Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Periapt of Health uncommon EB-DC-WBE-01 Tickets, Trades and Tricks EB-DC-WBE-01 Tickets, Trades and Tricks Show
Notes:

Wondrous item, uncommon (requires attunement)

1 lb.

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Minor Property: Secret Message: A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.

Lore:

Eine Beute von den merkwürdigen Elfen, die euren Zug überfielen. Dieses Schmuckstück scheint sehr alt zu sein und im Inneren des blauen zentralen Steins schimmert das unheimliche Licht eines eingeschlossenen Khyber Dragonshard.

Ein Magewright, der es für euch identifiziert hat, bestätigt, dass es keinen Fluch in sich trägt - soweit er sagen kann - aber es enthält ein Stück Wissen, wobei er weder herausfand, was es ist, oder wie es aktiviert wird. Aber was will man auch für den Preis von acht Silbermünzen erwarten...

Battleaxe Armblade common EB-DC-WBE-01 Tickets, Trades and Tricks EB-DC-WBE-01 Tickets, Trades and Tricks Show
Notes:

Weapon, common (requires attunement by a warforged)
Martial weapon, melee weapon

4 lb.

1d8 Slashing
Versatile (1d10)
Weapon Mastery: Topple

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Quirk: Confident: The item helps you feel self-assured.

Lore:

Ihr habt einer Gruppe unbekannter Warforged geholfen, nach Xandrar zu reisen. Nachdem sie heimlich den Zug verlassen hatten, findet ihr ein Dankesgeschenk vom Warforged namens "Splitter". Auf dem Geschenk ist ein kleiner Zettel angebracht, auf dem knapp steht "Im Krieg habe mich immer mutig und sicher mit dieser Waffe gefühlt, vielleicht tut sie das jetzt bei euch, vielen Dank."

Deck of Illusions uncommon EB-DC-ROG-1 Blood Below EB-DC-ROG-1 Blood Below Show
Notes:

Wondrous item, uncommon

Cards remaining: 23 cards

This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.

Deck of Illusions
1d100 Illusion
01-03 Adult Red Dragon
04-06 Archmage
07-09 Assassin
10-12 Bandit Captain
13-15 Beholder
16-18 Berserker
19-21 Bugbear Warrior
22-24 Cloud Giant
25-27 Druid
28-30 Erinyes
31-33 Ettin
34-36 Fire Giant
37-39 Frost Giant
40-42 Gnoll Warrior
43-45 Goblin Warrior
46-48 Guardian Naga
49-51 Hill Giant
52-54 Hobgoblin Warrior
55-57 Incubus
58-60 Iron Golem
61-63 Knight
64-66 Kobold Warrior
67-69 Lich
70-72 Medusa
73-75 Night Hag
76-78 Ogre
79-81 Oni
82-84 Priest
85-87 Succubus
88-90 Troll
91-93 Warrior Veteran
94-96 Wyvern
97-00 The card drawer

Quirk: Blissful

You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.

Clockwork Amulet common EB-DC-ROG-1 Blood Below EB-DC-ROG-1 Blood Below Show
Notes:

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Daanvi. Faint ticking and whirring noises emanate 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.

Quirk: Loud

The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used.

Helm of Comprehending Languages common EB-DC-ROG-2 Market Crash EB-DC-ROG-2 Market Crash Show
Notes:

Wondrous item, uncommon

While wearing this helm, you can cast Comprehend Languages from it.

Minor Property: War Leader

You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.

Lore: War Trophy

This sinister battle helmet was claimed by Orc forces during the wars against the Daelkyr and their followers. It changed hands many times before it found its way into the possession of the temple of the Sovereigns in Gedad, only to be looted by the Gnolls during the recent attack, but now it is yours.

The strange and cultish making may raise more than an eyebrow in most places - or might get you the attention of followers of the Dark Six. Wether you want that is another question.

Gauntlets of Ogre Power uncommon EB-DC-ROG-3 Bottled Light EB-DC-ROG-3 Bottled Light Show
Notes:

Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Minor Property: Guardian

The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Lore: Artificer's Assistance

Many artificers are crafty, but do not have a body that's built to work on heavy machinery over longer periods of time. Items like this one help compensate for that, plus the minor magical current that's running from the gauntlets through your body appears to sharpen your senses. Maybe this has also been by design to help with the smaller parts of a machine.

Orb of Shielding (Lamannian Flint) common EB-DC-ROG-3 Bottled Light EB-DC-ROG-3 Bottled Light Show
Notes:

Wondrous item, generic variant, common (requires attunement)

An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.

If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).

Quirk: Painful

You experience a harmless flash of pain when using the item.

Lore: Storm's Reminder

Fiwinka's (the gnome woman you rescued at the market) Crystal of Power was blown to pieces when it was struck by lightning. She gathered the shards but when she saw it was beyond repair, she offered each of you a piece of it as a token of this memory.

Whenever you hold this small crystal, you are reminded of that dreadful night in Gedad and the narrow escape with your life. Also, you get a harmless but irritating zap of lightning energy every time you activate it.

Moon-Touched Double-Bladed Scimitar common EB-DC-WBE-02 Sins of Youth EB-DC-WBE-02 Sins of Youth Show
Notes:

Weapon, common

Martial weapon, melee weapon

6 lb.

2d4 Slashing

Two-handed, special

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Minor Property: Songcraft

Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

Lore:

Few things are truly known about the continent of Xen'drik and the dark-skinned elves who dwell there. But weapons like this one, still sharp and ready after eons of time passing, are a strong testament to their greatness and smithcraft. The sword echoes with the dying screams and shouts of its enemies, but creating a disturbing yet beautiful music with it.

Silver Raven (Figurine of Wondrous Power) uncommon EB-DC-WBE-02 Sins of Youth EB-DC-WBE-02 Sins of Youth Show
Notes:

Wondrous item, uncommon

A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.

Silver Raven
This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.

Spell: Animal Messenger

Level 2 Enchantment
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.

Minor Property: Compass

You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.

Lore:

Lots of rangers and druids have animal companions both as helpers and friends. Some deem it heartless to put their animals in harm's way during scouting or combat, so they use magical animals instead. This one probably belonged to a scout who needed to map out uncharted territory, maybe even the Demon Wastes.

Apparently, its previous owner named it "Ortirmo", though this may just be the name of the purpose it was created to do. (meaning "Overseer" in High Elvish)

Prosthetic Limb: Wooden Leg common EB-DC-WotA – 1 – Gate to the Dragonwatch Chamber EB-DC-WotA – 1 – Gate to the Dragonwatch Chamber Show
Notes:

This magic item replaces a lost leg. While the prosthetic is attached, it functions identically to thepart it replaces. You can detach or reattach it as a Magic action, and it can't be removed against your will while you are alive.

Longbow of the Holy Warrior (Longbow +1) uncommon EB-DC-WotA – 1 – Gate to the Dragonwatch Chamber EB-DC-WotA – 1 – Gate to the Dragonwatch Chamber Show
Notes:

Weapon, uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Minor property: Unbreakable, when hit by direct moonlight and stuck with a weapon made of silver at the same time it crumbles and is destroyed