Season:
Forgotten Realms
Race:
Goliath
Class:
Barbarian 8
Background:
Farmer
Lifestyle:
Squalid
Current Level:
16
Total GP:
24777.15
Total Downtime:
45
Tag:
Pether (Karrakasz)🛡️24👁️9📜17/20
Faction:
Emerald Enclave
Faction Rank:
Autumnreaver (rank 3)
Magic Item Count:
9
Magic Item Limit:
6
Periapt of Wound Closure (Sentinel (Dragon)),
Greataxe +2,
Wand of Magic Missiles,
Belt of Fire Giants Strenght ,
Ring of Protection,
Bracers of Defense,
Belt of Dwarvenkind,
Scribe’s Chime of Unsealing (Chime of Opening),
Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier),
The Pupil of the Forgotten (Ersatz Eye)

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▲ Magic Items
2025-05-02 13:07 Catching Up 4 -40 Show

used 40 DT Days t catch up

2025-06-08 23:56 Trade Log -20 Show Trade Log

2x Catch Up

2025-08-02 14:33 Trade Log -10 Show Trade Log

Traded Ring of Necrotic Resistance for Mace of Terror
Traded Ring of Lightning Resistance for Ring of Protection
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-08-17 17:06 Trade Log -10 Show Trade Log

Trade Ring of Force Resistance for Mace of Terror
and Cape of the Mountebank for Rope of Entangelment
with https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-06-12 23:04 Trade Log -5 > Belt of Dwarvenkind Show Trade Log

Traded Flame Tongue Longsword for Belt of Dwarvenkind
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-24 02:53 Trade Log -5 Show Trade Log

Traded Belt of Fire Giants Strenght for Dragon Scale Mail(Gold)
with: https://www.adventurersleaguelog.com/users/44257/characters/151421?q=%7B"s"%3D

2025-07-10 00:21 Trade Log -5 Show Trade Log

Traded Dragonhide Belt +3 for Silvered +3 Greatsword
with https://www.adventurersleaguelog.com/users/75992/characters/163467

2025-06-14 17:57 Trade Log -5 Show Trade Log

Traded Candle of Invocation (Mount Celestia) for Manual of Bodily Health
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-19 16:44 Trade Log -5 Show Trade Log

Traded Manual of Bodily Health for Energy Bow
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-05-26 18:56 Trade Log -5 Show Trade Log

Traded Periapt of Wound Closure for Necklace of Adaptaion
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223

2025-06-09 00:26 Trade Log -5 > Belt of Fire Giants Strenght Show Trade Log

Traded Dragon Scale Mail (Fire) for Belt of Fire Giants Strenght
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-09 00:32 Trade Log -5 > Ring of Protection Show Trade Log

Traded Ring of Animal Influence for Ring of Protection
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-12 22:59 Trade Log -5 > Bracers of Defense Show Trade Log

Traded Ring of Spellstoring for Bracers of Defense
with https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-03-30 22:24 FR-DC-FOS-03 Gurgling Holes 70 10 Show

Loot

70GP
10 DT Days
Potion of Growth
Used: 3 Potion of Healing Greater

Breastplate of Fungal Spores

Medium armor, uncommon
AC 14 + Dex (max 2)
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself.

Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.

Minor Property: Illusion
The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Anscheinend haben die halluzinogenen Pilze, die auf der RĂźstung gewachsen sind, dafĂźr gesorgt, dass sich die Magie der RĂźstung etwas verdreht hat. Das sollte zu eurem Nutzen sein, da das normale Aussehen der RĂźstung eventuell ungewollte Blicke auf sich zieht.

2025-06-14 17:34 DDHC-CM-16 Alkazaar's Appendix 2 9700 10 Show

Loot

Charm of the Mirrage
Charm of Balance 2 Uses
Scroll of Wish
Used: 3 Potion of Greater Healing, Potion of Hill Giants Strenght, Potion Of Fire Giants Strenght, Oil of Slipperieness

Tome of Leadership and Influence

Wondrous item, very rare 5 lb. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Candle of Invocation (Mount Celestia)

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.

Carpet of Flying, 3 ft. × 5 ft.

Wondrous item, very rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

Ring of Lightning Resistance

Ring, rare You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine.

Ring of Necrotic Resistance

Ring, rare You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.

Ring of Force Resistance

Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.

