Show Trade Log Entry
Date Played
2024-11-03 16:52:00 UTC
2024-11-03 16:52:00 UTC
Downtime
-5.0
-5.0
Notes
Player Name: Bernie McKean [Circe's Revenge#8911], (No DCI) Trade Partner: Keros Item Traded: Blast Scepter ("Bulwark", Harmonious Minor Property) Item Received: Wakened Crystal Dragon's Wrath Weapon Glaive
Player Name: Bernie McKean [Circe's Revenge#8911], (No DCI) Trade Partner: Keros Item Traded: Blast Scepter ("Bulwark", Harmonious Minor Property) Item Received: Wakened Crystal Dragon's Wrath Weapon Glaive
Traded Magic Item
Blast Scepter ("Bulwark", Harmonious Minor Property)
Very Rare
The Blast Scepter can be used as an arcane focus. Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. This rod is shaped like a broadsword with a pitted edge. Dwarvish runes on one side of the blade spell out its name, Bulwark.
Harmonious. Attuning to this item takes only 1 minute.
Source: FR-DC-LIGA-07 The Lurking Blade
Received Magic Item
Wakened Dragon's Wrath Weapon (Crystal, Glaive)
Very Rare
Wakened Dragon's Wrath Weapon
Weapon (Crystal, Glaive), very rare (requires attunement)
This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts.
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 Radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
Modifiers: Melee Attacks +2, Melee Damage +2
Secondary Damage: 2d6
This item cannot gain or lose power or change states
Source: PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar