Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Bracers of archery uncommon Trade Log Show
Notes:

Trade with Zul shadowheart (my character)

Broom of flying uncommon Trade Log Show
Notes:

Trade with mototo (my character)

+2 longbow rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Ring of Spell Storing (2x Mirror Image) rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Goggles of Night, uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Cloak of Protection common DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
stone of good luck uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Darkthorn arrows (5)x2 uncommon SEASON OF THE FEY. Awards Show
Notes:

Consumables

Daphnaie Armor (Hide+3) very_rare Season of the Fey Show
Notes:

This armor is made of pliant
material from worn, laurel tree
bark with stylized carvings of
dancing dryads burnt into it.
Small bits of green moss
accentuate the wood, allowing
the wearer to gain advantage
on Dexterity (Stealth) checks
when in a forest. This item
functions as +3 armor

Neried Shawl uncommon Season of the Fey Show
Notes:

The last vestige of a dying
nereid, this delicate,
white shawl made of
shimmering seafoam is
weightless when worn.
When underwater, you
always know which
direction the surface lies.
This item functions as a
cloak of the manta ray

Dragon wing bow + common Season of the Dragon Show
Staff of Birdcalls (Temperate) common WBW-DC-Death-01 In Defence of Dairy Show
Ioun Stone of Protection (Strange Material: Scoop of Ice cream) common WBW-DC-Death-01 In Defence of Dairy Show
Moon Sickle, +2 rare BMG-DRWEP-OD-01 Show
Notes:

Weapon (sickle), rare (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Earring of Message common BMG-DRWEP-OD-01 Show
Notes:

Wondrous Item, Common The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

Wand of Fireballs common BMG-DRWEP-OD-01 Show
Notes:

Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Black Root of Clathrus Archeri (Staff of Defense with the Wicked property) common SJ-DC-PANDORA-JWEI-03A Show
Notes:

This staff’s shaft is blacked and rotted with several fungi grown around it ending with a red colored clathrus archeri at its tip. When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is casted with this staff, it takes the form of a mushroom’s red cap. Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.

Gloves of Mechanus (Gauntlets of Flaming Fury) common SJ-DC-PANDORA-JWEI-03B Show
Notes:

This mechanical glove is forged in Mechanus. Any nonmagical weapon that you grasp with this glove is treated as a magic weapon. As a bonus action, you can activate this glove, causing the cogs to whir and sparks to be ignited which creates magical flames that envelop one of two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Boots of Speed rare WBW-DC-GAR-03 Your Water Or Your Life Show
Tome of understanding very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show