Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Pearl of Power uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.

Artaaqs Mantel (Nature's Mantle) uncommon DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) Show
Notes:

Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

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.

Venture Company Issued Travel Pack (Heward's Handy Haversack) rare DC-FR-VENTURE-01 Venture to the East: First Flight DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

Venture Company Issued Travel Pack (Heward's Handy Haversack)
Wondrous Item, Rare

"This Venture Company issued Backpack comes with more space than you'll ever need. Including woven in arcane sigils that can heat you up or cool you down."
Included in this backpack are:

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1 Keoghthom's Ointment (5 Charges)
1 Spellwrought Tattoo with Featherfall
1 Spellwrought Tattoo with Emergency Rations (Goodberry)
1 Tent
4 Waterskins (2 filled with Water, 2 filled with Wine)
30 Rations
1 Bullseye Lantern (Plus two Vials of Oil)
A pack of Candles (20 Candles)
A Map of Toril
1 Flask of Holy Water
5 Sheets of Parchment / 1 Ink Pen with the Venture Logo / 2 Vials of Ink
A empty Journal with the Venture Company Logo on it
2 coils of Rope
A Shovel
2 Tinderboxes
1 extra warm and fluffy Blanket
1 Bedroll

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Minor Property:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Leafwarden (Dragon Slayer Longsword) rare DDHC-DD Death at Sunset DDHC-DD Death at Sunset Show
Notes:

Leafwarden (Dragon Slayer Longsword)
Weapon (Longsword), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.