Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Boots of False Tracks (common)
common
Character Creation (XGE p136)
Purchase Log
Show
Notes:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Sovard’s Staff of Flying (Broom of Flying)
uncommon
CCC-RPSG-01 Ooze There
CCC-RPSG-01 Ooze There
Show
Notes:
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristly from one and and a pair of spectral wings unfurl from the other.
Ring of Mind Shielding
uncommon
DDAL08-04 A Wrinkle in the Weave
DDAL08-04 A Wrinkle in the Weave
Show
Notes:
Ring, uncommon (requires attunement)
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 use an action to cause the ring to become invisible until you use another action to make it visible, 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.
Light Crossbow +1
uncommon
Level 5
Level 5 Magic Item (Season 11)
Show
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Weapon of Warning (Dagger) "Onkel Herbert"
uncommon
DDHC-JRC-06 Sins of Our Elders
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
"Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors (Onkel Herbert) to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning."
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Found On: Magic Item Table F
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Boots of False Tracks (common) | common | Character Creation (XGE p136) | Purchase Log | Show | ||
Notes:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
||||||
Sovard’s Staff of Flying (Broom of Flying) | uncommon | CCC-RPSG-01 Ooze There | CCC-RPSG-01 Ooze There | Show | ||
Notes:
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristly from one and and a pair of spectral wings unfurl from the other. |
||||||
Ring of Mind Shielding | uncommon | DDAL08-04 A Wrinkle in the Weave | DDAL08-04 A Wrinkle in the Weave | Show | ||
Notes:
Ring, uncommon (requires attunement) 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 use an action to cause the ring to become invisible until you use another action to make it visible, 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. |
||||||
Light Crossbow +1 | uncommon | Level 5 | Level 5 Magic Item (Season 11) | Show | ||
Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | CCC-BMG-10 HILL1-1 Arrival | Show | ||
Notes:
Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
||||||
Weapon of Warning (Dagger) "Onkel Herbert" | uncommon | DDHC-JRC-06 Sins of Our Elders | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
"Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors (Onkel Herbert) to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning." This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. |