo | 8333 | 10 | Show | ||||
LootEmergency "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) |
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2025-05-24 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | 4 | 3406.25 | -10 | Show | |||
Loot-20 DT for catching up after Sparetimes Game 31.05 3x Needler Pistol/vr As an action while holding this device, you can expend 1 of its charges to cause one of the following effects: Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success. Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. 22x Sleep Grenade One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. 1x Fully Charged Powered Armor 1x Fully Charged Antigravity Belt Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. 147x Energy Cells Consumables 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] |
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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 |
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2025-05-24 20:35 | Trade Log | -5 | > Dawnreaver (Greatsword Moonblade) | Show Trade Log | ||||
Traded Armor +3 for Moon Blade |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown ▼ | |
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2025-02-20 21:26 | Character Creation | 10 | Show | |||||
Nemos Ladis PHB2024Starting at Level 5:+500GP StorySpecies: Earth GenasiSize: medium Ability Scores: ASI: CHA (+2), CON (+1) Class: Oath of Glory PaladinProficiencies:Weapons: Simple & Martial Weapons Starting Equipment:(B) 150 GP Level 1Lay on Hands, Spellcasting Level 2Weapon Mastery: Halberd & Glaive Level 3Channel Divinity Level 4ASI: Inspiring Leader (CHA +1) Level 5Extra Attack, Faithful Steed Level 6Aura of Protection Level 7Aura of Alacrity Class: WarlockLevel 1Invocation: Pact of the Blade Background: Costom (Artisan)Ability Scores: CHA & CON Equipment:Bought: |
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2025-02-21 21:00 | FR-DC-MIND | 10 | Show | |||||
Rewards:10 DT Days Regenerative Mucus (Keoghthom's Ointment)Wondrous Item, Uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition. Jubba's Body Oil (Oil of Slipperiness)Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured. "Jubba jubba, Juuuubba! Uh Jubba." Psionic Passkey "Chime of Opening"Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. Spelljammer Suit "Cast Off Armor Half Plate"Source: Xanathar's Guide to Everything Armor (light, medium, or heavy), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. Psionic Belt "Belt of Hill Giant Strength"Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders. Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore! Level UpPaladin Level 8ASI: Great Weapon Master Rebuild-1 Warlock Level |
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Inventar | Show | |||||||
Equiped:Magic ItemsHoly Avenger Halberd (requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:Flame Tounge Longsword Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
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2025-02-22 12:00 | DDHC-TYP-4 | 0 | Show | |||||
Loot:+17646 GP Flesh Golem (9)Potion of FlyingPotion, very rare Potion of Mind ReadingPotion, rare Spell Scroll:Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends Chain Mail +1Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs Goggles of NightWondrous item, uncommon Stone of Good LuckWondrous item, uncommon (requires attunement) Ring of ProtectionRing, rare (requires attunement) Ring of Spell StoringRing, rare (requires attunement) Armor of VulnerabilityArmor (plate), legendary (requires attunement) Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts. Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions. Bought Halberd -20 GP |
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2025-02-24 22:30 | Level Up | -10 | Show | |||||
Used Downtime Days to Catch up to Level 11 |
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2025-02-25 23:00 | Trade Log | Show Trade Log | ||||||
Traded with Luran Trisona for Vicious Halberd |
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2025-02-27 19:30 | Keys from the Golden Vault - Fire and Darkness | 10 | Show | |||||
Loot+9.746 GP Rope of EntanglementWondrous item, rare Brazier of Commanding Fire ElementalsWondrous item, rare Mace of TerrorWeapon (mace), rare (requires attunement) Bronze Griffon Figurine of Wondrous PowerWondrous item, rare Instrument of the Bards (Cli Lyre)Wondrous item, rare (requires attunement by a bard) |
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2025-02-28 19:00 | FR-DC-TRC-01 | 10 | Show | |||||
Loot+10000 GP Storyaward: FR-DC-TRC-01: Gold of the Bronze Dragon Storyaward: FR-DC-TRC-01: Pasc'Halls Henker Storyaward: FR-DC-TRC-01: Free Willy Used1 Potion of Invunerability Items Bought2 Potion of Invunerability -2000GP |
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2025-03-01 19:00 | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | 10 | Show | |||||
