Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Staff of Defense common SJ-DC-PANDORA-JWEI-03A Show
Notes:

Staff, weapon, rare (requires attunement by a bard, sorcerer, warlock, or wizard)
Simple weapon, melee weapon

This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Wicked Property:

Whenever the wearer of this staff is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.

Gauntlets of Flaming Fury rare SJ-DC-PANDORA-JWEI-03B Show
Notes:

Wondrous item, rare (requires attunement)

While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Ring of Mind Shielding uncommon Trade Log Show
Notes:

Ring, Uncommon (Requires Attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.