Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Wildmane’s shoes (VR)
very_rare
Service awards s11q1
Service Award VR Wildmane’s shoes + 30 downtime days
Show
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr(see the Dungeon Master’s Guide).
Horseshoes of a Zephyr
Wondrous item, very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march.
Manual of quickness of action (VR)
very_rare
Trade Danny/ CCC-BMG-37 HULB 3-1 Weakness of Rock
Trade Log
Show
Notes:
+2 dex
Clockwork amulet (C)
common
Where can she be
CCC-NBDD01-02 Where Can She Be
Show
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Wondrous item, common
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Wildmane’s shoes (VR) | very_rare | Service awards s11q1 | Service Award VR Wildmane’s shoes + 30 downtime days | Show | ||
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr(see the Dungeon Master’s Guide). Horseshoes of a Zephyr These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march. |
||||||
Manual of quickness of action (VR) | very_rare | Trade Danny/ CCC-BMG-37 HULB 3-1 Weakness of Rock | Trade Log | Show | ||
Notes:
+2 dex |
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Clockwork amulet (C) | common | Where can she be | CCC-NBDD01-02 Where Can She Be | Show | ||
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |