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.