Show Trade Log Entry
Date Played
2022-08-27 12:00:00 UTC
2022-08-27 12:00:00 UTC
Downtime
Notes
Traded through the Trading Post at Conmar Live 2022
Traded through the Trading Post at Conmar Live 2022
Traded Magic Item
Tloques' Berserker Axe
Very Rare
**Weapon (Battleaxe), very rare (requires attunement)**
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. It casts an ominous shadow in the shape of what appears to be a withered arm. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman (Chultan) on the axe blade, one of these spells can be cast.
• *Passwall *
• *Gust of Wind*
• *Burning hands*
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
**Curse.** This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Received Magic Item
Ghost Step Tatoo
Very Rare
**Wondrous Item (tattoo), very rare (requires attunement)**
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
**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.
**Ghostly Form.** The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can’t be grappled or restrained.
- You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.