Staff of Healing

Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Wand of Lightning Bolts

Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. 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.

Amulet of Health

Wondrous item, rare (requires attunement) 1 lb. 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.

Ring of Acid Resistance

Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

Animated Shield

Shield (shield), very rare (requires attunement) 6 lb. AC +2 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.

Wand of Polymorph

Wand, very rare (requires attunement by a spellcaster) 1 lb. 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, weapon, rare (requires attunement by a cleric, druid, or warlock) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple 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. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+2 Longbow

2025-06-14 18:00 DDHC-ToD-17 Tiamats Return 12500 10 Show

Loot

Will Solace (Bramymond) used Ring of Djinni Summoning (Rolled 9). Wished for: Necrotic, Psychic, Force Resistance
used: 3 Potions of Fire Giants Strenght, 1 Heroism, 1 Greater Healing, Oil of Slipperieness

1 Legendary

2 Very Rare

Manual of Bodily Health
Manual of Quickness of Action

3 Rare

Vicious Blowgun
Ring of Force Resistance
Cape of the Mountebank

4 Uncommon

2025-06-22 20:21 FR-DC-MIND-01 Mindflayed Adventures 12250 10 Show

Loot

Charles die Ziege

Chime of Opening

Tentacle of Mending

Psychic Splinter: Blessing of Magic Resistance

Illiothid Staff (Staff of Power)

2025-03-16 19:13 DDHC-TftYP-1 Forge of Fury 1 2977.25 10 Greataxe +2, Wand of Magic Missiles Show

Used: Ointment

Loot

2977,25 GP Pro Spieler
10 DT Days

4x Potion of Healing
Potion of Water Breathing
2x Potion of Invisibility
2x Potion of Climbing
Potion of Hill Giant Strength
Potion of Flying
1x Holy Water
3x Alchemist's Fire

Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb

Rapier +1
Greataxe +2 bearing Durgeddin’s smith-mark
Sheild +1

Ring of Spell Storing

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Wand of Magic Missiles

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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

Karte zu einer Zitadelle (Sunless Citadel)

2025-06-27 19:30 FR-DC-BG The Flying Flame 10000 10 Show

Loot

Used:

1 Fire Giants Strenght, Heroism

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.

2025-04-08 21:44 WBW-DC-NJ-COU-01 Dear Aery 100 10 Show

Loot

200 GP
10 DT Days
1 Potion of Hill Giants Strength
Scroll of Revivify

Used: 1 Potion of Hill Giants Strength

Shard of Aery & Logan's Love (Feywild Shard)

Wondrous Item, uncommon (requires attunement by a
sorcerer)

This warm crystal glints with the sunset colors of the Feywild
sky and evokes whispers of emotional memory. As an action,
you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your
attunement to it ends. You can use the shard as a spellcasting
focus while you hold or wear it.

When you use a Metamagic option on a spell while you are
holding or wearing the shard, you can roll on the Wild Magic
Surge table in the Player’s Handbook. If the result is a spell, it
is too wild to be affected by your Metamagic, and if it
normally requires concentration, it doesn’t require
concentration in this case; the spell lasts for its full duration.

If you don’t have the Wild Magic Sorcerous Origin, once this
property is used to roll on the Wild Magic Surge table, it can’t
be used again until the next dawn.

When the pieces are assembled, it forms the word “A & L”.

This magic item has the Guardian property.

Guardian. The item whispers warning to its bearer, granting
a +2 bonus to initiative if the bearer isn’t incapacitated.

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
2025-05-02 13:07 Catching Up -40 Show

used 40 DT Days t catch up

2025-06-08 23:56 Trade Log -20 Show Trade Log

2x Catch Up

2025-08-02 14:33 Trade Log -10 Show Trade Log

Traded Ring of Necrotic Resistance for Mace of Terror
Traded Ring of Lightning Resistance for Ring of Protection
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-08-17 17:06 Trade Log -10 Show Trade Log

Trade Ring of Force Resistance for Mace of Terror
and Cape of the Mountebank for Rope of Entangelment
with https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-06-12 23:04 Trade Log -5 Show Trade Log

Traded Flame Tongue Longsword for Belt of Dwarvenkind
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-24 02:53 Trade Log -5 Show Trade Log

Traded Belt of Fire Giants Strenght for Dragon Scale Mail(Gold)
with: https://www.adventurersleaguelog.com/users/44257/characters/151421?q=%7B"s"%3D

