Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Periapt of Health uncommon EB-DC-WBE-01 Tickets, Trades and Tricks Show
Notes:

Periapt of Health
Wondrous item, uncommon (requires attunement)

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Minor Property: Secret Message
A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.

Lore:
Eine Beute von den merkwürdigen Elfen, die euren Zug überfielen. Dieses Schmuckstück scheint sehr alt zu sein und im Inneren des blauen zentralen Steins schimmert das unheimliche Licht eines eingeschlossenen Khyber Dragonshard.

Ein Magewright, der es für euch identifiziert hat, bestätigt, dass es keinen Fluch in sich trägt - soweit er sagen kann - aber es enthält ein Stück Wissen, wobei er weder herausfand, was es ist, oder wie es aktiviert wird. Aber was will man auch für den Preis von acht Silbermünzen erwarten...

Clockwork Amulet common EB-DC-ROG-1 Blood Below Show
Notes:

Clockwork Amulet
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.

Orb of Shielding (Lamannian Flint) common EB-DC-ROG-3 Bottled Light Show
Notes:

Orb of Shielding (Lamannian Flint)
Wondrous item, generic variant, common (requires attunement)

An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.

If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).

Quirk: Painful
You experience a harmless flash of pain when using the item.

Lore: Storm's Reminder
Fiwinka's (the gnome woman you rescued at the market) Crystal of Power was blown to pieces when it was struck by lightning. She gathered the shards but when she saw it was beyond repair, she offered each of you a piece of it as a token of this memory.

Whenever you hold this small crystal, you are reminded of that dreadful night in Gedad and the narrow escape with your life. Also, you get a harmless but irritating zap of lightning energy every time you activate it.

Staff of Flowers common EB-DC-WBE-03 Green Turned Grey Show
Notes:

Staff of Flowers
Staff, weapon, common

This wooden staff has 10 charges.

While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself.

Unless you choose a specific kind of flower, the staff creates a mild-scented daisy.

The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

Regaining Charges
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into flower petals and is lost forever.

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: Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus).

On a failed save, the creature has the Prone condition.

Minor Property: Secret Message
A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.

Lore:
The undead creature that gave you this staff tried to conveigh an important message before succumbing to its instinct to attack the living.

Something makes the flowers growing on it turn their heads toward a certain direction during the daytime while the sun is out.

Pot of Awakening common EB-DC-WBE-04 Stronger Than Stones Show
Notes:

Pot of Awakening
Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.

Quirk: Blissful
You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.

Lore: Since thousands of years, the awakened great pine Oalian has guided and influenced the forces and the people within the Eldeen Reaches. As a gift, Oalian bestows his "potential offspring" (pine nuts) upon those he deems friends of the forests and its inhabitants and receiving one is viewed as an honour. People being in possession of such a seed may gain easy access to communities and help within the Reaches.

Pipes of Haunting uncommon EB-DC-WBE-04 Stronger Than Stones Show
Notes:

Pipes of Haunting
Wondrous item, uncommon

These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune.

Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute.

A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

Minor Property: Temperate
You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Lore: The Children of Winter, a druid sect in the Eldeen Reaches believe that death and decay are vital aspects of the natural life cycle. Thus, they view things a bit different than many other druids. For one example, a druid may try to befriend and communicate with the beasts and animals he encounters while walking the woods. A Child of Winter may instead prey upon the weak ones or use means to intimidate whatever threat he encounters.

One of the tools for them are pipes like these. Carved from the bones of ancient monsters or even demons, their haunting tunes strike fear and terror wherever they are heard.

Instrument of Illusions (Flute) common EB-DC-WBE-06 Friend of Fey? Show
Notes:

Instrument of Illusions (Flute)
Wondrous item, common

While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument.

If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow.

The magical effects have neither substance nor sound, and they are obviously illusory.

The effects end when you stop playing.

Minor Property: Beacon
You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

Lore: A Satyr's instrument is just about the one and only thing it cannot easily part with. To be given such an item is a sign of great honour and respect, but finding one laying on the ground usually means something bad has happened to the Satyr... - or that the heavy drinking from last night's party lead to them dropping it while stumbling through the woods.