Sir Nemos Ladis Character Sheet

Season:
Forgotten Realms
Race:
Earth-Genasi
Class:
Paladin 15
Background:
Farmer
Lifestyle:
Modest
Current Level:
20
Total GP:
53620.87
Total Downtime:
50
Tag:
Faction:
None
Faction Rank:
Heroic (rank 4)
Magic Item Count:
9
Magic Item Limit:
10
Halberd +1,
Cast Off Armor Half Plate,
Belt of Hill Giant Strength,
Goggles of Night,
Stone of Good Luck,
Ring of Protection,
Ring of Spell Storing,
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
Inventar Show

Equiped:

Magic Items

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

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

Consumables

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

Charms

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

Stash:

Blessings:

Bahamut’s Blessing (Blessing of Magic Resistance)

Magic Items

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

Non Attunement:

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

Common Magic Items

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

1x Powered Armor

Consumables

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

2025-06-02 19:30 DC-MIKE-01 The Clash for the Multiversal Championship 20000 10 Show

Loot

Plate Armor +3

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

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Story Award: Multiversal Champion

You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.

Ruby of the War Mage

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Boon of High Magic

You gain one 9th-level spell slot, provided that you already have one.

Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.

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

Loot

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

Story Award: Scroll Eater

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

Kyrzin’s Ooze

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

Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.

Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding

Blood Fury Tattoo

Wondrous Item (Tattoo), Legendary (Requires Attunement)

When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

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

Loot

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

2 Ring of Acid Resistance

Rare Weapon or Armor

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

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

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

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

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

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

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

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

2025-05-24 20:35 Trade Log -5 Belt of Fire Giant Strength > Dawnreaver (Greatsword Moonblade) Show Trade Log

Traded Fire Giants Belt for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

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

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

2025-05-24 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
Items

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
This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

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.
2x Paralysis Pistol/vr

22x Sleep Grenade
This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
24x Concussion Grenade
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.
8x Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

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 Powered Armor

1x Fully Charged Powered Armor

1x Fully Charged Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

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.
1x Antigravity Belt (Disco Flavor)

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]

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

Loot

Emergency "Modify Memory" (Spellwrought Tattoo)

Escape Plan B "Far Step" (Spellwrought Tattoo)

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

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

Volo's Spare Hat (Hat of Many Spells)

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

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

Loot

+10000 GP
+10 DT Days

Used:

1 Invnurability, Heroism, Flying

Bahamut’s Blessing (Blessing of Magic Resistance)

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

Mind Crystal (Heightened)

Wondrous Item, Rare

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

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

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

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

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

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

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

Balagos’ Belt (+3 Dragonhide Belt)

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

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

Harmonious. Attuning to this item takes only 1 minute.

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

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

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

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

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

Loot

1622GP
10 DT Days

Crystall Ball of True Seeing

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

Hat of Disguise (Diadem)

Wondrous item, uncommon (requires attunement)

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

Ring of Spell Storing

Watchful Helm

Wondrous item, very rare (requires attunement)

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

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

Staff of Fate

Staff, very rare (requires attunement)

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

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

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

Ioun Stone of Awareness

Wondrous item, rare (requires attunement)

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

Eyes of Minute Seeing

Wondrous item, uncommon

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

Sun Blade

Weapon (longsword), rare (requires attunement)

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

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

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

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

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

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

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

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

Loot

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

Used

1 Potion of Heroism

Bought

1 Potion of Heroism -1000GP

Magic Items

Animated Shield

Armor (shield), very rare (requires attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
-Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Dwarven Half Plate

Armor (half plate or plate armor), very rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Ring of Acid Resistance

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

Ring of Force Resistance

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

Sun Blade

Weapon (longsword), rare (requires attunement)
This item appears to be a sword hilt.
-Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
-You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
-Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Glamoured Studded Leather

Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Amulet of Health

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
~~### Wraps of Unarmed Power, +3~~
Wondrous Item, varies
While wearing these wraps, you have a bonus to attack rolls and damage rolls made with your Unarmed Strikes. The bonus is determined by the wraps’ rarity, and those strikes deal your choice of Force damage or their normal damage type.

Energy Bow

Weapon (longbow or shortbow), very rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

Candle of Invocation (Ysgard)

Wondrous Item, very rare (requires attunement)
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

Wand of Polymorph

Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering

Staff, rare (requires attunement by a Cleric, Druid, or Warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2

Charms

Charm of the Throne

You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.

