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Magic Items

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Edited 1473737043
Owner and Current Attuned Item List * = Requires attuning. You may have an item in your inventory that requires attuning without being attuned to it, I'll note which items you are currently attuned to as well. Please let me know if you change. Devrett Crowsblood (2/3) *Glasstaff (Attuned) Wand of Magic Missiles Robe of Useful Items * Wand of Wonder (Attuned) Vailfaan Greenlance (2/3) *Ring of Flame (Attuned) Trident of Fish Command *Elven Windsword (Attuned) Randal Greystone (1/3) Dragonguard Dominion *Morgrimm's Promise (Attuned) Alchemy Jug Urist of Torm (3/3) *Ring of Protection (Attuned) *Gauntlets of Ogre Power (Attuned) Lightbringer *Boots of Striding and Springing (Attuned) Talon Prayer to Mystra Bag of Holding Roy (2/3) Boots of Elvenkind *Headband of Intellect (Attuned) *Perl of Power (Attuned) Elsewhere Spider Staff (Requires Attunment) - Currently in Aram's possession. 
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Glasstaff Owner - Devrett Crowsblood Requires Attuneing Glasstaff is a hollow staff that is (shockingly) made of glass. However, magics surrounding it has made this staff as tough as oak. It weighs three pounds. Attuning to the staff takes an hour of meditation. Mechanically, this staff offers no benefit when not attuned. When you are attuned, you gain a +1 to AC while holding the staff, and you can use the staff's charges. The staff has 10 charges, and you can spend 1 charge to cast Mage Armor, and 2 charges to cast Shield. Each morning, at dawn, the staff regains 1d6+4 charges. If you spend the last charge, roll 1d20. On a roll of 1, the staff explodes. Obtained - When Iarno "Glasstaff" Albrek was fleeing capture from the party in the Redbrand Hideout under Tresendar Manor, the party knocked it out of his hands, and forced him to turn it over to them, before allowing him to leave. Role Playing Tick - While attuned, the user has the desire to use the nickname "Glasstaff", and insists upon it being their nickname. Owner History: Amar Devrett (Given to him when he joined the party)
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Prayer to Mystra Owner - Urist of Torm A golden statue of a Sun Elf, who appears to be preforming a prayer to Mystra, goddess of Magic. Whoever holds the statue in their hands feel warmth spreading through their bodies. Each person can ask the statue one question as per the Auguary Spell. Once asked, the statue no longer functions for that person, and they no longer feel warmth from the statue. Not much is know of the history of this item, although Belloq can tell by the type of gold used that the statue was created within the last 10 years, and using gold from Luskan. Obtained - The party found this statue inside a shrine to the goblin god inside the ruins of Cragmaw Castle. Owner History: Belloq Urist (Obtained when he buried Belloq)
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Gauntlets of Ogre Power Owner - Urist of Torm Requires Attuning When attuned, these studded, brown leather gloves confer great strength to the users. Wearing both gauntlets will increase the strength of the wearer to 19. If they already have a 19 or higher, the Gauntlets of Ogre Power cease to function.  Obtained - Found in the same room as Gundren Rockseeker in Cragmaw castle. The bugbear wasn't wearing them, so he must not have known they were magical. Role Playing Tick -  While wearing the gauntlets, the user will occasionally catch a feint nasty smell who some will recognize as the tell-tale stench of Ogre. The gloves do not actually emit the smell, and nobody else can smell it at all, but it does tend to make the wearer of the gauntlets slightly self conscious. Owner History: Urist
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Lightbringer Owner - Urist of Torm Lightbringer is mace that was made for a cleric of Lathander, god of Dawn. The head of the mace is shaped like a sunburst, and made of solid brass. This is a +1 Mace, and if the wielder of the mace is good aligned, can cause the head of the mace to glow, emitting the same light as a torch. While glowing, the mace deals an extra 1d6 radiant damage versus undead. Upon touching the mace, you know the names of all wielders of the mace in the past, and the deity they worshiped, as well as all their fate. Upon touching it, you will know the following: Caden Curtain - Lathander - Dead Hrothgar Battlebjorn - Helm - Dead Sailiee Hedgefair - Lathander - Was alive when you received Lightbringer, however is currently Dead. Urist - Torm - Alive Aram - None - Alive Obtained - The Lightbringer was found sitting on a workbench inside the Forge of Souls in the Lost Mine of Phandelver. Notes - When sleeping in his bunk at Wave Echo Cave, shortly before entering the dungeon below, Urist awoke startled in the middle of the night. After a few seconds of confusion, Urist, being the current bearer of Lightbringer, realized that Sailiee Hedgefair is no longer alive. After being attacked by what appeared to be a vampire, Urist requested that Aram take hold of the Lightbringer to learn the fate of the previous wielders. Aram did so, and scribbled down their names. When Urist took the Lightbringer back, a new name appeared in his mind. Owner History: Urist Aram (briefly, to learn previous names)
