Found Magic Items

Agatha’s Fury

+1 Longbow (requires attunement)

Agatha’s Fury is a +1 longbow of Valenar origin. When an arrow shot from the bow hits a goblinoid, the target takes an additional 1d6 damage.

Bloodtaker

Greatsword (requires attunement)

Bloodtaker is a vicious greatsword with a red sheen along its wicked blade. The additional dice rolled for critical hits with this weapon deal necrotic damage. When its wielder scores a natural 20 on an attack roll, they may gain temporary hit points equal to the damage dealt by the attack. This ability cannot be used again until sundown.

Canaith Mandolin [Instrument of the Bards]

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

The Canaith Mandolin bestows the following spells: Fly, invisibility, levitate, protection from evil and good, Cure wounds (3rd level), dispel magic, protection from energy (lightning only)

Dragonguard

+1 Breastplate
The wearer of this breastplate has advantage on saving throws against the breath weapons of dragons.

The Index of Acererak

Wand (requires attunement)
The Index of Acererak is a powerful magic wand. It grants a +1 bonus to spell attack rolls, and increases the DC of necromancy spells you cast by 1. It has 7 charges, and regains 1d6 + 1 expended charges at midnight. When you cast a spell, you may spend one or more charges. If you do, change all damage that the spell deals to necrotic damage, and increase the total damage dice rolled by 1d6 for each charge you spent.

Lightbringer

+2 Mace (requires attunement)

Lightbringer is a +2 mace with a personality and a voice. Crafted by the dwarves of the Phandelver mine over three centuries ago, he was imbued with holy power and goodness. He went slightly off-kilter due to being stuck in a room with a Spectator, but don’t hold that against him. As an action, his wielder can direct him to shed light as a torch. When he hits an undead creature, he deals an additional 1d6 radiant damage.

Mirror of Pelethor

Wondrous Item

The Mirror of Pelethor has some sort of magic bound into it, but its nature is unclear. When Agatha the banshee looked into it, she vanished with a deadly scream.

Spider Staff

Staff (requires attunement)

This staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: spider climb (1 charge), or web (2 charges, save DC 15). No components are required.

The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Wand of Cure Wounds

Wand, uncommon

While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the cure wounds spell without using any components. Your spellcasting ability modifier is treated as 0 for the purposes of this spell. For 1 charge, you cast the spell as if you used a 1st-level spell slot, and you increase the spell slot level by one for each additional charge you spend. (I.E., you may spend 1-3 charges to restore 1d8-3d8 hp to a creature you touch.)

The wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Found Magic Items

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