Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Cloak of Protection uncommon F Trade Log Show
Notes:

Wondrous Item, Major, Uncommon (Requires Attunement)

Table F

This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Pearl of Power uncommon DDEP3 Blood Above, Blood Below DDEP3 Blood Above, Blood Below Show
Notes:

Requires Attunement by a Spellcaster

While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.

Javelin of Lightning uncommon DDEP3 Blood Above, Blood Below DDEP3 Blood Above, Blood Below Show
Notes:

This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

+1 Arcane Grimoire uncommon Level 5 Item Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement by a wizard)

3 lb.

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Enlightment (Wand Of Pyrotechnics / Language: Netherese: Loross*) common WBW-DC-MOM-01 One Moment WBW-DC-MOM-01 One Moment Show
Notes:

Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

Half Plate Armor of resistance (necrotic) rare WBW-DC-FWF Sowing of Hope WBW-DC-FWF Sowing of Hope Show
Notes:

AC 15 + Dex (max 2)

Medium armor

750 gp, 40 lb.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

The wearer has disadvantage on Dexterity (Stealth) checks.

Minor Property: Language

The bearer can speak and understand Deep Speech while the item is on the bearer's person.

Dread Helm common WBW-DC-FWF Sowing of Hope WBW-DC-FWF Sowing of Hope Show
Notes:

Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.
Image

Minor Property: Wicked

When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.

Slippers of the Arachnomancer uncommon CCC-MTL-03 House of Webs CCC-MTL-03 House of Webs Show
Notes:

Wondrous Item, uncommon (requires attunement)

The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say.

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Stonespeaker Crystal rare Trade Log Show
Exemption (Harmonious Ring of Free Action) rare WBW-DC-MOM-02 One Chance WBW-DC-MOM-02 One Chance Show
Notes:

Ring, rare (requires Attunement)

The sleek silver line of this tasteful ring follows the endless curve of a Möbius loop.

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Minor Property (Harmonious) Attuning to this item takes only 1 minute.

Quirk (Confident) The item helps its bearer feel self-assured.

Foehammer (Sentinenl Dwarven Thrower) very_rare WBW-DC-MOM-02 One Chance WBW-DC-MOM-02 One Chance Show
Notes:

Weapon (warhammer), very rare (requires attunement by a Dwarf)

Made of finely forged steel inlaid with rare wood, the form of this elegantly crafted warhammer has clearly been fashioned after that of the sentient warhammer, Whelm. It blooms with pale amber light in the presence of giants, though a wielder of Foehammer might well be too preoccupied by their search for precious gems to notice.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Minor Property (Sentinel) This item glows faintly when giants are within 120 feet of it.

Quirk (Covetous) The item’s bearer becomes obsessed with material wealth.