Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
VR/A - Ancestor's Mirror (Event Award) very_rare Moonfest 2024 Character Creation Show
Notes:

Wondrous Item, Very Rare (requires attunement).

This is a unique item. This decorative hand mirror is infused with the pride your ancestors have for you. While you carry the mirror, you have advantage on Charisma saving throws.
The mirror has 6 charges. which you can use for the following properties while you hold the mirror. The mirror regains 1d6 expended charges daily at dawn.
Ancestors’ Glowing Pride. As a bonus action, you can expend 1 charge to have advantage on one Charisma skill check.
Ancestral Assistance. As a bonus action, you can expend 2 charges to call for your ancestor’s assistance for 1 hour as an unseen servant except your ancestor willingly performs only one task, if respectfully requested.
Ancestral Protection. As a bonus action, you can expend 4 charges to call for your ancestors’ protection. They surround you in a shield of faith.

UC/A - Stone of Good Luck (Luckstone) uncommon DM Reward DM Reward Show
Notes:


Wondrous Item, Uncommon (Requires Attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

UC/A - Staff of the Python uncommon FR-DC-BTW 01 Fathers Conscience FR-DC-BTW 01 Fathers Conscience Show
Notes:


Staff, Uncommon (Requires Attunement)

As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.

On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.

As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.

UC/A - Rhythm-Maker's Drum +1 uncommon Level 5 FR-DC-BTW 02 Fathers Curse Show
Notes:

Wondrous item, uncommon (requires attunement by a bard)

While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

R - Pride (Longsword +2) rare FR-DC-BTW 03 Fathers Mistake FR-DC-BTW-03 Fathers Mistake Show
Notes:


Weapon (Longsword), Rare

Es hat eine schwarze Klinge und in den Kupfergriff ist ein wertvoller Rubin eingelassen. Auf der schwarzen Klinge ist das Wort „Stolz“ eingraviert.

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

R - Figurine of Wondrous Power: Golden Lions rare FR-DC-DSM-01 Midnight in Archwood FD-DC-DSM-01 Midnight in Archwood Show
Notes:


Wondrous Item, Rare

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 in the figurine’s description.

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.

R/A - Wand of Binding rare FR-DC-BTW-04 Fathers Decision FR-DC-BTW-04 Fathers Decision Show
Notes:


Wand, Rare (Requires Attunement)

This wand has 7 charges.

Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Hold Monster 5
Hold Person 2

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

R/A - Periapt of Wound Closure rare FR-DC-BTW 02 Fathers Curse FR-DC-BTW 02 Fathers Curse Show
Notes:


Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

R/A - Armor of Last Defense (Event Award) rare Moonfest 2024 Character Creation Show
Notes:

Armor (Any Light or Medium), Rare (requires attunement).
This is a unique item. While you have half your hit points or fewer, your Armor Class has a +2 bonus, and you can cast aura of vitality. You can only cast the spell in this way once until the next dawn.

C - Orb of Direction common FR-DC-BTW 02 Fathers Curse FR-DC-BTW 02 Fathers Curse Show
Notes:


Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

C - Jar of Everflowing Honey (Event Award) common Liars Night "Choose Your Own Path" Character Creation Show
Notes:


Jar of Everflowing Honey
This ceramic jar weighs five pounds and feels full of honey. Its lid cannot be removed unless you’re using it. As an action, you may remove the lid and a fountain of honey pours out, generating five gallons of honey. The honey stops pouring out at the start of your next turn.
Source: Liars Night "Choose Your Own Path"

C - Hat of Wizardry common FR-DC-BTW 01 Fathers Conscience FR-DC-BTW 01 Fathers Conscience Show
Notes:


Wondrous Item, Common (Requires Attunement by a Wizard)

This helmet is made out of metal. It was used by miners to cast light in its lamp.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.

C - Harengon Spirit Club (Event Award) common https://www.adventurersleaguelog.com/users/33520/characters/87987/character_log_entries/871875 Character Creation Show
Notes:

Event Award, attached to player
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.
Source: LN1 played with Mhurren Khnurren

C - Ear Horn of Hearing (War Leader) common FR-DC-DSM-01 Midnight in Archwood FD-DC-DSM-01 Midnight in Archwood Show
Notes:

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the Deafened condition on you.

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.

C - Cloak of Billowing (Guardian) common FR-DC-BTW-04 Fathers Decision FR-DC-BTW-04 Fathers Decision Show
Notes:


Wondrous Item, Common

While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.

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

C - Candle of the Deep common FR-DC-BTW 03 Fathers Mistakes FR-DC-BTW-03 Fathers Mistake Show
Notes:

Wondrous Item, Common

The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.