Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Gears of God-Sight (Gem of Seeing)
rare
EB-DC-WBE-05 Plots Between Pines
EB-DC-WBE-05 Plots Between Pines
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Lore: The aspiration of artificers is to build what has not yet been made, craft beauty that nature cannot match and to enhance what was given to natural beings. This piece has been made to enable normal humanoids to see more than they should be able to and it generates a soft humming noise while it's used.
Pumpkin Seeds (Bag of Beans)
rare
EB-DC-WBE-06 Friend or Fey
EB-DC-WBE-06 Friend or Fey
Show
Notes:
Wondrous item, rare
This heavy cloth bag contains 6 (3d4) dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02-10 A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d4 minutes.
11-20 A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.
21-30 An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41-50 Three Shrieker Fungi sprout.
51-60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.
61-70 A hungry Bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion.
91-95 A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.
96-00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or another plane of existence.
Whenever a bag of beans is found, it possesses six beans unless otherwise specified.
Specific effects that need modification for D&D Adventurers League play are as follows:
• 01: The toadstools lose their effects at the end of the current session of play.
• 71-80: The potions and poison become nonmagical at the end of the current session of play.
• 81-90: A character may only benefit from one ability score improvement from a bag of beans.
• 91-99: Items cannot be obtained from the mummy lord.
• 00: Any choice the DM makes should not extend play of the session beyond what is agreed to by the players and/or organizer.
Quirk: Blissful
You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
Lore: The plants and animals growing and living in the Feywild or those wich hail from there are often strange and quite magical themselves. Folklore and tales speak of this strange magic and how it solves -or causes- problems for the mortals who encounter it. So whatever "gift" one may receive from the fey, even a bouquet of flowers should be handled with caution.
Periapt of Health
uncommon
EB-DC-WBE-01 Tickets, Trades and Tricks
EB-DC-WBE-01 Tickets, Trades and Tricks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Minor Property: Secret Message
A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.
Shortsword +1
uncommon
Level 5 Item
Show
Pot of Awakening
uncommon
EB-DC-WBE-04 Stronger Than Stones
EB-DC-WBE-04 Stronger Than Stones
Show
Notes:
Wondrous item, common
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.
The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.
Quirk: Blissful
You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
Lore: Since thousands of years, the awakened great pine Oalian has guided and influenced the forces and the people within the Eldeen Reaches. As a gift, Oalian bestows his "potential offspring" (pine nuts) upon those he deems friends of the forests and its inhabitants and receiving one is viewed as an honour. People being in possession of such a seed may gain easy access to communities and help within the Reaches.
Pipes of Haunting
common
EB-DC-WBE-04 Stronger Than Stones
EB-DC-WBE-04 Stronger Than Stones
Show
Notes:
Wondrous item, uncommon
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune.
Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute.
A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.
Minor Property: Temperate
You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Lore: The Children of Winter, a druid sect in the Eldeen Reaches believe that death and decay are vital aspects of the natural life cycle. Thus, they view things a bit different than many other druids. For one example, a druid may try to befriend and communicate with the beasts and animals he encounters while walking the woods. A Child of Winter may instead prey upon the weak ones or use means to intimidate whatever threat he encounters.
One of the tools for them are pipes like these. Carved from the bones of ancient monsters or even demons, their haunting tunes strike fear and terror wherever they are heard.
Instrument of Illusions (Flute)
common
EB-DC-WBE-06 Friend or Fey
EB-DC-WBE-06 Friend or Fey
Show
Notes:
Wondrous item, common
While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument.
If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow.
The magical effects have neither substance nor sound, and they are obviously illusory.
The effects end when you stop playing.
Minor Property: Beacon
You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Lore: A Satyr's instrument is just about the one and only thing it cannot easily part with. To be given such an item is a sign of great honour and respect, but finding one laying on the ground usually means something bad has happened to the Satyr... - or that the heavy drinking from last night's party lead to them dropping it while stumbling through the woods.
Battleaxe Armblade
common
EB-DC-WBE-01 Tickets, Trades and Tricks
EB-DC-WBE-01 Tickets, Trades and Tricks
Show
Notes:
Weapon, common (requires attunement by a warforged)
Martial weapon, melee weapon
4 lb.
1d8 Slashing
Versatile (1d10)
Weapon Mastery: Topple
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.
Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Quirk: Confident
The item helps you feel self-assured.
Lore:
Ihr habt einer Gruppe unbekannter Warforged geholfen, nach Xandrar zu reisen. Nachdem sie heimlich den Zug verlassen hatten, findet ihr ein Dankesgeschenk vom Warforged namens "Splitter". Auf dem Geschenk ist ein kleiner Zettel angebracht, auf dem knapp steht "Im Krieg habe mich immer mutig und sicher mit dieser Waffe gefühlt, vielleicht tut sie das jetzt bei euch, vielen Dank."
