Show Trade Log Entry
Date Played
2023-10-29 00:07:00 UTC
2023-10-29 00:07:00 UTC
Downtime
-5.0
-5.0
Notes
Traded with Lux (Snooze) from *AL Service Rewards Season of the Giant*
Traded with Lux (Snooze) from *AL Service Rewards Season of the Giant*
Traded Magic Item
Ring of Shooting Stars
Very Rare
**Ring, very rare (requires attunement outdoors at night)**
*This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand.*
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
**Faerie Fire.** You can expend 1 charge as an action to cast faerie fire from the ring.
**Ball Lightning.** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
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**Spheres | Lightning Damage**
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4 | 2d4
3 | 2d6
2 | 5d4
1 | 4d12
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**Shooting Stars.** You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Received Magic Item
Ring of Amity
Very Rare
**Ring, Very Rare (Requires Attunement)**
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.
A creature can benefit from only one ring of amity’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
**Invoking the Rune.** When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit.
Once the rune has been invoked, it can’t be invoked again until the next dawn.