Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Free Action
rare
Trade Log
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Waterborne Minor Property: This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Wraps of Unarmed Power, +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
These arm wraps have symbols of power woven their lining.
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Moonlight Densetsu (Ioun Stone of Fortitude)
very_rare
Service Reward: Reward as Player
Show
Notes:
Wondrous item, very rare (requires attunement)
This pearlescent stone resembles the moon orbiting Toril. It casts a soft moonlight glow on the attuned. The words "Smiting evil by the light of the moon / Winning love by morning come" are etched on it in graceful Espruar script, in the tongue of the ancient Moon Elves.
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Fortitude. Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Guardian Minor Property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Morfan's Inheritance (Orb of Direction)
common
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, common
A palm-sized dark red orb. When used to determine which direction heads north, the maw of a mad dog with slitted yellow eyes, horns, and antlers sprouting from its head pulls the user in another direction. From Timberton, it forcefully turns the user towards the southwest where the Citadel of Conjurers lies.
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Key Minor Property. The item is used to unlock a container, chamber, vault, or other entryway.
Blessing of Wound Closure
unique
Service Reward: Reward as Player
Show
Notes:
Supernatural gift (blessing)
This blessing grants you the benefits of a Periapt of Wounds Closure.
Periapt of Wound Closure
Wondrous Item, uncommon (requires attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Vellmoch's Icebox (Chest of Preserving)
common
FR-DC-MELB-01-07 Secrets In The Deep
Show
Notes:
Wondrous Item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
Special: When opened this chest billows out a small cloud of harmless icy fog. Over time the preserving magic of this chest has leaked and partially extends to its bearer. It has the Temperate minor property. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Deep Dragon Belt (Dragonhide Belt +3)
very_rare
FR-DC-MELB-01-07 Secrets In The Deep
Show
Notes:
Wondrous Item, Very Rare (requires attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. This item is found in Fizban's Treasury of Dragons, pg. 23 Special: This belt is created by the finest artisans in Neverwinter, the City of Skilled Hands. The dragonhide is a deep iridescent gray that shimmers purple in the light. The belt has the Delver minor property. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Pennant of the Vind Rune
uncommon
DDAL05-15 Reclamation
Show
Notes:
Wondrous item, very rare (requires attunement)
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person.
Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft.
Comforting Wind. You can’t suffocate. Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to nonmagical item—a suit or armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
• Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
• Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
Rod of the Pact Keeper, +2
rare
Trade Log
Show
Notes:
Rod, rare (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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ring of Free Action | rare | Trade Log | Show | |||
|
Notes:
Ring, rare (requires attunement) Waterborne Minor Property: This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
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| Wraps of Unarmed Power, +3 | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, very rare |
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| Moonlight Densetsu (Ioun Stone of Fortitude) | very_rare | Service Reward: Reward as Player | Show | |||
|
Notes:
Wondrous item, very rare (requires attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Fortitude. Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Guardian Minor Property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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| Morfan's Inheritance (Orb of Direction) | common | Service Reward: Reward as Player | Show | |||
|
Notes:
Wondrous Item, common This orb can be used as an Arcane Focus. While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. Key Minor Property. The item is used to unlock a container, chamber, vault, or other entryway. |
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| Blessing of Wound Closure | unique | Service Reward: Reward as Player | Show | |||
|
Notes:
Supernatural gift (blessing) Periapt of Wound Closure Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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| Vellmoch's Icebox (Chest of Preserving) | common | FR-DC-MELB-01-07 Secrets In The Deep | Show | |||
|
Notes:
Wondrous Item, common Special: When opened this chest billows out a small cloud of harmless icy fog. Over time the preserving magic of this chest has leaked and partially extends to its bearer. It has the Temperate minor property. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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| Deep Dragon Belt (Dragonhide Belt +3) | very_rare | FR-DC-MELB-01-07 Secrets In The Deep | Show | |||
|
Notes:
Wondrous Item, Very Rare (requires attunement by a Monk) |
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| Pennant of the Vind Rune | uncommon | DDAL05-15 Reclamation | Show | |||
|
Notes:
Wondrous item, very rare (requires attunement) Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind. You can’t suffocate. Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Wind. You can transfer the pennant’s magic to nonmagical item—a suit or armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: • Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. • Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest. |
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| Rod of the Pact Keeper, +2 | rare | Trade Log | Show | |||
|
Notes:
Rod, rare (requires attunement by a Warlock) 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. |
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