Loot+5000GP Used1 Potion of Invunerability Bought1 Potion of Invunerability -1000GP Rod of Hellish Flames (Minor Property: Wicked)Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol Chest of Preserving (Minor Property: Sentinel - Undead).Wonderous Item, Common This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby. |
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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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2025-03-03 02:05 | Trade Log | -5 | Show Trade Log | |||||
Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175] |
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2025-03-24 18:34 | Trade Log | -5 | Show Trade Log | |||||
Traded Sun Blade for Staff of Swarming Insect |
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2025-04-01 19:00 | DDHC-CM-14 The Canopic Being | 10 | Show | |||||
Loot1622GP Crystall Ball of True SeeingWondrous item, legendary (requires attunement) 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 StoringWatchful HelmWondrous 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 FateStaff, 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 AwarenessWondrous 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. Eyes of Minute SeeingWondrous 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 BladeWeapon (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. |
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2025-04-20 18:59 | Trade Log | Show Trade Log | ||||||
Bought |
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2025-05-09 01:31 | Trade Log | 5 | Show Trade Log | |||||
Traded Rod of Hellish Flames for Belt of Fire Giants Strenght |
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2025-05-09 20:00 | FR-DC-BG The Flying Flame | 10 | Show | |||||
Loot+10000 GP 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. |
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2025-05-18 19:30 | PS-DC-LIL-01 Lost in Limbo | 10 | Show | |||||
LootEmergency "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) |
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2025-05-24 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | -10 | Show | |||||
Loot-20 DT for catching up after Sparetimes Game 31.05 3x Needler Pistol/vr As an action while holding this device, you can expend 1 of its charges to cause one of the following effects: Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success. Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. 22x Sleep Grenade One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. 1x Fully Charged Powered Armor 1x Fully Charged Antigravity Belt Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. 147x Energy Cells Consumables 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] |
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2025-05-24 20:33 | Trade Log | -5 | Show Trade Log | |||||
Traded Armor of Vulenrability for Storm Giants Belt |
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2025-05-24 20:35 | Trade Log | -5 | Show Trade Log | |||||
Traded Armor +3 for Moon Blade |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown ▼ | Magic Items | |
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2025-02-20 21:26 | Character Creation | 297 | 10 | Halberd +1 | Show | |||
Nemos Ladis PHB2024Starting at Level 5:+500GP StorySpecies: Earth GenasiSize: medium Ability Scores: ASI: CHA (+2), CON (+1) Class: Oath of Glory PaladinProficiencies:Weapons: Simple & Martial Weapons Starting Equipment:(B) 150 GP Level 1Lay on Hands, Spellcasting Level 2Weapon Mastery: Halberd & Glaive Level 3Channel Divinity Level 4ASI: Inspiring Leader (CHA +1) Level 5Extra Attack, Faithful Steed Level 6Aura of Protection Level 7Aura of Alacrity Class: WarlockLevel 1Invocation: Pact of the Blade Background: Costom (Artisan)Ability Scores: CHA & CON Equipment:Bought: |
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2025-02-21 21:00 | FR-DC-MIND | 833 | 10 | Cast Off Armor Half Plate, Belt of Hill Giant Strength | Show | |||
Rewards:10 DT Days Regenerative Mucus (Keoghthom's Ointment)Wondrous Item, Uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition. Jubba's Body Oil (Oil of Slipperiness)Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured. "Jubba jubba, Juuuubba! Uh Jubba." Psionic Passkey "Chime of Opening"Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. Spelljammer Suit "Cast Off Armor Half Plate"Source: Xanathar's Guide to Everything Armor (light, medium, or heavy), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. Psionic Belt "Belt of Hill Giant Strength"Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders. Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore! Level UpPaladin Level 8ASI: Great Weapon Master Rebuild-1 Warlock Level |
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Inventar | Show | |||||||
Equiped:Magic ItemsHoly Avenger Halberd (requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:Flame Tounge Longsword Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
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2025-02-22 12:00 | DDHC-TYP-4 | 17626 | 0 | Stone of Good Luck, Ring of Protection, Ring of Spell Storing, Chain Mail +1, Goggles of Night, Armor of Vulnerability | Show | |||