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Gears of God-Sight (Gem of Seeing) | rare | EB-DC-WBE-05 Plots Between Pines | EB-DC-WBE-05 Plots Between Pines | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Lore: The aspiration of artificers is to build what has not yet been made, craft beauty that nature cannot match and to enhance what was given to natural beings. This piece has been made to enable normal humanoids to see more than they should be able to and it generates a soft humming noise while it's used. |
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| Pumpkin Seeds (Bag of Beans) | rare | EB-DC-WBE-06 Friend or Fey | EB-DC-WBE-06 Friend or Fey | Show | ||
|
Notes:
Wondrous item, rare This heavy cloth bag contains 6 (3d4) dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly. Whenever a bag of beans is found, it possesses six beans unless otherwise specified. Specific effects that need modification for D&D Adventurers League play are as follows: • 01: The toadstools lose their effects at the end of the current session of play. • 71-80: The potions and poison become nonmagical at the end of the current session of play. • 81-90: A character may only benefit from one ability score improvement from a bag of beans. • 91-99: Items cannot be obtained from the mummy lord. • 00: Any choice the DM makes should not extend play of the session beyond what is agreed to by the players and/or organizer. Quirk: Blissful You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence. Lore: The plants and animals growing and living in the Feywild or those wich hail from there are often strange and quite magical themselves. Folklore and tales speak of this strange magic and how it solves -or causes- problems for the mortals who encounter it. So whatever "gift" one may receive from the fey, even a bouquet of flowers should be handled with caution. |
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| Periapt of Health | uncommon | EB-DC-WBE-01 Tickets, Trades and Tricks | EB-DC-WBE-01 Tickets, Trades and Tricks | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. Minor Property: Secret Message A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location. |
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| Shortsword +1 | uncommon | Level 5 Item | Show | |||
| Pot of Awakening | uncommon | EB-DC-WBE-04 Stronger Than Stones | EB-DC-WBE-04 Stronger Than Stones | Show | ||
|
Notes:
Wondrous item, common If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing. Quirk: Blissful You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence. Lore: Since thousands of years, the awakened great pine Oalian has guided and influenced the forces and the people within the Eldeen Reaches. As a gift, Oalian bestows his "potential offspring" (pine nuts) upon those he deems friends of the forests and its inhabitants and receiving one is viewed as an honour. People being in possession of such a seed may gain easy access to communities and help within the Reaches. |
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| Pipes of Haunting | common | EB-DC-WBE-04 Stronger Than Stones | EB-DC-WBE-04 Stronger Than Stones | Show | ||
|
Notes:
Wondrous item, uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours. Minor Property: Temperate You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. Lore: The Children of Winter, a druid sect in the Eldeen Reaches believe that death and decay are vital aspects of the natural life cycle. Thus, they view things a bit different than many other druids. For one example, a druid may try to befriend and communicate with the beasts and animals he encounters while walking the woods. A Child of Winter may instead prey upon the weak ones or use means to intimidate whatever threat he encounters. One of the tools for them are pipes like these. Carved from the bones of ancient monsters or even demons, their haunting tunes strike fear and terror wherever they are heard. |
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| Instrument of Illusions (Flute) | common | EB-DC-WBE-06 Friend or Fey | EB-DC-WBE-06 Friend or Fey | Show | ||
|
Notes:
Wondrous item, common While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. Minor Property: Beacon You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Lore: A Satyr's instrument is just about the one and only thing it cannot easily part with. To be given such an item is a sign of great honour and respect, but finding one laying on the ground usually means something bad has happened to the Satyr... - or that the heavy drinking from last night's party lead to them dropping it while stumbling through the woods. |
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| Battleaxe Armblade | common | EB-DC-WBE-01 Tickets, Trades and Tricks | EB-DC-WBE-01 Tickets, Trades and Tricks | Show | ||
|
Notes:
Weapon, common (requires attunement by a warforged) 4 lb. 1d8 Slashing Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. Quirk: Confident The item helps you feel self-assured. Lore: Ihr habt einer Gruppe unbekannter Warforged geholfen, nach Xandrar zu reisen. Nachdem sie heimlich den Zug verlassen hatten, findet ihr ein Dankesgeschenk vom Warforged namens "Splitter". Auf dem Geschenk ist ein kleiner Zettel angebracht, auf dem knapp steht "Im Krieg habe mich immer mutig und sicher mit dieser Waffe gefühlt, vielleicht tut sie das jetzt bei euch, vielen Dank." |
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