Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Robe of Eyes
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
The eyelike patterns embroidered upon this dark blue robe glow faintly when within 100 feet of a source of strong elemental power, such as a gate to an elemental plane or a formidable elemental creature.
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Clothes of Mending
common
Service Reward: Common/Uncommon
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.
This item 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.
Robe of Stars
very_rare
DDEX3-16 Assault on Maerimydra
Show
Notes:
Wondrous Item, very rare (requires attunement)
This robe is made of rough-spun, blue wool with stars of faded gray cloth embroidered in silver.
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Demon Plate Armor
very_rare
DDEX3-16 Assault on Maerimydra
Show
Notes:
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Quarterstaff +1
uncommon
DDEX3-16 Assault on Maerimydra
Show
Notes:
Weapon (quarterstaff), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Shortbow +1
uncommon
DDEX3-16 Assault on Maerimydra
Show
Notes:
Weapon (shortbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Wand of Polymorph
very_rare
Trade Log
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Ring of Acid Resistance
uncommon
DDHC-BGG Giants of the Star Forge
Show
Notes:
Ring, rare
You have resistance to acid damage while wearing this pearl ring.
Vicious Shortsword [Theldin’s Favor]
rare
DDHC-BGG Giants of the Star Forge
Show
Notes:
Weapon (shortsword), rare
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.
Figurine of Wondrous Power (Golden Lions)
rare
Trade Log
Show
Notes:
Wondrous Item, Rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.
Ring of Invisibility
legendary
Service Rewards: Ring of Invisibility
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Robe of Eyes | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. |
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| Clothes of Mending | common | Service Reward: Common/Uncommon | Show | |||
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Notes:
Wondrous Item, common This item 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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| Robe of Stars | very_rare | DDEX3-16 Assault on Maerimydra | Show | |||
|
Notes:
Wondrous Item, very rare (requires attunement) Six stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space. |
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| Demon Plate Armor | very_rare | DDEX3-16 Assault on Maerimydra | Show | |||
|
Notes:
Armor (plate), very rare (requires attunement) Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. |
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| Quarterstaff +1 | uncommon | DDEX3-16 Assault on Maerimydra | Show | |||
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Notes:
Weapon (quarterstaff), uncommon |
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| Shortbow +1 | uncommon | DDEX3-16 Assault on Maerimydra | Show | |||
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Notes:
Weapon (shortbow), uncommon |
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| Wand of Polymorph | very_rare | Trade Log | Show | |||
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Notes:
Wand, very rare (requires attunement by a spellcaster) Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Ring of Acid Resistance | uncommon | DDHC-BGG Giants of the Star Forge | Show | |||
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Notes:
Ring, rare |
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| Vicious Shortsword [Theldin’s Favor] | rare | DDHC-BGG Giants of the Star Forge | Show | |||
|
Notes:
Weapon (shortsword), rare |
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| Figurine of Wondrous Power (Golden Lions) | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Rare The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. |
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| Ring of Invisibility | legendary | Service Rewards: Ring of Invisibility | Show | |||
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Notes:
Ring, legendary (requires attunement) |
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