Show Trade Log Entry

Date Played
2020-10-02 12:30:00 UTC
Downtime
-15.0
Notes
Player: Vikthedik DCI is 6318802554 Character name: Glar Thorien
Traded Magic Item

Oathbinder

Legendary
Oathbinder Martial Weapon (Warhammer), Melee Weapon, Major, Legendary (Requires Attunement by a Creature of Non-Evil Alignment) Table I, Tier 3-4, 24 TCP Damage: 1d8 bludgeoning Properties: versatile (1d10) Weight: 2 lbs. Handed down through generations of holy warriors, Oathbinder is a warhammer fashioned from gold, jade, and finished wood. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a mace of disruption. While holding the weapon, you can use an action to cast beacon of hope. Once used, this ability can't be used again until the next dawn. Sentience. Oathbinder is a lawful good weapon with an Intelligence of 12, a Wisdom of 14 and a Charisma of 14. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common and Celestial. It has a strong, feminine voice. It knows every language you know while you're attuned to it. Personality. Imbued with the lifeforce of an ancient celestial, Oathbinder is the sworn enemy of fiends and other evil extraplanar creatures. It speaks only when it has something important to say, and can often be openly curt and matter-of-fact when doing so. Oathbinder is courageous in the face of all that is evil. If its wielder actively chooses to flee from facing an extraplanar evil, such as a demon or powerful undead, and can't provide good justification for doing so, the weapon openly mocks them for their cowardice until the wielder can redeem themselves by defeating a worthy evil opponent. A protector of life and light, Oathbinder has no patience for those who perform acts spurned by dishonesty and corruption. It strongly protests against any wielder who continuously participates in such actions, and can be very disagreeable when its wielder consistently tolerates others who do the same. Mace of Disruption. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Received Magic Item

Robe of the Archmagi (Grey)

Legendary
Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. This item can be found in the Dungeon Master’s Guide. Requires Attunement by a Sorcerer, Warlock, or Wizard This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment. You gain these benefits while wearing the robe: • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. • You have advantage on Saving Throws against spell and other magical Effects. • Your spell save DC and spell Attack bonus each increase by 2.