Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Greatsword +1
uncommon
T2 instant
Show
Pistol +1
uncommon
Claiming of Service Awards
Show
Notes:
Comes with 10 shots
Spellwrought Tattoo (3rd level)
uncommon
Claiming of Service Awards
Show
“Fat” Markoth’s Cummerbund" (Belt of Hill Giant Strength)
rare
Claiming of Service Awards
Show
Armor of Radiant Resistance (half plate)
rare
Claiming of Service Awards
Show
Mantle of Spell Resistance
rare
Claiming of Service Awards
Show
Tome of Leadership and Influence
very_rare
Claiming of Service Awards
Show
Dawnfire (Sunblade)
rare
Trade Log
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage.
When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.
This item can be found in the Dungeon Master’s Guide.
Eladrin's Vestments (Elven Chain +1)
rare
WBW-DC-TEN-03 Korama-dera
Show
Notes:
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Temperate: The bearer suffers no harm in temperatures as cold as -20 or as warm as 120 Farenheit.)
Sojobo's Big Stick (Veteran's Cane with minor Guardian property)
common
WBW-DC-TEN-03 Korama-dera
Show
Notes:
When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical.
Guardian: This item whispers warnings to its bearer, granting a +2 bonus to initiative rolls)
Talking Doll ("Once Was Solace", Sentinel Minor Property)
common
WBW-DC-DMMC-01 The Solitude of Solace
Show
Notes:
Wondrous Item, Common (Requires Attunement)
This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it.
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.
Mantle of Spell Resistance ("Selendang Bomoh", Waterborne Minor Property)
rare
WBW-DC-DMMC-01 The Solitude of Solace
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Tongkat Nenek Kebayan (Staff of Power)
very_rare
WBW-DC-DMMC-01 The Solitude of Solace
Show
Notes:
Greater Fey Pact: Staff of Power ("Tongkat Nenek Kebayan")
Staff, Very Rare (Requires Attunement by a Sorceror, Warlock or Wizard)
This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Whenever you wield the staff, you sense that ancient spirits are watching you.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30- foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Greatsword +1 | uncommon | T2 instant | Show | |||
Pistol +1 | uncommon | Claiming of Service Awards | Show | |||
Notes:
Comes with 10 shots |
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Spellwrought Tattoo (3rd level) | uncommon | Claiming of Service Awards | Show | |||
“Fat” Markoth’s Cummerbund" (Belt of Hill Giant Strength) | rare | Claiming of Service Awards | Show | |||
Armor of Radiant Resistance (half plate) | rare | Claiming of Service Awards | Show | |||
Mantle of Spell Resistance | rare | Claiming of Service Awards | Show | |||
Tome of Leadership and Influence | very_rare | Claiming of Service Awards | Show | |||
Dawnfire (Sunblade) | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. This item can be found in the Dungeon Master’s Guide. |
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Eladrin's Vestments (Elven Chain +1) | rare | WBW-DC-TEN-03 Korama-dera | Show | |||
Notes:
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor. Temperate: The bearer suffers no harm in temperatures as cold as -20 or as warm as 120 Farenheit.) |
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Sojobo's Big Stick (Veteran's Cane with minor Guardian property) | common | WBW-DC-TEN-03 Korama-dera | Show | |||
Notes:
When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical. Guardian: This item whispers warnings to its bearer, granting a +2 bonus to initiative rolls) |
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Talking Doll ("Once Was Solace", Sentinel Minor Property) | common | WBW-DC-DMMC-01 The Solitude of Solace | Show | |||
Notes:
Wondrous Item, Common (Requires Attunement) This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it. |
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Mantle of Spell Resistance ("Selendang Bomoh", Waterborne Minor Property) | rare | WBW-DC-DMMC-01 The Solitude of Solace | Show | |||
Notes:
Wondrous Item, Rare (Requires Attunement) Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
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Tongkat Nenek Kebayan (Staff of Power) | very_rare | WBW-DC-DMMC-01 The Solitude of Solace | Show | |||
Notes:
Greater Fey Pact: Staff of Power ("Tongkat Nenek Kebayan") Staff, Very Rare (Requires Attunement by a Sorceror, Warlock or Wizard) This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Whenever you wield the staff, you sense that ancient spirits are watching you. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30- foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |