Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Flail +1 uncommon Renown Item Renown and Faction Items Show
☐ Love's Bite (Nine Lives Stealer) (Longsword) very_rare Traded Clypeus Drayven Trade Log Show
☐ Hand Crossbow +2 rare Traded Clypeus Drayven Trade Log Show
Notes:

Weapon (crossbow, hand), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a hand crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Damage, Combat, Ammunition, Light, Loading, Range

☐ Glaive +2 rare Traded Clypeus Drayven Trade Log Show
☐ Winged Boots uncommon Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

☐ Flame Tongue (Longsword) rare Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

☐ Staff of Striking very_rare Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.