Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
+1 Bloodwell Vial
uncommon
Renown
Show
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer)
0.16 oz.
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Ring of Protection
rare
Faction Item
Show
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring.
Spell Scroll of Wall of Light
rare
Purchase Log
Show
Ring of Spell Storing
rare
Trade Log
Show
Leather Golem Armor
rare
Trade Log
Show
Notes:
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| +1 Bloodwell Vial | uncommon | Renown | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer) In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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| Ring of Protection | rare | Faction Item | Show | |||
|
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring. |
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| Spell Scroll of Wall of Light | rare | Purchase Log | Show | |||
| Ring of Spell Storing | rare | Trade Log | Show | |||
| Leather Golem Armor | rare | Trade Log | Show | |||
|
Notes:
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: Immutable Form. You are immune to any spell or effect that would alter your form. |
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