Here is the listing of Adventurers Magical Items and Weapons Carried/Worn, each Player Character has. If it needs updated let me know. Also, this List found in the Player Handouts folder is Editable by Everyone so that you can update it yourself when needed. [List Updated 07/25/2021 2:33 pm ; Handout Editable by Everyone: ] Avery - Half Elf Bard - Sirus : Gauntlets of Ogre Power: Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Dia Xiloscient - High Elf War Mage Wizard - Elizabeth K. : Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die (plus add on any modifiers). Once used, this property can’t be used again until the next dawn. Hat of Wizardry: Wondrous item, Common (requires Attunement by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a Spellcasting Focus for your Wizard Spells . You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest . Juan Denero - Human War Domain Cleric - . Buddy D. : Lightbringer Mace +1: (1d6 plus 1d6 radiant on undead) Glows in the presence of undead with a brightness equivalent of a torch dealing an extra 1d6 radiant damage to them. DragonBane Sword +1: Weapon (greatsword), legendary (requires attunement) Even if you’re not attuned to Dragonbane, you gain +1 bonus on attack rolls and damage made with this magic weapon. Increased Potency. While attuned to Dragonbane, its bonus on attack rolls and damage rolls against dragons increases to +2 and its hit deals an extra 2d6 fire damage (to dragons). Attunement (Dragonbane): Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary comm and words. Wounding. While you are attuned to Dragonbane, any dragon that you hit with Dragonbane can’t regain hit points for 1 minute. The target can make a DC 15 Constitution savings throw at the end of each of its turns, ending this effect early on a success. Marcuria Violezi - Human - Barbarian - Sirus : Cloak of Many Fashions Wondrous item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. Dread Helm Wondrous item, common Makes eyes glow red. Greater Potion of Healing (1): Glimmering (when shaken), red liquid that heals 4d4+4 hit points back to the injured. Potion of Healing (1): Glimmering (when shaken), red liquid that heals 2d4+2 hit points back to the injured. Sending Stones: Always came in pairs. They were smooth and delicately carved to match each other, so the pairs were easily recognizable. If one stone from the pair were destroyed, the other would lose its magic. When activated, a sending stone could be used to cast a sending spell targeted at the bearer of its pair. If the receiving stone had no bearer at the moment of the casting, the stone did not cast the spell and made the user aware of it. This power could be used once, after which the stone regained its magic at dawn. Marshall - Human Paladin Knight - Mr. Chiller : None yet Rolo - Drow Elf Sage Scribe Wizard - Daniel M. : Dagger +1: Damage 1d4+1 Roqar - High Elf Thief Rogue - Roxxifarius : Gauntlets of Ogre Power: Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Immovable Rod: This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success Weights 2 lbs. Pole of Collasping: Wondrous item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. Potion of Healing (1): (Adrabra's gift) Glimmering (when shaken), red liquid that heals 2d4+2 hit points back to the injured. Talon Longsword: +1 to Hit and Damage rolls. (1d8+1 or 1d10+1 wielded two-handed)