Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Clockwork Amulet common 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.

Deck of Illusions uncommon 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.

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

Wondrous item, uncommon

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

Spell: Comprehend Languages

Level 1 Divination
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

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.