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dnd:campaigns:waterdeep:magic_items

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Table of Contents

Magic Items

Xundia has a Bag of Holding, and a Rope of Climbing, an Immovable Rod of Retribution to go with it, and later; Winged Boots, Ring of Protection.

Malmac has Misty Step, Mithril armour, and later a Necklace of Prayer Beads (I believe the DM gets to fill them. There's a table pg 182), Ring of Spell Storing pg 192.

Koularden: an “Arcane Grimoire” (+1 bonus to your spell attack bonus and spell save DC & additional fire+water resistance as per “Enduring Spellbook”) - for later, Professor Orb

Innocence Staff of Woodlands, and later - Bag of Tricks, Slippers of Spider Climbing

Ender has a pet demon, and will get a Portable hole, and later the Rod of rulership


  • Bracelet of magical identity
  • Staff of fracture. +2, d6, once per encounter inflict fracture on one limb to disadvantage opponent, heal wound d6.
  • Morning star flail +2/+3 against shield, d6, piercing or blunt. Causes target to glow in the dark. On a miss, wielder is pulled to a diagonally adjacent square, and on 2nd miss gains disadvantage.
  • Ring of healing 2d10 3x daily
  • magic mushroom hut
  • Ammunition+3 (10 bolts)
  • Bead of Force
  • Chime of Opening
  • Circlet of blasting
  • Boots of Levitation
  • Cap of water breathing
  • Cloak of Displacement
  • Daern's Instant Fortress
  • Dagger of Venom
  • Potion of invisibility
  • Silver ring of silvering. Any metal you touch turns to silver. Weapons become dull (-1dmg) after every 5 hits. Copper and gold coins become silver coins.

stuff that gives Advantage to 1 specific skill

  • Goggles of perception: adv on perception check, on success - uncontrollable giggles for one turn.
  • Ring of acrobatics. Adv on acrobatics checks and if paired with attack increases crit range 18-20 and 1-3
  • Mask of deception. Must be donned before meeting target. +5 deception and -5 sight and sound perception. Negates night vision.
  • Belt of constitution. +2 resist poison, +1 other con saves

Identify

handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item’s properties isn’t automatic, however.

The “identify” spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.


Episode guide

dnd/campaigns/waterdeep/magic_items.1739563543.txt.gz · Last modified: by ken

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