Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Wraps of Unarmored Prowess, +1 uncommon FR-DC-GOBLIN-01 Goblin's Gambit Show
Notes:

Wondrous Item, uncommon

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

“The mark of Maglubiyet: A dark battle axe lies upon a new moon.”

Guardian. The item whispers a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Keoghtom's Ointment uncommon FR-DC-GOBLIN-01 Goblin's Gambit Show
Notes:

Wondrous Item, uncommon

This glass jar, 3 inches in diameter, contains 5 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

“The vial’s liquid has tinges of green, and the glass is covered in moss and fungi.”

Mind Crystal (Subtle) uncommon FR-DC-GHG-01 The Griffons of Longsaddle Show
Notes:

These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Subtle. You cast the spell without any somatic or verbal components for this casting.

Gloves of Swimming and Climbing (UC/A) uncommon FR-DC-GHG-01 The Griffons of Longsaddle Show
Notes:

Gloves of Swimming and Climbing
Wondrous Item, uncommon (requires attunement)

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

This pair of webbed leather gloves has a small clockwork piston built into it. A small plate on the back of the gloves labels these as “Gnomengarde Explorer’s Gloves” in gnomish.

Harmonious. Attuning to this item takes only 1 minute.

Staff of Birdcalls (C) common FR-DC-GHG-01 The Griffons of Longsaddle Show
Notes:

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Wind Fan (UC) uncommon DDAL-04-05 The Seer Show
Notes:

Wondrous item, uncommon

This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.