2025-07-10 00:21 Trade Log -5 Show Trade Log

Traded Dragonhide Belt +3 for Silvered +3 Greatsword
with https://www.adventurersleaguelog.com/users/75992/characters/163467

2025-06-14 17:57 Trade Log -5 Show Trade Log

Traded Candle of Invocation (Mount Celestia) for Manual of Bodily Health
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-19 16:44 Trade Log -5 Show Trade Log

Traded Manual of Bodily Health for Energy Bow
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-05-26 18:56 Trade Log -5 Show Trade Log

Traded Periapt of Wound Closure for Necklace of Adaptaion
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223

2025-06-09 00:26 Trade Log -5 Show Trade Log

Traded Dragon Scale Mail (Fire) for Belt of Fire Giants Strenght
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-09 00:32 Trade Log -5 Show Trade Log

Traded Ring of Animal Influence for Ring of Protection
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-12 22:59 Trade Log -5 Show Trade Log

Traded Ring of Spellstoring for Bracers of Defense
with https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-03-30 22:24 FR-DC-FOS-03 Gurgling Holes 10 Show

Loot

70GP
10 DT Days
Potion of Growth
Used: 3 Potion of Healing Greater

Breastplate of Fungal Spores

Medium armor, uncommon
AC 14 + Dex (max 2)
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself.

Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.

Minor Property: Illusion
The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Anscheinend haben die halluzinogenen Pilze, die auf der RĂźstung gewachsen sind, dafĂźr gesorgt, dass sich die Magie der RĂźstung etwas verdreht hat. Das sollte zu eurem Nutzen sein, da das normale Aussehen der RĂźstung eventuell ungewollte Blicke auf sich zieht.

2025-06-14 17:34 DDHC-CM-16 Alkazaar's Appendix 10 Show

Loot

Charm of the Mirrage
Charm of Balance 2 Uses
Scroll of Wish
Used: 3 Potion of Greater Healing, Potion of Hill Giants Strenght, Potion Of Fire Giants Strenght, Oil of Slipperieness

Tome of Leadership and Influence

Wondrous item, very rare 5 lb. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Candle of Invocation (Mount Celestia)

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.

Carpet of Flying, 3 ft. × 5 ft.

Wondrous item, very rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

Ring of Lightning Resistance

Ring, rare You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine.

Ring of Necrotic Resistance

Ring, rare You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.

Ring of Force Resistance

Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.

Staff of Healing

Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Wand of Lightning Bolts

Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. 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.

Amulet of Health

Wondrous item, rare (requires attunement) 1 lb. 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.

Ring of Acid Resistance

Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

Animated Shield

Shield (shield), very rare (requires attunement) 6 lb. AC +2 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.

Wand of Polymorph

Wand, very rare (requires attunement by a spellcaster) 1 lb. 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, weapon, rare (requires attunement by a cleric, druid, or warlock) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple 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. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+2 Longbow

2025-06-14 18:00 DDHC-ToD-17 Tiamats Return 10 Show

Loot

Will Solace (Bramymond) used Ring of Djinni Summoning (Rolled 9). Wished for: Necrotic, Psychic, Force Resistance
used: 3 Potions of Fire Giants Strenght, 1 Heroism, 1 Greater Healing, Oil of Slipperieness

1 Legendary

2 Very Rare

Manual of Bodily Health
Manual of Quickness of Action

3 Rare

Vicious Blowgun
Ring of Force Resistance
Cape of the Mountebank

4 Uncommon

2025-06-22 20:21 FR-DC-MIND-01 Mindflayed Adventures 10 Show

Loot

Charles die Ziege

Chime of Opening

Tentacle of Mending

Psychic Splinter: Blessing of Magic Resistance

Illiothid Staff (Staff of Power)

2025-03-16 19:13 DDHC-TftYP-1 Forge of Fury 10 Show

Used: Ointment

Loot

2977,25 GP Pro Spieler
10 DT Days

4x Potion of Healing
Potion of Water Breathing
2x Potion of Invisibility
2x Potion of Climbing
Potion of Hill Giant Strength
Potion of Flying
1x Holy Water
3x Alchemist's Fire

Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb

Rapier +1
Greataxe +2 bearing Durgeddin’s smith-mark
Sheild +1

Ring of Spell Storing

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Wand of Magic Missiles

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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

Karte zu einer Zitadelle (Sunless Citadel)

2025-06-27 19:30 FR-DC-BG The Flying Flame 10 Show

Loot

Used:

1 Fire Giants Strenght, Heroism

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.