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Dragonguard Owner - Randal Greystone Dragonguard is an ornate breastplate that has a gold dragon motif worked into it's design. Belloq was able to recall that it was created for a hero in Neverwinter a long time ago, named Tergon.  Dragonguard is a +1 breastplate. It also gives you Advantage on saves vs breath weapons from creatures of the dragon type. Obtained - Dragonguard was found sitting on a workbench inside the Forge of Souls in the Lost Mine of Phandelver. Role Playing Tick -  While wearing this armor, you stand proud, and do not slouch. Owner History: Randal
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Wand of Magic Missles Owner - Devrett Crowsblood This wand is a short, steel rod about 13 inches in length. It is tipped with a blue stone that looks unfamiliar. This wand has 7 charges. With the wand in hand, you can use your action to fire the Magic Missle spell from the wand, no components required, and expend between 1 to 3 charges. The spell level of the missiles depends on how many charges you spend. 1 Charge - Level 1 2 Charges - Level 2 3 Charges - Level 3 You can use this wand even if you are incapable of casting spells. Each day at dawn, the wand regains 1d6+1 of it's expended charges. If you expend the last charge, roll a d20. On a 1, the wand crumbles to dust, and is destroyed. Obtained - Found being clutched by a long-dead skeleton in the black pool area of the Lost Mine of Phandelver. Owner History: Devrett
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Spider Staff Owner - Aram  Requires Attuning The top of this black, adamantine staff is shaped like a spider. It weighs about 6 pounds, and you must be attuned to get it's benefits. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit if used to make a weapon attack. The staff also has 10 charges. With the staff in hand, you can use your action to cast the following spells from the staff, as long as the spell is on your class's spell list, no components required. Spider Climb - 1 Charge Web - 2 Charges (Save DC is 15) The staff regains 1d6+4 of it's expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a roll of 1, the staff crumbles to dust and is destroyed. Obtained - Taken off the corpse of the Black Spider, the drow who was orchestrating the nasty events around Phandalin. Role Playing Tick -  While attuned to this staff, you feel the need to protect spiders, and must roll a Wisdom Save (DC 11) to attack, harm or hinder spiders, unless it is a direct threat to yourself. If you fail succeed on this check, your round proceeds as normal, if not, you lose your action while struggling with yourself about harming spiders. Owner History: Aram Amara (Given to her when she joined the party) Aram (Given to Aram after Amara passed away)
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Ring of Protection Owner - Urist of Torm Requires Attuning This is a very simple, plain gold ring. While attuned to this ring, you gain a +1 bonus to your armor class and saving throws. Obtained - Inside Mormesk the Wraith's room in the Lost Mine of Phandelver. Role Playing Tick -  Wearing it boosts your confidence, and you feel slightly stronger about your abilities than you otherwise would. Owner History: Urist
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Boots of Striding and Springing Owner - Urist of Torm Requires Attuning These are a simple pair of brown leather boots. While wearing them, you are surprisingly light on your feet. While wearing the boots, your speed becomes 30 feet, unless it was already higher. Furthermore, your speed is not reduced by wearing heavy armor. Finally, when you jump, you jump three times your normal distance. Obtained - Found on the corpse of Tharden Rockseeker. Gundren didn't mind the party keeping them. Role Playing Tick -  While attuned with these boots, and walking paths, you tend to hop up on fallen trees, or stumps, and bound across things instead of taking the safer, slower method. Jovial characters will play this off as having fun, stoic characters will play it off as getting up higher for a sight advantage. Owner History: Urist