Loot:+17646 GP Flesh Golem (9)Potion of FlyingPotion, very rare Potion of Mind ReadingPotion, rare Spell Scroll:Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends Chain Mail +1Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs Goggles of NightWondrous item, uncommon Stone of Good LuckWondrous item, uncommon (requires attunement) Ring of ProtectionRing, rare (requires attunement) Ring of Spell StoringRing, rare (requires attunement) Armor of VulnerabilityArmor (plate), legendary (requires attunement) Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts. Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer beads (2 Smiting, 1 Blessing, 1 Favor, 2 Curing) , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions. Bought Halberd -20 GP |
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2025-02-24 22:30 | Level Up | -10 | Show | |||||
Used Downtime Days to Catch up to Level 11 |
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2025-02-25 23:00 | Trade Log | -5 | Chain Mail +1 > Vicious Halberd | Show Trade Log | ||||
Traded with Luran Trisona for Vicious Halberd |
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2025-02-27 19:30 | Keys from the Golden Vault - Fire and Darkness | 9746 | 10 | Show | ||||
Loot+9.746 GP Rope of EntanglementWondrous item, rare Brazier of Commanding Fire ElementalsWondrous item, rare Mace of TerrorWeapon (mace), rare (requires attunement) Bronze Griffon Figurine of Wondrous PowerWondrous item, rare Instrument of the Bards (Cli Lyre)Wondrous item, rare (requires attunement by a bard) |
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2025-02-28 19:00 | FR-DC-TRC-01 | 4500 | 10 | Show | ||||
Loot+10000 GP Storyaward: FR-DC-TRC-01: Gold of the Bronze Dragon Storyaward: FR-DC-TRC-01: Pasc'Halls Henker Storyaward: FR-DC-TRC-01: Free Willy Used1 Potion of Invunerability Items Bought2 Potion of Invunerability -2000GP |
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2025-03-01 19:00 | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | 5000 | 10 | Rod of Hellish Flames | Show | |||
Loot+5000GP Used1 Potion of Invunerability Bought1 Potion of Invunerability -1000GP Rod of Hellish Flames (Minor Property: Wicked)Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol Chest of Preserving (Minor Property: Sentinel - Undead).Wonderous Item, Common This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby. |
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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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2025-03-03 02:05 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175] |
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2025-03-24 18:34 | Trade Log | -5 | Sun Blade > | Show Trade Log | ||||
Traded Sun Blade for Staff of Swarming Insect |
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2025-04-01 19:00 | DDHC-CM-14 The Canopic Being | 1622 | 10 | Show | ||||
Loot1622GP Crystall Ball of True SeeingWondrous item, legendary (requires attunement) 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 StoringWatchful HelmWondrous 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 FateStaff, 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 AwarenessWondrous 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. Eyes of Minute SeeingWondrous 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 BladeWeapon (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. |
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2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
Bought |
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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 |
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2025-05-09 20:00 | FR-DC-BG The Flying Flame | 10000 | 10 | Show | ||||
Loot+10000 GP 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. |
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2025-05-18 19:30 | PS-DC-LIL-01 Lost in Limbo | 8333 | 10 | Show | ||||
LootEmergency "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) |
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2025-05-24 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | 3406.25 | -10 | Show | ||||
Loot-20 DT for catching up after Sparetimes Game 31.05 3x Needler Pistol/vr As an action while holding this device, you can expend 1 of its charges to cause one of the following effects: Control. One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success. Disrupt. Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. 22x Sleep Grenade One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. 1x Fully Charged Powered Armor 1x Fully Charged Antigravity Belt Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. 147x Energy Cells Consumables 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] |
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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 |
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2025-05-24 20:35 | Trade Log | -5 | > Dawnreaver (Greatsword Moonblade) | Show Trade Log | ||||
Traded Armor +3 for Moon Blade |