Charm of the Mirage

This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

2025-03-01 19:00 PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun 1 5000 10 Rod of Hellish Flames Show

Loot

+5000GP
+10 Downtime Days
+1 Level
1 Elixir of Health

Used

1 Potion of Invunerability
1 Potion of Heroism
1 Bead of Force

Bought

1 Potion of Invunerability -1000GP
1 Potion of Heroism -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
Inventar Show

Equiped:

Magic Items

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

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

Consumables

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

Charms

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

Stash:

Blessings:

Bahamut’s Blessing (Blessing of Magic Resistance)

Magic Items

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

Non Attunement:

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

Common Magic Items

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

1x Powered Armor

Consumables

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

2025-06-02 19:30 DC-MIKE-01 The Clash for the Multiversal Championship 10 Show

Loot

Plate Armor +3

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

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Story Award: Multiversal Champion

You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.

Ruby of the War Mage

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Boon of High Magic

You gain one 9th-level spell slot, provided that you already have one.

Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.

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

Loot

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

Story Award: Scroll Eater

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

Kyrzin’s Ooze

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

Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.

Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding

Blood Fury Tattoo

Wondrous Item (Tattoo), Legendary (Requires Attunement)

When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

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

Loot

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

2 Ring of Acid Resistance

Rare Weapon or Armor

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

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

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

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

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

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

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

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

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

Traded Fire Giants Belt for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

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

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

2025-05-24 19:00 DDHC-QftIS Expedition into the Barrier Peaks -20 Show

Loot

-20 DT for catching up after Sparetimes Game 31.05
Items

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
This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

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.
2x Paralysis Pistol/vr

22x Sleep Grenade
This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
24x Concussion Grenade
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.
8x Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

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 Powered Armor

1x Fully Charged Powered Armor

1x Fully Charged Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

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.
1x Antigravity Belt (Disco Flavor)

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]

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

Loot

Emergency "Modify Memory" (Spellwrought Tattoo)

Escape Plan B "Far Step" (Spellwrought Tattoo)

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

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

Volo's Spare Hat (Hat of Many Spells)

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

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

Loot

+10000 GP
+10 DT Days

Used:

1 Invnurability, Heroism, Flying

Bahamut’s Blessing (Blessing of Magic Resistance)

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

Mind Crystal (Heightened)

Wondrous Item, Rare

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

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

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

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

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

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

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

Balagos’ Belt (+3 Dragonhide Belt)

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

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

Harmonious. Attuning to this item takes only 1 minute.

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

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

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

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

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

Loot

1622GP
10 DT Days

Crystall Ball of True Seeing

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

Hat of Disguise (Diadem)

Wondrous item, uncommon (requires attunement)

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

Ring of Spell Storing

Watchful Helm

Wondrous item, very rare (requires attunement)

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

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

Staff of Fate

Staff, very rare (requires attunement)

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

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

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

Ioun Stone of Awareness

Wondrous item, rare (requires attunement)

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

Eyes of Minute Seeing

Wondrous item, uncommon

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

Sun Blade

Weapon (longsword), rare (requires attunement)

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

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

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

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

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

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

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

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

Loot

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

Used

1 Potion of Heroism

Bought

1 Potion of Heroism -1000GP

Magic Items

Animated Shield

Armor (shield), very rare (requires attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
-Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Dwarven Half Plate

Armor (half plate or plate armor), very rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Ring of Acid Resistance

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

Ring of Force Resistance

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

Sun Blade

Weapon (longsword), rare (requires attunement)
This item appears to be a sword hilt.
-Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
-You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
-Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Glamoured Studded Leather

Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Amulet of Health

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
~~### Wraps of Unarmed Power, +3~~
Wondrous Item, varies
While wearing these wraps, you have a bonus to attack rolls and damage rolls made with your Unarmed Strikes. The bonus is determined by the wraps’ rarity, and those strikes deal your choice of Force damage or their normal damage type.

Energy Bow

Weapon (longbow or shortbow), very rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

Candle of Invocation (Ysgard)

Wondrous Item, very rare (requires attunement)
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

Wand of Polymorph

Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering

Staff, rare (requires attunement by a Cleric, Druid, or Warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2

Charms

Charm of the Throne

You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.

Charm of the Mirage

This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

2025-03-01 19:00 PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun 10 Show

Loot

+5000GP
+10 Downtime Days
+1 Level
1 Elixir of Health

Used

1 Potion of Invunerability
1 Potion of Heroism
1 Bead of Force

Bought

1 Potion of Invunerability -1000GP
1 Potion of Heroism -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
Inventar Show

Equiped:

Magic Items

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

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

Consumables

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

Charms

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

Stash:

Blessings:

Bahamut’s Blessing (Blessing of Magic Resistance)

Magic Items

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

Non Attunement:

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

Common Magic Items

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

1x Powered Armor

Consumables

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

2025-06-02 19:30 DC-MIKE-01 The Clash for the Multiversal Championship 20000 10 Show

Loot

Plate Armor +3

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

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Story Award: Multiversal Champion

You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.

