Table of Contents
Magic Items
Xundia has
- Bracelet of Identify,
- Bag of Holding,
- Rope of Climbing,
- Immovable Rod of Retribution
- magic mushroom hut
and for later; Winged Boots, Ring of Protection.
Lakdorf has
- Bagpipes of Fear
Malmac has
- Misty Step,
- Mithril armour,
- 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.
and for later a Necklace of Prayer Beads (the DM has to fill them. There's a table pg 182), Ring of Spell Storing pg 192.
Koularden: has
- Arcane Grimoire (+1 bonus to your spell attack bonus and spell save DC & additional fire+water resistance as per “Enduring Spellbook”)
- Staff of fracture. +2, d6, once per encounter inflict fracture on one limb to disadvantage opponent, heal wound d6.
- Ring of healing 2d10 3x daily
- 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
Cool Items
- Canaith Mandolin (DMG p176)
- Dust of Dissappearance (DMG p166)
- Elemental Gem (Blue)(DMG p167)
- Figurine - Ebony Fly (DMG p169)
- 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. Borrow a copper, it turns to silver, pay for an item, copper change also turns to silver, give one silver to repay your loan, easily make 8 silver profit from any small purchase.
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.