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Boots of Elvenkind Owner - Roy These are a simple pair of green leather boots. While wearing them, your foot steps make no noise, and your armor and bags seem to be slightly muffled. Mechanically, these boots make you more silent than normal. Enemies who are trying to find you are at disadvantage with perception checks to find or locate you based on sound. This does not help checks based on sight at all. Obtained - Inside Mormesk the Wraith's room in the Lost Mine of Phandelver. Role Playing Tick -  While you are wearing the boots, the fact that your foot steps makes no noise continually catches you off guard, and is sometimes off-putting. You might stomp to try to make more noise when not in a dangerous situation. Sometimes you might get caught off guard, and be suddenly surprised that your foot steps don't echo down a cold stone hall. Owner History: Urist Amara (Given to her when joining the party) Roy (Given to him when joining the party)
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Edited 1415590032
Talon Owner - Urist of Torm Talon was the sword of Sir Aldith Tresendar, Lord of the Manor you guys found it in (The Redbrand's were using it as a hide out). Although his manor is now being used for nefarious purposes, Sir Aldith was a folk hero around Phandalin for his struggle against the orc menace. Some of his spirit remained in Talon. Mechanically, this Longsword deals an extra 1d8 damage vs orcs (2d8 damage total). However, when you have it in your possession, you feel a strong desire to purge the world of orcs. You gain disadvantage on checks made to negotiate, bluff, fool or sneak by orcs in any way. Intimidation is not affected. You also feel the burning desire to seek out and kill orcs as well. Curse - This curse manifests itself when the following criteria are met: - There are orcs - You are in combat. Note that Talon will not force you into combat, although it's likely inevitable due to the penalties it gives you for dealing with orcs. Once in combat, if there are orcs, the wielder will draw Talon, as opposed to the weapon they meant to draw. The wielder will also focus on the orcs, paying no heed to any other creature. Once there are no orcs in sight, the user breaks free of the curse automatically, and can swap weapons and attack others at will. This curse is unique as once it manifests, you are under the curse, but when the orcs are all dead, you are no longer cursed. Thus you are only cursed while orcs are around. This means that you can get rid of the weapon at any other time (but cannot while orcs are around). Obtained - Located in a hidden cache in Tresendar Manor. Owner History: Lelias Urist (Took off Lelias when he buried her)
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Headband of Intellect Owner - Roy Requires Attuning This is a simple cloth headband, with a single emerald sewed into the front of it. When attuned, and while wearing this headband, your intelligence score is set to 19. If your intelligence is 19 or higher already, this headband has no effect. Obtained - Inside a trapped treasure chest in Zelmar the necromancers' basement. Role Playing Tick -  While wearing it, you feel haughty towards members of your own race, but also more respectful to members of others. Owner History: Devrett Roy (Given to him when he joined the party)
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Dominion Owner - Randal Greystone This dwarven battleaxe is more ornate than most, and was clearly made by elves. A note was found alongside it. I name it Dominion. This axe was given to me by my father, and he had it forged by the elves. The fact that my father could coax a favor from the elves as a dwarf was the most impressive feat of his adventuring career. I could not follow in his footsteps, and will indeed likely die trying to prove my adventures blood. I hope the next adventurer can use my fathers axe better than I. Wish me luck. G. Rockseeker Mechanically, this is a +1 Battle Axe. When you strike a target with it, you have advantage on Intimidate checks against that target for the next 10 minutes.  Obtained - Found in a secret room inside the Cavern under Wave Echo Cave. Role Playing Tick -  While you have the axe, any prejudices you felt against elves or dwarves vanishes instantly. Additionally, you suddenly gain a great respect for both races. Owner History: Randal
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Morgrimm's Promise Owner - Randal Greystone Requires Attuning This ring is a plain dwarven ring with some elven characters on it. When first touched by anyone, they have the following vision: You see a battle, but you are on top of the mountain, and cannot tell who is fighting, but there are well over 100 creatures attacking a lone dwarf protecting a human woman. You cannot move as you watch the creatures attacking the dwarf. When the battle is over, the lone dwarf stands victorious. As he collapses from his wounds, he asks the girl if she will marry him, gives her ring, tells her it will always protect her, then dies from his wounds. She cries for her fallen Morgrimm, and stays by his side as your vision subsides. When attuned, this ring acts as a Ring of Protection, giving you a +1 bonus to armor class and saving throws.  Obtained - Found in a chest in the Dungeon below Wave Echo Cave. Role Playing Tick -  Your emotions are slightly strong while wearing this ring.  Owner History: Randal
