Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Kagonesti Forest Shroud
rare
Service Reward: Kagonesti forest shroud
Show
Notes:
Wondrous Item, rare (requires attunement)
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.
Staff of the Rooted Hills
rare
Service Reward: Staff of the rooted hills
Show
Notes:
Staff, rare (requires attunement)
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn.
Wayfarer’s Boots
rare
Service Reward: Wayfarer's boots
Show
Notes:
Wondrous Item, rare (requires attunement)
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.
Amethyst Dragon's Wrath Longbow (Stirring)
rare
Trade Log
Show
Notes:
Weapon (longbow), rare (requires attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Bracers of Defence
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Quiver of the Centaurs (Quiver of Ehlonna)
uncommon
Service Reward: Quiver of the Centaurs
Show
Notes:
Wondrous Item, uncommon
Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Moon Sickle, +1
uncommon
Purchase Log
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 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.
Hat of Disguise
uncommon
CCC-NBDD01-02 Where Can She Be
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Medallion of Thoughts
uncommon
DC-PoA-CONMAR-13 Finding Harthin
Show
Notes:
Wondrous Item, uncommon (requires attunement)
The medallion has the inscription “Thinking of You” in Damaran
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Boomerang Shield
uncommon
Trade Log
Show
Notes:
Armor (shield), uncommon (requires attunement)
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
Wand of Web
uncommon
DDAL05-07 Chelimber’s Descent
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.
Gauntlets of Ogre Power
uncommon
DDAL05-12 Bad Business in Parnast
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Pistol, +1
uncommon
Service Reward: Pistol, +1
Show
Notes:
Weapon (pistol), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Wildspace Orrery
uncommon
Service Reward: Wildspace Orrery
Show
Notes:
Wondrous Item, uncommon
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.
Lathai’s Saddle (Saddle of the Cavalier)
uncommon
Service Reward: Lathai’s saddle
Show
Notes:
Wondrous Item, uncommon
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you.
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
Moon-Touched longsword
common
DDAL00-11d The Love Triangle Contract (Pipyap's Guide)
Show
Notes:
Weapon (longsword), common
This elven made longsword is decorated with intricate scrollwork featuring a full moon shining down upon a glade of dancing elves.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Ring of Mind Shielding
common
Trade Log
Show
Notes:
Ring, uncommon (requires attunement)
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon.
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.
Longbow of the Healing Hearth
common
Service Reward: Longbow of the Healing Hearth
Show
Notes:
Weapon (longbow), legendary (requires attunement)
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).
If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Kagonesti Forest Shroud | rare | Service Reward: Kagonesti forest shroud | Show | |||
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Notes:
Wondrous Item, rare (requires attunement) |
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| Staff of the Rooted Hills | rare | Service Reward: Staff of the rooted hills | Show | |||
|
Notes:
Staff, rare (requires attunement) The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn. Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn. |
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| Wayfarer’s Boots | rare | Service Reward: Wayfarer's boots | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn. |
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| Amethyst Dragon's Wrath Longbow (Stirring) | rare | Trade Log | Show | |||
|
Notes:
Weapon (longbow), rare (requires attunement) Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. |
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| Bracers of Defence | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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| Quiver of the Centaurs (Quiver of Ehlonna) | uncommon | Service Reward: Quiver of the Centaurs | Show | |||
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Notes:
Wondrous Item, uncommon You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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| Moon Sickle, +1 | uncommon | Purchase Log | Show | |||
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Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) 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. |
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| Hat of Disguise | uncommon | CCC-NBDD01-02 Where Can She Be | Show | |||
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Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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| Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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| Medallion of Thoughts | uncommon | DC-PoA-CONMAR-13 Finding Harthin | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Boomerang Shield | uncommon | Trade Log | Show | |||
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Notes:
Armor (shield), uncommon (requires attunement) |
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| Wand of Web | uncommon | DDAL05-07 Chelimber’s Descent | Show | |||
|
Notes:
Wand, uncommon (requires attunement by a Spellcaster) 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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| Gauntlets of Ogre Power | uncommon | DDAL05-12 Bad Business in Parnast | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Pistol, +1 | uncommon | Service Reward: Pistol, +1 | Show | |||
|
Notes:
Weapon (pistol), uncommon |
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| Wildspace Orrery | uncommon | Service Reward: Wildspace Orrery | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Lathai’s Saddle (Saddle of the Cavalier) | uncommon | Service Reward: Lathai’s saddle | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Moon-Touched longsword | common | DDAL00-11d The Love Triangle Contract (Pipyap's Guide) | Show | |||
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Notes:
Weapon (longsword), common |
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| Ring of Mind Shielding | common | Trade Log | Show | |||
|
Notes:
Ring, uncommon (requires attunement) 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. |
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| Longbow of the Healing Hearth | common | Service Reward: Longbow of the Healing Hearth | Show | |||
|
Notes:
Weapon (longbow), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target. The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn. Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn. Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges). Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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