Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Slippers of Spider Climbing uncommon Nezras 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.

Plate d'Amour (Cast-Off Plate Armor, Guardian) common Trade Log Show
Notes:

Heavy armor, common, AC 18 This set of plate armor has a special latch that can be pulled by the wearer to instantly rip off all armor parts if needed. You can doff this armor as a Magic action. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. (Caution: the item can not warn you about bad choices) The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Headband of Intellect uncommon Ship wreck: Emperor of the seas Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.

Winged Boots uncommon Mulmaster DDEX2-10 Cloaks and Shadows Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

Wingwear common Mulmaster DDEX2-10 Cloaks and Shadows Show
Notes:

Wondrous item, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.

Longsword +1 (made by Durgedin) uncommon Stonetooth DDHC-TftYP-02 The Forge of Fury Show
Notes:

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

Greataxe +2 (made by Durgedin) rare Stonetooth DDHC-TftYP-02 The Forge of Fury Show
Notes:

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Ring of Spell Storing (Siegelring von Durgedin) rare Stonetooth DDHC-TftYP-02 The Forge of Fury Show
Notes:

Ring, Rare (Requires Attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

1 Cure Wounds, 1 Fireball SG14

Shield, +1 uncommon Stonetooth DDHC-TftYP-02 The Forge of Fury Show
Notes:

Armor (shield), uncommon (+1), rare (+2), or very rare (+3)
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Wand of Magic Missiles uncommon Stonetooth DDHC-TftYP-02 The Forge of Fury Show
Notes:

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Rapier +1 uncommon Stonetooth DDHC-TftYP-02 The Forge of Fury Show