Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
boots of the winterland uncommon Trade Log Show
Notes:

Player:Bryce (IcarusCrypus)
Character:Barakas (Tiefling warlock)

cloak of billowing common DDHC-XGE-01 Rats of Waterdeep Show
Cloak of protection uncommon FR-DC-WCAG-02 Show
Enduring Spellbook (Beacon) (Alchemist's Light) common SJ-DC-TKM-CH04 A Quiet Farewell Show
Notes:

Wondrous item, common
This spellbook, along with anything written on its pages, can't be damaged by fire or water. In addition, the spellbook doesn't deteriorate with age.
This item can be found in the Dungeon Master’s Guide, page 257.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
This spellbook is a sturdy, weathered tome with a cover bearing the faint shimmer of a hand reaching for the stars over a rune comprised of a circle, triangle and intersecting cross, an emblem of the Southern Alchemists gang.

Glaive of Warning (Songcraft) (Serpent Strike) uncommon SJ-DC-TKM-CH04 A Quiet Farewell Show
Notes:

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
This item can be found in the Dungeon Master’s Guide, page 324.
Songcraft. Whenever this item is struck or is used to strike a foe, you hear the hissing of a snake.
The glaive’s long blade gleams like polished venom, its edge whispering through the air with every motion. Wrapped in lacquered scales and bound by silk cords, it carries the mark of the Eastern Serpents – swift, silent, and always deadly.

Nereid Shawl common Season of the Fey Show
Notes:

Nereid Shawl
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

pipe of the sewers uncommon DDHC-XGE-01 Rats of Waterdeep Show
Sending Stones (Guardian) uncommon FR-DC-TKM-RGT-01 Charming Show
Notes:

Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.

Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

These sending stones come in the form of a pair of seashells.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Unlocked Magic Items