Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
C - (Compass) Wand of Pyrotechnics common FR-DC-POP-02 Last Steppe Before Desert FR-DC-POP-02 Last Steppe Before Desert Show
Notes:


Wand, Common
1 lb.

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away.
The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away.
The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

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: The desert is monotonous; the landscape barely changes and makes it hard to orient oneself. To counter that, there are lots of even small magic items in this region which help you knowing where you are, or where you are going.

UC/A - (Harmonious) Slippers of Spider Climbing uncommon FR-DC-POP-01 Guides and Gambles FR-DC-POP-01 Guides and Gambles Show
Notes:


Wondrous Item, Uncommon (Requires Attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Minor Property: Harmonious
Attuning to this item takes only 1 minute.

Lore: You saved Dhaksan the drifter, a scout and a scoundrel. His employer paid you in gold, but made sure that his employee cannot count on running out of trouble anymore by forcing him to give you his trusty slippers.

May you use them for better purposes than him.

UC/A - (Waterborne) Enspelled Dagger (Lvl 1 - Jump) uncommon FR-DC-POP-02 Last Steppe Before Desert FR-DC-POP-02 Last Steppe Before Desert Show
Notes:


Weapon, Simple Melee Weapon, Uncommon (needs Attunement)

1d4 Piercing
Finesse
Light
Thrown (20/60 ft.)
Mastery: Nick

Finesse
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Thrown
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Mastery: Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Enspelled Weapon Level 1: Jump
Bound into this weapon is a level 1 spell (Jump).
The weapon has 6 charges and regains 1d6 expended charges daily at dawn.
While holding the weapon, you can expend 1 charge to cast its spell.

Spell: Jump
Level 1 Transmutation
Casting Time: Bonus action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Minor Property: Waterborne
This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

Lore: This dagger was enspelled with the power of a giant toad (hence the eye). How this item found its way from the swamps of its creation to the border of the desert, you may never know.