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Ring of Flame Owner - Vailfaan Greenlance Requires Attuning This tarnished copper ring is fairly nondescript. It does not meet itself when wrapped around, almost that it was warped after being partly melted. When attuned, and while wearing the ring, you have Resistance to All Fire damage. In addition, you deal an extra 1 damage as fire with all successful melee attacks.  Obtained - Found on a Flesh Golem's finger in the Dungeon below Wave Echo Cave. Role Playing Tick -  Your favorite color becomes red. Owner History Amara Vailfaan (Given to Vailfaan after Amara passed away)
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Alchemy Jug Owner - Randal Greystone This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached it's maximum, until the next dawn. Obtained - Found in the stash inside Irontooth's cave. Owner History Randal
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Bag of Holding Owner - Urist of Torm This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened This bag is made of purple velvet, and stands out quite a bit because of it. Obtained - Found in a secret room inside the Dungeon Below Wave Echo Cave. Owner History Urist
Robe of Useful Items Owner - Devrett Crowsblood This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. This particular Robe has the following patches: 3 Patches of Wooden Ladders (24 Feet) 2 Patches of Daggers 2 Patches of Bulls-eye Lanterns 2 Patches of Steel Mirrors 2 Patches of Rolls of Hempen Rope (50 feet each) 2 Patches of Sacks 2 Patches of Gems Worth 100 Gold each (10 Gems each) 2 Patches of Portable Rams 2 Patches of Iron Doors (10x10 Feet) 1 Patch of a Bag of Gold (100g) 1 Patch of a 10 Foot Pole 1 Patch of a Rowboat (12 Feet Long) 1 Patch of Potion of Healing (4 Potions per patch) Obtained - Found on the corpse of Alepur, Zelmar's human assistant. Owner History Devrett
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Pearl of Power Owner - Roy Requires Attuning by a Spell Caster You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn. Obtained - Zelmar dropped this while fleeing the battle over the Portal to the Shadowfell. Role Playing Tick -  While attuned to this Pearl of Power, you start to really enjoy baths. You take more baths than normal for your career as an adventurer. Owner History Roy
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Wand of Wonder Owner - Devrett Crowsblood Requires Attuning by a Spell Caster This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll dlOO and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. d100  Effect 01-05 You cast slow. 06-10 You cast faerie fire. 11-15 You are stunned until the start of your next turn, believing something awesome just happened.  16-20 You cast gust of wind. 21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.  26-30 You cast stinking cloud. 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll 1d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. 37-46 You cast lightning bolt. 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/ reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 You cast darkness. 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.  63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/ reduce on yourself. 70-79 You cast fireball. 80-84 You cast invisibility on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.  91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.  98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. Obtained - Found Zelmar's item cache in his ritual room.  Role Playing Tick - While attuned to the Wand, you feel drawn to understand magic. You may attempt to divine the types of magic at work when you feel them, despite the fact that it might not be important to understand a fireball is evocation magic while being burned by it. Owner History Devrett
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Trident of Fish Command Owner - Vailfaan Greenlance Requires Attuning This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Obtained - Found Zelmar's item cache in his ritual room. Role Playing Tick -  While attuned to this Trident, you think you have a telepathic bond with fish. You don't, but you think you do. Owner History Vailfaan
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Elven Windsword Owner - Vailfaan Greenlance Requires Attuning The Elven Windsword is a Long Sword is very light, and weighs about half as much as a normal Long Sword. It feels hollow, but is very strong. While not attuned, the Windsword functions as a Long Sword +1. While attuned to it, you gain a +2 to all initiative checks.   Obtained - Found in the Carrion Crawler treasure room in Demara's Keep. Role Playing Tick - You feel optimistic about life and what the future holds. Butterflies frolic in your presence.  Owner History Vailfaan