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Date Played
2021-10-31 15:00:00 UTC
2021-10-31 15:00:00 UTC
Downtime
0.0
0.0
Notes
Player Name: The AL Trader, Event: Tabletop Lounge Game Day Trade Partner: AL Trader (Event: Tabletop Lounge Game Day) Item Traded: Tloques' Berserker Axe Item Received: Eldritch Staff
Player Name: The AL Trader, Event: Tabletop Lounge Game Day Trade Partner: AL Trader (Event: Tabletop Lounge Game Day) Item Traded: Tloques' Berserker Axe Item Received: Eldritch Staff
Traded Magic Item
Tloques' Berserker Axe
Very Rare
The weapon is a berserker axe that has a +2 bonus to attack and damage rolls instead of the normal +1. The axe can’t be picked up by another as long as its current owner, Tloques, remains alive. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
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.
Received Magic Item
Eldritch Staff
Very Rare
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
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.