Magic Items

Personal Relics

Crusader’s Armor

Magic armor (half-plate), uncommon
This set of gleaming half-plate armor bears the markings and sigils of Torm the True. When worn by a Paladin, this armor never dirties and it cannot be destroyed or broken by mortal means. If the bearer violates his Sacred Oath, the armor begins to dull and dirty in proportion to the severity of the violation. Should this happen, it begins to clean itself as the Paladin seeks to make atonement for their misdeeds.
While wearing this armor, you suffer no harm in temperatures as cold as -20 Fahrenheit or as warm as 120 degrees Fahrenheit.
Gifted to Izzimir Silverblood

Harper Pin

Wondrous item, uncommon
This silver and lapis lazuli pin is given to many harper agents. These pins grant the bearer a measure of mental protection, resulting in a +1 bonus to Wisdom saving throws.
As an action, you can make minor alterations to your appearance, such as changing your eye, hair, clothing, and skin color. When used in conjunction with a disguise kit, you gain advantage on the ability check to create a disguise.
Gifted to Iiri

Treant Cudgel

Magic weapon (club), uncommon
This gnarled length of hardwood has been carefully grown and shaped to function as a club. This club feels solid but weighs only 1 ounce in the hands of its bearer, which grants this club the Finesse property.
If the shillelagh spell is cast upon this cudgel, the cantrip duration is increased to 8 hours. As a reaction, once per day, the user may increase the spell DC of a spell the user just cast by 1. This property refreshes each day at dawn.
Gifted to Donnagrin Lowbough


Magic weapon (longbow), uncommon
This longbow is a masterful example of the bowyer’s craft. The dragon bone tips and riser compliment the feather carvings of the limbs quite well. While you bear this bow, you feel alert and ready to act, which grants you a +2 bonus to initiative, so long as you aren’t incapacitated.
As a reaction, once per day, when you make a ranged attack roll with this weapon, you may roll with advantage. This property refreshes at dawn each day.
Gifted to Cyprus Highfeather

Wanderer’s Pack

Wondrous item, uncommon
This old, battered backpack looks well-made, but worn from years of use. Fruits, vegetables, and horns of plenty have been stitched into the side of the back. When you open the bag to retrieve an item, the sound of a raucous inn fills the air.
As an action, one per day, you can pull out a small wooden box filled with a meal large enough to feed one person for a single meal. The meal is identical to the food served at the nearest inn. The food disappears if not consumed within one hour. This property refreshes at dawn each day.
This bag has an interior space somewhat larger than its outside dimensions, roughly 2 feet in diameter and 2 feet deep. The bag can hold up to 250 pounds, not exceeding a volume of 32 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. This item cannot be place inside an extra dimensional space.
Gifted to Drazuul One-Hundred Eyes

Common Items

Wand of Frogs

Wand, common
This simple ash wand can conjure magical frogs. As an action, you can conjure a single magical frog anywhere within 30 feet. The frogs are completely mundane and the wielder has no control over them. Sometimes the frogs are strangely colored. If a frog is slain, it dissipates into a pile of ectoplasmic goo.

Uncommon Items

Burrower’s Breastplate

Armor (breastplate), rare (requires attunement)
This small mithral breastplate has been lovingly etched with scenes depicting a variety of small burrowing animals, such as moles and badgers. No matter how much the armor is cleaned or polished, it always seems to be coated in a very thin layer of dust. While attuned to this armor, the wearer can understand the language of small burrowing animals. In addition, the wearer has a strong craving for bugs and worms.

You gain a +1 bonus to Armor Class while wearing this armor. This armor does not have a Strength requirement and the maximum Dexterity modifier you can add to your AC is +3, instead of +2.


Weapon (dagger), uncommon (requires attunement)
This mithral dagger has been forged to closely resemble a griffon feather. The finely tooled blade has been expertly etched and the the wooden hilt has been wrapped in a very light colored leather. When attuned to a bearer, it only weighs a single ounce and the bearer steps so lightly that they don’t leave any tracks. The bearer also gains advantage on any Dexterity saving throw made to avoid falling prone.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Unlike a normal dagger, it has a normal range of 60 feet and a long range of 180 feet. Immediately after being thrown, the dagger flies back to your hand.

Wayfarer’s Pouch

Wondrous item, uncommon
This small belt pouch contains extradimensional space. It can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. It always weighs 1 pound, regardless of its contents.

Placing an object in the pouch follows the normal rules for interacting with objects. When you reach into the pouch for a specific item, the item is always magically on top. This pouch otherwise follows all the same restrictions as a bag of holding.

When food or other perishables are placed in the pouch, they benefit from the gentle repose spell. In addition, once per day you can use an action to command the pouch to produce a single trial ration. This ration is extra nutritious and can sustain a single person for an entire day.

Magic Items

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