Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Bracers of Archery uncommon DDAL05-2 The Black Road Show
Notes:

Temperate: Allows you to survive high temperature

Lightbringer uncommon DDHC-LMOP HC Wave Echo Wave Show
Notes:

This +1 mace was made for a cleric of Helos, the Lord of the Sun. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

Dragonguard Breastplate rare DDHC-LMOP HC Wave Echo Wave Show
Notes:

This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Hafenstadt named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

Pipes of the Sewers uncommon Trade Log Show
Notes:

self trade
Mona Traded [Pipes of Sewers] for Marie's [Boots of Springing & Striding]

Eldritch Claw Tattoo w/ Guardian Property (Canis Idolum) uncommon SJ-DC-PHP-BORK The Borkfather Show
Notes:

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Whenever the bearer’s loyalty and principles are tested or questioned, Canis Idolum glows faintly with celestial star light and bolsters the bearer’s resolve.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Guardian. Canis Idolum can warn its bearer of trouble by letting out a sharp bark in their head, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Pole of Collapsing common SJ-DC-PHP-BORK The Borkfather Show
Notes:

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Beacon. The bearer can use 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.

Muzzleloader (Musket) common SJ-DC-PHP-BORK The Borkfather Show
Notes:

Weapon, mundane equipment

This item is found in the Dungeon Masters Guide.

An old piece of hunting gear, the Muzzleloader got its name because it has to be loaded from the muzzle end. This item may only be awarded to one character in the adventure.

Unlocked Magic Items