2025-04-08 21:44 WBW-DC-NJ-COU-01 Dear Aery 10 Show

Loot

200 GP
10 DT Days
1 Potion of Hill Giants Strength
Scroll of Revivify

Used: 1 Potion of Hill Giants Strength

Shard of Aery & Logan's Love (Feywild Shard)

Wondrous Item, uncommon (requires attunement by a
sorcerer)

This warm crystal glints with the sunset colors of the Feywild
sky and evokes whispers of emotional memory. As an action,
you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your
attunement to it ends. You can use the shard as a spellcasting
focus while you hold or wear it.

When you use a Metamagic option on a spell while you are
holding or wearing the shard, you can roll on the Wild Magic
Surge table in the Player’s Handbook. If the result is a spell, it
is too wild to be affected by your Metamagic, and if it
normally requires concentration, it doesn’t require
concentration in this case; the spell lasts for its full duration.

If you don’t have the Wild Magic Sorcerous Origin, once this
property is used to roll on the Wild Magic Surge table, it can’t
be used again until the next dawn.

When the pieces are assembled, it forms the word “A & L”.

This magic item has the Guardian property.

Guardian. The item whispers warning to its bearer, granting
a +2 bonus to initiative if the bearer isn’t incapacitated.

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
2025-05-02 13:07 Catching Up -40 Show

used 40 DT Days t catch up

2025-06-08 23:56 Trade Log -20 Show Trade Log

2x Catch Up

2025-08-02 14:33 Trade Log -10 Show Trade Log

Traded Ring of Necrotic Resistance for Mace of Terror
Traded Ring of Lightning Resistance for Ring of Protection
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-08-17 17:06 Trade Log -10 Show Trade Log

Trade Ring of Force Resistance for Mace of Terror
and Cape of the Mountebank for Rope of Entangelment
with https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-06-12 23:04 Trade Log -5 > Belt of Dwarvenkind Show Trade Log

Traded Flame Tongue Longsword for Belt of Dwarvenkind
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-24 02:53 Trade Log -5 Show Trade Log

Traded Belt of Fire Giants Strenght for Dragon Scale Mail(Gold)
with: https://www.adventurersleaguelog.com/users/44257/characters/151421?q=%7B"s"%3D

2025-07-10 00:21 Trade Log -5 Show Trade Log

Traded Dragonhide Belt +3 for Silvered +3 Greatsword
with https://www.adventurersleaguelog.com/users/75992/characters/163467

2025-06-14 17:57 Trade Log -5 Show Trade Log

Traded Candle of Invocation (Mount Celestia) for Manual of Bodily Health
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-19 16:44 Trade Log -5 Show Trade Log

Traded Manual of Bodily Health for Energy Bow
with https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-05-26 18:56 Trade Log -5 Show Trade Log

Traded Periapt of Wound Closure for Necklace of Adaptaion
Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223

2025-06-09 00:26 Trade Log -5 > Belt of Fire Giants Strenght Show Trade Log

Traded Dragon Scale Mail (Fire) for Belt of Fire Giants Strenght
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-09 00:32 Trade Log -5 > Ring of Protection Show Trade Log

Traded Ring of Animal Influence for Ring of Protection
with: https://www.adventurersleaguelog.com/users/75992/characters/163268

2025-06-12 22:59 Trade Log -5 > Bracers of Defense Show Trade Log

Traded Ring of Spellstoring for Bracers of Defense
with https://www.adventurersleaguelog.com/users/75992/characters/183630

2025-03-30 22:24 FR-DC-FOS-03 Gurgling Holes 70 10 Show

Loot

70GP
10 DT Days
Potion of Growth
Used: 3 Potion of Healing Greater

Breastplate of Fungal Spores

Medium armor, uncommon
AC 14 + Dex (max 2)
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself.

Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.

Minor Property: Illusion
The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Anscheinend haben die halluzinogenen Pilze, die auf der RĂźstung gewachsen sind, dafĂźr gesorgt, dass sich die Magie der RĂźstung etwas verdreht hat. Das sollte zu eurem Nutzen sein, da das normale Aussehen der RĂźstung eventuell ungewollte Blicke auf sich zieht.

