Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Cloak of Protection
uncommon
WBW-DC-AMQ-01
Show
Notes:
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
This tattered leather cloak was once worn by Eppo to protect him from the scorching sun of Barrenland.
Pearl of Power
uncommon
WBW-DC-TLRMB-03 The Black Lily Contract
WBW-DC-TLRMB-03 The Black Lily Contract
Show
Notes:
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Minor Property - Language. The language this pearl of power gives is Sylvan.
Spellwrought Tattoo of Summon Fey
uncommon
WBW-DC-TLRMB-03 The Black Lily Contract
WBW-DC-TLRMB-03 The Black Lily Contract
Show
Notes:
This magic tattoo contains a single 3rd Level Spell, wrought on your skin by a magic needle. To use the tattoo,
you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
Summon Fey
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Fey Spirit
Small fey
Armor Class 12 + 3
Hit Points 30
Speed 40 ft.
STR DEX CON INT WIS CHA
13(+1) 16(+3) 14(+2) 14(+2) 11(+0) 16(+3)
Condition Immunities: charmed
Senses darkvision: 60 ft., passive Perception 10
Languages: Sylvan, understands the languages you speak
Actions
Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Spell Book
common
DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars
Show
Notes:
Spells containing
arcane lock
detect magic
detect thoughts
knock, mage armor
magic missile
phantasmal force
shield
suggestion
Weapon of Warning
uncommon
DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars
Show
Notes:
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins
Wraps of Unarmed Prowess +1
uncommon
FR-DC-GHG-03
Show
Notes:
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 bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Earring of Message
common
BMG-DRWEP-OD-01
Show
Notes:
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Wand of Fireballs
rare
BMG-DRWEP-OD-01
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.
Moon Sickle +2
rare
BMG-DRWEP-OD-01
Show
Notes:
(requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Cloak of Protection | uncommon | WBW-DC-AMQ-01 | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. This tattered leather cloak was once worn by Eppo to protect him from the scorching sun of Barrenland. |
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Pearl of Power | uncommon | WBW-DC-TLRMB-03 The Black Lily Contract | WBW-DC-TLRMB-03 The Black Lily Contract | Show | ||
Notes:
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. Minor Property - Language. The language this pearl of power gives is Sylvan. |
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Spellwrought Tattoo of Summon Fey | uncommon | WBW-DC-TLRMB-03 The Black Lily Contract | WBW-DC-TLRMB-03 The Black Lily Contract | Show | ||
Notes:
This magic tattoo contains a single 3rd Level Spell, wrought on your skin by a magic needle. To use the tattoo, Summon Fey The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it Fey Spirit |
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Spell Book | common | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | Show | |||
Notes:
Spells containing arcane lock |
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Weapon of Warning | uncommon | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | Show | |||
Notes:
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins |
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Wraps of Unarmed Prowess +1 | uncommon | FR-DC-GHG-03 | Show | |||
Notes:
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 bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity. |
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Earring of Message | common | BMG-DRWEP-OD-01 | Show | |||
Notes:
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. |
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Wand of Fireballs | rare | BMG-DRWEP-OD-01 | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. |
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Moon Sickle +2 | rare | BMG-DRWEP-OD-01 | Show | |||
Notes:
(requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle |