Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Rod of the Pact Keeper +1 uncommon Character Creation (Starting at level 5) Show
Notes:

Rod, uncommon (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

Hag’s Clawblade (Vicious Weapon) rare Trade Log Show
Notes:

Weapon (rapier), rare
This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties.
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Staff of Healing rare Service Reward: Rare Reward Show
Notes:

Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
This smoky gray staff is carved from the hardiest of duskwood trees. It is intricately carved with white and green lacquered symbols, all dedicated to the goddess Eldath.

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell | Charge Cost
Cure Wounds | 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration | 2
Mass Cure Wounds* | 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

Greatsword, +2 rare FR-DC-MELB-01-02 The Broken Stronghold Show
Notes:

Weapon (greatsword), rare
This greatsword is made of a strange black metal. The blade is polished to a high sheen with a black opal inset into the pommel.
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Gloves of Thievery common CCC-FAD-01 Out The Back Show
Notes:

Wondrous Item, uncommon
These soft, black leather gloves have a small W embroidered in silver thread on their back.
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Boots of False Tracks common CCC-FAD-01 Out The Back Show
Notes:

Wondrous Item, common
While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.

Canaith Mandolin rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Canaith Mandolin to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (level 3), Dispel Magic, and Protection from Energy (Lightning damage only). Once the Canaith Mandolin has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Ring of Protection rare DDEX3-15 Szith Morcane Unbound Show
Notes:

Ring, rare (requires attunement)
This ancient drow ring is made of cool black spider silk, when worn it causes the user to feel self-assured and over confident.
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

Gloves of Thievery uncommon DDHC-KGV-08 Vidorant’s Vault Show
Notes:

Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Ring of Evasion rare DDHC-KGV-08 Vidorant’s Vault Show
Notes:

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Clothes of Mending [Crafted] common DDHC-KGV-08 Vidorant’s Vault Show
Notes:

Wondrous Item, common
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Silvered Shortbow [Crafted] common DDHC-KGV-08 Vidorant’s Vault Show
Notes:

Weapon (shortbow), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Vidorant's Ring rare DDHC-KGV-08 Vidorant’s Vault Show
Notes:

Wondrous item, rare (requires attunement)
This ring has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The ring regains 1d3 expended charges daily at dawn.

Only Vidorant can attune to this ring.

Azdraka’s Tooth (Periapt of Proof Against Poison) rare FR-DC-MELB-01-03 Signs of Corruption Show
Notes:

Wondrous Item, Rare (Requires Attunement)
This amulet is crafted from the tooth of a green dragon named Azdraka, who once terrorized the High Road south of Neverwinter and was slain by Lady Tanamere Alagondar.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

Language Minor Property. The bearer can speak and understand draconic while the item is on the bearer’s person.

Studded Leather Armor of Gleaming [Crafted] common FR-DC-MELB-01-03 Signs of Corruption Show
Notes:

Armor (studded leather), common
This armor never gets dirty.

Silvered Shortsword [Crafted] common FR-DC-CONMAR-XX Tomb of Honors (Playtest) Show
Notes:

Weapon (shortsword), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Jannick's Sword Belt (Belt of Hill Giant Strength) rare FR-DC-CONMAR-XX Tomb of Honors (Playtest) Show
Notes:

Wondrous item, rare (requires attunement)
Legend has it that no enemy was ever able to get the jump on Jannick, he moved so swiftly that he always landed the first strike. Wearing this belt imbues you with a modicum of Jannick's swiftness.
While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Jannick's Moonblade (Moon-touched Scimitar) common FR-DC-CONMAR-XX Tomb of Honors (Playtest) Show
Notes:

Weapon (Scimitar), Common
Jannick's reputation was so formidable in his time that he once caused an attacking Orc horde's retreat, simply by announcing his arrival. By brandishing the sword above your head, you can cause your voice to be heard for hundreds of yards.
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.