2025-06-14 17:34 DDHC-CM-16 Alkazaar's Appendix 9700 10 Show

Loot

Charm of the Mirrage
Charm of Balance 2 Uses
Scroll of Wish
Used: 3 Potion of Greater Healing, Potion of Hill Giants Strenght, Potion Of Fire Giants Strenght, Oil of Slipperieness

Tome of Leadership and Influence

Wondrous item, very rare 5 lb. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Candle of Invocation (Mount Celestia)

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.

Carpet of Flying, 3 ft. × 5 ft.

Wondrous item, very rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

Ring of Lightning Resistance

Ring, rare You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine.

Ring of Necrotic Resistance

Ring, rare You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.

Ring of Force Resistance

Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.

Staff of Healing

Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Wand of Lightning Bolts

Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. 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.

Amulet of Health

Wondrous item, rare (requires attunement) 1 lb. 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.

Ring of Acid Resistance

Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

Animated Shield

Shield (shield), very rare (requires attunement) 6 lb. AC +2 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.

Wand of Polymorph

Wand, very rare (requires attunement by a spellcaster) 1 lb. 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, weapon, rare (requires attunement by a cleric, druid, or warlock) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple 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. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+2 Longbow

2025-06-14 18:00 DDHC-ToD-17 Tiamats Return 12500 10 Show

Loot

Will Solace (Bramymond) used Ring of Djinni Summoning (Rolled 9). Wished for: Necrotic, Psychic, Force Resistance
used: 3 Potions of Fire Giants Strenght, 1 Heroism, 1 Greater Healing, Oil of Slipperieness

1 Legendary

2 Very Rare

Manual of Bodily Health
Manual of Quickness of Action

3 Rare

Vicious Blowgun
Ring of Force Resistance
Cape of the Mountebank

4 Uncommon

2025-06-22 20:21 FR-DC-MIND-01 Mindflayed Adventures 12250 10 Show

Loot

Charles die Ziege

Chime of Opening

Tentacle of Mending

Psychic Splinter: Blessing of Magic Resistance

Illiothid Staff (Staff of Power)

2025-03-16 19:13 DDHC-TftYP-1 Forge of Fury 2977.25 10 Greataxe +2, Wand of Magic Missiles Show

Used: Ointment

Loot

2977,25 GP Pro Spieler
10 DT Days

4x Potion of Healing
Potion of Water Breathing
2x Potion of Invisibility
2x Potion of Climbing
Potion of Hill Giant Strength
Potion of Flying
1x Holy Water
3x Alchemist's Fire

Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb

Rapier +1
Greataxe +2 bearing Durgeddin’s smith-mark
Sheild +1

Ring of Spell Storing

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Wand of Magic Missiles

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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

Karte zu einer Zitadelle (Sunless Citadel)

2025-06-27 19:30 FR-DC-BG The Flying Flame 10000 10 Show

Loot

Used:

1 Fire Giants Strenght, Heroism

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.

2025-04-08 21:44 WBW-DC-NJ-COU-01 Dear Aery 100 10 Show

Loot

200 GP
10 DT Days
1 Potion of Hill Giants Strength
Scroll of Revivify

Used: 1 Potion of Hill Giants Strength

Shard of Aery & Logan's Love (Feywild Shard)

Wondrous Item, uncommon (requires attunement by a
sorcerer)

This warm crystal glints with the sunset colors of the Feywild
sky and evokes whispers of emotional memory. As an action,
you can attach the shard to a Tiny object (such as a weapon
or a piece of jewelry) or detach it. It falls off if your
attunement to it ends. You can use the shard as a spellcasting
focus while you hold or wear it.

When you use a Metamagic option on a spell while you are
holding or wearing the shard, you can roll on the Wild Magic
Surge table in the Player’s Handbook. If the result is a spell, it
is too wild to be affected by your Metamagic, and if it
normally requires concentration, it doesn’t require
concentration in this case; the spell lasts for its full duration.

If you don’t have the Wild Magic Sorcerous Origin, once this
property is used to roll on the Wild Magic Surge table, it can’t
be used again until the next dawn.

When the pieces are assembled, it forms the word “A & L”.

This magic item has the Guardian property.

Guardian. The item whispers warning to its bearer, granting
a +2 bonus to initiative if the bearer isn’t incapacitated.