Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Amulet of Proof Against Detection and Location uncommon Fateful Moments Starting Log Show
Notes:

Amulet of Proof Against Detection and Location
Wondrous item, uncommon (requires attunement)

While wearing this Amulet, you are hidden from Divination magic. You can’t be targeted by such magic or perceived through magical Scrying Sensors.

Ersatz Eye common Critical Role - Frozen Sick Critical Role - Frozen Sick Show
Notes:

Ersatz Eye
Wondrous item, common (requires attunement)

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Aeorischer Dagger +1 uncommon Critical Role - Frozen Sick Critical Role - Frozen Sick Show
Notes:

Aeorischer Dagger +1
melee weapon, uncommen

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

Relic of the fallen flying city of Aeor.

Medal of the Horizonback common Critical Role - CoN - A fateful competition Critical Role - CoN - A fateful competition Show
Notes:

Medal of the Horizonback
Wondrous Item, Common

When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Dust of Dryness Pellets uncommon Critical Role - CoN - A fateful competition Critical Role - CoN - A fateful competition Show
Notes:

Dust of Dryness Pellets
Wondrous item, uncommon

This small pouch contains dust of dryness in the form of 2 per person marble-sized pellets that have absorbed hundreds of gallons of water. The pellet’s weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. When a pellet is smashed, the act releases a 15-foot cube of water. Doing so ends that pellet’s magic.