Sir Nemos Ladis Character Sheet
Cast Off Armor Half Plate,
Belt of Hill Giant Strength,
Goggles of Night,
Stone of Good Luck,
Ring of Protection,
Ring of Spell Storing,
Vicious Halberd,
Dwarven Plate,
Belt of Storm Giants Strength,
Dawnreaver (Greatsword Moonblade),
Tome of Leadership and Influence,
Manual of Bodily Health
Log Entries
Date Played ▼ | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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Inventar | Show | |||||||
Equiped:Magic ItemsDawnreaver(requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:2x Ring of Acid Resistance/r Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
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2025-06-02 19:30 | DC-MIKE-01 The Clash for the Multiversal Championship | 20000 | 10 | Show | ||||
LootPlate Armor +3Heavy armor, legendary Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Story Award: Multiversal ChampionYou and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Ruby of the War MageWondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
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2025-06-01 19:00 | DDAL-DRW-20 The Death of Szass Tam | 14000 | 10 | Show | ||||
LootUsed: Story Award: Scroll EaterYou claimed a cursed golden coin from Xorvintroth. As long Kyrzin’s OozeWondrous Item (Symbiont), Very Rare (Requires Attunement) Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding Blood Fury TattooWondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
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2025-05-31 19:00 | DDHC-GOG-01 Giants of the Starforge | 3107.62 | 10 | Show | ||||
Loot2 Potions of Flying 2 Ring of Acid ResistanceRare Weapon or Armor |
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2025-05-26 18:53 | Trade Log | -5 | Show Trade Log | |||||
Traded Stone of Good Luck for Longsword +1 |
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2025-05-26 18:47 | Trade Log | -5 | > Manual of Bodily Health | Show Trade Log | ||||
Traded Candle of Invocation for Manual of Bodily Health |
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2025-05-26 03:07 | Trade Log | -39500 | Show Trade Log | |||||
Bought Supplies |
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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 |
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2025-05-24 20:35 | Trade Log | -5 | Belt of Fire Giant Strength > Dawnreaver (Greatsword Moonblade) | Show Trade Log | ||||
Traded Fire Giants Belt for Moon Blade |
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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 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | 4 | 3206.25 | -20 | Show | |||
Loot-20 DT for catching up after Sparetimes Game 31.05 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 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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2025-05-18 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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2025-05-09 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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2025-05-09 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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2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
Bought |
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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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2025-03-24 18:34 | Trade Log | -5 | Sun Blade > | Show Trade Log | ||||
Traded Sun Blade for Staff of Swarming Insect |
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2025-03-03 02:05 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175] |
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2025-03-02 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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2025-03-01 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. |
Date Played ▼ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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Inventar | Show | |||||||
Equiped:Magic ItemsDawnreaver(requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:2x Ring of Acid Resistance/r Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
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2025-06-02 19:30 | DC-MIKE-01 The Clash for the Multiversal Championship | 10 | Show | |||||
LootPlate Armor +3Heavy armor, legendary Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Story Award: Multiversal ChampionYou and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Ruby of the War MageWondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
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2025-06-01 19:00 | DDAL-DRW-20 The Death of Szass Tam | 10 | Show | |||||
LootUsed: Story Award: Scroll EaterYou claimed a cursed golden coin from Xorvintroth. As long Kyrzin’s OozeWondrous Item (Symbiont), Very Rare (Requires Attunement) Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding Blood Fury TattooWondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
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2025-05-31 19:00 | DDHC-GOG-01 Giants of the Starforge | 10 | Show | |||||
Loot2 Potions of Flying 2 Ring of Acid ResistanceRare Weapon or Armor |
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2025-05-26 18:53 | Trade Log | -5 | Show Trade Log | |||||
Traded Stone of Good Luck for Longsword +1 |
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2025-05-26 18:47 | Trade Log | -5 | Show Trade Log | |||||
Traded Candle of Invocation for Manual of Bodily Health |
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2025-05-26 03:07 | Trade Log | Show Trade Log | ||||||
Bought Supplies |
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2025-05-24 20:43 | Trade Log | -5 | Show Trade Log | |||||
Traded Elven Thrower for Tome of Leadership and Influence |
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2025-05-24 20:35 | Trade Log | -5 | Show Trade Log | |||||
Traded Fire Giants Belt for Moon Blade |
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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 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | -20 | Show | |||||
Loot-20 DT for catching up after Sparetimes Game 31.05 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 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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2025-05-18 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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2025-05-09 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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2025-05-09 01:31 | Trade Log | 5 | Show Trade Log | |||||
Traded Rod of Hellish Flames for Belt of Fire Giants Strenght |
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2025-04-20 18:59 | Trade Log | Show Trade Log | ||||||
Bought |
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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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2025-03-24 18:34 | Trade Log | -5 | Show Trade Log | |||||
Traded Sun Blade for Staff of Swarming Insect |
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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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2025-03-02 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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2025-03-01 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. |
Date Played ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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Inventar | Show | |||||||
Equiped:Magic ItemsDawnreaver(requires attunement)/l Common: Consumables2 Potion of Invunerability CharmsCharm of the Throne Stash:Blessings:Bahamut’s Blessing (Blessing of Magic Resistance) Magic ItemsAttunement: Non Attunement:2x Ring of Acid Resistance/r Common Magic ItemsChest of Preserving (Minor Property: Sentinel - Undead) 1x Powered Armor ConsumablesSpell Scrolls: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends |
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2025-06-02 19:30 | DC-MIKE-01 The Clash for the Multiversal Championship | 20000 | 10 | Show | ||||
LootPlate Armor +3Heavy armor, legendary Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Story Award: Multiversal ChampionYou and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Ruby of the War MageWondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
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2025-06-01 19:00 | DDAL-DRW-20 The Death of Szass Tam | 14000 | 10 | Show | ||||
LootUsed: Story Award: Scroll EaterYou claimed a cursed golden coin from Xorvintroth. As long Kyrzin’s OozeWondrous Item (Symbiont), Very Rare (Requires Attunement) Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding Blood Fury TattooWondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
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2025-05-31 19:00 | DDHC-GOG-01 Giants of the Starforge | 3107.62 | 10 | Show | ||||
Loot2 Potions of Flying 2 Ring of Acid ResistanceRare Weapon or Armor |
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2025-05-26 18:53 | Trade Log | -5 | Show Trade Log | |||||
Traded Stone of Good Luck for Longsword +1 |
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2025-05-26 18:47 | Trade Log | -5 | > Manual of Bodily Health | Show Trade Log | ||||
Traded Candle of Invocation for Manual of Bodily Health |
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2025-05-26 03:07 | Trade Log | -39500 | Show Trade Log | |||||
Bought Supplies |
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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 |
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2025-05-24 20:35 | Trade Log | -5 | Belt of Fire Giant Strength > Dawnreaver (Greatsword Moonblade) | Show Trade Log | ||||
Traded Fire Giants Belt for Moon Blade |
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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 19:00 | DDHC-QftIS Expedition into the Barrier Peaks | 3206.25 | -20 | Show | ||||
Loot-20 DT for catching up after Sparetimes Game 31.05 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 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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2025-05-18 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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2025-05-09 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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2025-05-09 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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2025-04-20 18:59 | Trade Log | -15000 | Show Trade Log | |||||
Bought |
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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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2025-03-24 18:34 | Trade Log | -5 | Sun Blade > | Show Trade Log | ||||
Traded Sun Blade for Staff of Swarming Insect |
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2025-03-03 02:05 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
Aster Grünzweig[https://www.adventurersleaguelog.com/users/41558/characters/96175] |
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2025-03-02 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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2025-03-01 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. |