Ruby of the War Mage

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Boon of High Magic

You gain one 9th-level spell slot, provided that you already have one.

Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.

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

Loot

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

Story Award: Scroll Eater

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

Kyrzin’s Ooze

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

Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.

Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding

Blood Fury Tattoo

Wondrous Item (Tattoo), Legendary (Requires Attunement)

When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

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

Loot

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

2 Ring of Acid Resistance

Rare Weapon or Armor

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

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

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

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

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

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

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

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

2025-05-24 20:35 Trade Log -5 Belt of Fire Giant Strength > Dawnreaver (Greatsword Moonblade) Show Trade Log

Traded Fire Giants Belt for Moon Blade
with https://www.adventurersleaguelog.com/users/42333/characters/109119

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

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

2025-05-24 19:00 DDHC-QftIS Expedition into the Barrier Peaks 3206.25 -20 Show

Loot

-20 DT for catching up after Sparetimes Game 31.05
Items

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
This small handheld device features a glass pane with a glowing display that responds to your touch. The controller is powered by an energy cell stored in the device. Placing a full energy cell in the device gives the device 3 charges.

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.
2x Paralysis Pistol/vr

22x Sleep Grenade
This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.
24x Concussion Grenade
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one.
8x Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

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 Powered Armor

1x Fully Charged Powered Armor

1x Fully Charged Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

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.
1x Antigravity Belt (Disco Flavor)

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]

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

Loot

Emergency "Modify Memory" (Spellwrought Tattoo)

Escape Plan B "Far Step" (Spellwrought Tattoo)

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

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

Volo's Spare Hat (Hat of Many Spells)

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

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

Loot

+10000 GP
+10 DT Days

Used:

1 Invnurability, Heroism, Flying

Bahamut’s Blessing (Blessing of Magic Resistance)

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

Mind Crystal (Heightened)

Wondrous Item, Rare

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

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

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

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

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

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

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

Balagos’ Belt (+3 Dragonhide Belt)

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

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

Harmonious. Attuning to this item takes only 1 minute.

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

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

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

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

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

Loot

1622GP
10 DT Days

Crystall Ball of True Seeing

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

Hat of Disguise (Diadem)

Wondrous item, uncommon (requires attunement)

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

Ring of Spell Storing

Watchful Helm

Wondrous item, very rare (requires attunement)

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

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

Staff of Fate

Staff, very rare (requires attunement)

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

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

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

Ioun Stone of Awareness

Wondrous item, rare (requires attunement)

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

Eyes of Minute Seeing

Wondrous item, uncommon

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

Sun Blade

Weapon (longsword), rare (requires attunement)

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

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

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

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

Traded Sun Blade for Staff of Swarming Insect
With Luran Trisona

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

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

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

Loot

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

Used

1 Potion of Heroism

Bought

1 Potion of Heroism -1000GP

Magic Items

Animated Shield

Armor (shield), very rare (requires attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
-Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Dwarven Half Plate

Armor (half plate or plate armor), very rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Ring of Acid Resistance

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

Ring of Force Resistance

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

Sun Blade

Weapon (longsword), rare (requires attunement)
This item appears to be a sword hilt.
-Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
-You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
-Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Glamoured Studded Leather

Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Amulet of Health

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
~~### Wraps of Unarmed Power, +3~~
Wondrous Item, varies
While wearing these wraps, you have a bonus to attack rolls and damage rolls made with your Unarmed Strikes. The bonus is determined by the wraps’ rarity, and those strikes deal your choice of Force damage or their normal damage type.

Energy Bow

Weapon (longbow or shortbow), very rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

Candle of Invocation (Ysgard)

Wondrous Item, very rare (requires attunement)
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

Wand of Polymorph

Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering

Staff, rare (requires attunement by a Cleric, Druid, or Warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2

Charms

Charm of the Throne

You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.

Charm of the Mirage

This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

2025-03-01 19:00 PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun 5000 10 Rod of Hellish Flames Show

Loot

+5000GP
+10 Downtime Days
+1 Level
1 Elixir of Health

Used

1 Potion of Invunerability
1 Potion of Heroism
1 Bead of Force

Bought

1 Potion of Invunerability -1000GP
1 Potion of Heroism -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.