Used or sold
1) Sentinel Shield (uncommon) 350gd
While holding this shield, you have advantage on initiative rolls and Wisdom
(Perception) checks. The shield is emblazoned with the symbol of an eye.
2) Boomerang Shield (uncommon) 300gd
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long
range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re
proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6
slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a
target.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor
Class by 2. You can benefit from only one shield at a time.
3) Speedy Scimitar +1 (common) 300gd
You have a bonus to attack and damage rolls made with this magic weapon. The
bonus is determined by the weapon's rarity. In addition, you can make one attack
with it as a bonus action on each of your turns.
4) Viper Armblade (Short Sword) (common) 200gd
An armblade is a magic weapon that attaches to your arm, becoming inseparable
from you as long as you're attuned to it. To attune to this item, you must hold it
against your forearm for the entire attunement period.
As a bonus action, you can retract the into your forearm or extend it from there.
While it is extended, you can use the weapon as if you were holding it, and you
can't use that hand for other purposes. Deals an additional 1d6 acid damage
5) Crusader's Shortsword (uncommon) 450gd
This sword is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13,
Charisma 13). It has hearing and normal vision out to a range of 120 feet. It
communicates by transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional
properties:
The sword continually sheds bright light in a 15-foot radius and dim light for an
additional 15 feet. Only by destroying the sword can this light be extinguished.
A lawful good creature can attune itself to the sword in 1 minute.
While attuned to the weapon, the sword’s wielder can use the sword to cast
the Crusader's Mantle spell. Once used, this property of the sword can’t be used
again until the next dawn.
6) Dagger of Woe (uncommon) 200gd (x6)
The black blade of this dagger is crafted from a mysterious arcane alloy. You gain a +1 bonus to
attack and damage rolls made with this magic weapon. While the sword is on your person, you
are immune to effects that turn undead.
Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4
temporary hit points. This property can't be used again until the next dusk.
SHIELDS
7) Arcane Shield (common) 200gd
+2AC can be used as a spell focus for Sorcerer, Wizard and Paladin
8) Shield (common) 200gd
+2AC reduce damage by 1d4
9) Shield +1 (uncommon) 300gd
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.
WEAPONS
10) The Fool's Scimitar (uncommon) 300gd
You have a +1 bonus to attack and damage rolls made with this magic weapon.
While wielding it, you also gain the following benefits:
Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of
you as your target. Until the start of your next turn, you have advantage on
attack rolls against the target. Once this bonus action is used, it can’t be used
again until the next dawn.
11) Draconic Wraps Of Unarmed Prowess +1 (uncommon) 450
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you
gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’
rarity.
12) Hellfire Short Sword (uncommon) 200gd
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in
a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River
Styx, where it's reborn instantly as a lemure devil (described in the Monster Manual).
13) Hooked Dragon Shortspear (uncommon) 250gd
Deals 2d4 fire damage. On a hit with this weapon, the wielder can forgo dealing damage and attempt
to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The
DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. Light. A light weapon is
small and easy to handle, making it ideal for use when fighting with two weapons.
14) Draconic Moon Sickle +1 (uncommon) 3500
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you
gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls
and the saving throw DCs of your druid and ranger spells. The bonus is determined by the
weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and
ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the
amount of hit points restored, provided you are holding the sickle.
STAFFS
15) Staff of the Adder (uncommon cleric, druid, or warlock) 2000gd
You can use a bonus action to speak this staff's command word and make the head of the staff
become that of an animate poisonous snake for 1 minute. By using another bonus action to speak
the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency
bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on
a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If
the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all
lost hit points when it reverts to its inanimate form.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears
with the property—the damage when the weapon is used with two hands to make a melee attack.
To Sell - 8150
1) Shield (common) 200gd
+2AC reduce damage by 1d4
2) Shield (common) 200gd
+2AC reduce damage by 1d4
3) Shield (common) 200gd
+1AC reduce damage by 1d6
4) Shield (common) 200gd
+1AC reduce damage by 1d6
5) Shield +1 (uncommon) 300gd
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.
6) Wing Crest Shield (uncommon) 300gd
While wielding this shield, you gain a +1 bonus to your AC.
As an action, you can speak the command word to cast gust of wind (save DC 15). Once the shield
has been used to cast this spell, it can’t be used to cast this spell again until the next dawn.
7) Dagger Cold (common) 150gd
Damage type is changed to cold with standard stats
8) Long Sword 2d8 dmg but takes 1/4 damage (common) 200gd
Deals 2d8 slashing damage, deal 1/4 gamage
9) Great Sword thunder (common) 150gd
Damage type is changed to thunder with standard stats
10) Radiant Dagger (common) 150gd
Damage type is changed to radiant with standard stats
11) Frozen Dagger (common) 150gd
Damage type is changed to cold with standard stats
12) Blazing Dagger (common) 150gd
Damage type is changed to fire with standard stats
13) Toxic Dragon tooth (SSword) (common) 150gd
Damage type is changed to poison with standard stats
14) Frozen Dragon tooth (SSword) (common) 150gd
Damage type is changed to cold with standard stats
15) Fire Dragon's Fang (SSword) (common) 150gd
Damage type is changed to fire with standard stats
16) Thunder Dragon's Fang (SSword) (common) 150gd
Damage type is changed to Thungder with standard stats
17) Great Sword force (common) 150gd
Damage type is changed to force with standard stats
18) Dragonic Leech spear +1 (common) 400gd
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points,
you gain 1d8 temporary hit points.
19) Dragon claw Scimitar (common) 350gd
Damage type is changed to fire with standard stats, also deals 1d4 fire damage
20) Moon-Touched Short Sword (common)200gd
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-
foot radius and dim light for an additional 15 feet.
21) Minor Blindsight Dagger (common) 200gd
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range
of 15 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
22) Draconic Lance +1 (uncommon) 550gd
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is
determined by the weapon's rarity. Also deals an additional 1d4 fire damage
23) Draconic Glaive +1(uncommon) 550gd
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is
determined by the weapon's rarity. Also deals an additional 1d4 fire damage
24) Draconic dagger +1 (uncommon) 550gd
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is
determined by the weapon's rarity. Also deals an additional 1d4 fire damage
25) Draconic Resilient Greataxe (uncommon) 550
You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have
half your hit points or fewer.
26) Gambler's Short Sword (common)200gd
magical bonus of +2. This sword gains that bonus to its attack and damage rolls. For each point
of bonus you choose for the sword, you take a corresponding penalty (−2) to your death saving
throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the
curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the
weapon
27) Short Sword +1 (uncommon) 300gd
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is
determined by the weapon's rarity.
28) Orc Cleaver (uncommon) 300gd
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an goblinoid creature with an attack using this weapon, the attack deals an extra
1d6 damage of the weapon's type, and the creature has disadvantage on saving throws against
effects that turn goblinoid until the start of your next turn.
29) Scimitar +1 (uncommon) 300gd
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is
determined by the weapon's rarity.
30) Long Sword +1 (uncommon) 300gd
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is
determined by the weapon's rarity.
31) Great Sword Mind bite (uncommon) 250gd
2d6 psychic damage and gains resistance to psychic damage
32) Great Sword light bite (uncommon) 250gd
2d6 radiant damage and give a 15ft radius of light
33) Great Sword Dark Bite (uncommon) 250gd
2d6 necrotic damage and gains +5 to stealth in buildings or night
34) Skyblinder Staff (uncommon) 150gd
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it,
you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use
your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on
the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start
of its next turn.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears
with the property—the damage when the weapon is used with two hands to make a melee attack.
Fghjvhbjkk
Weak Armor
237
Cursed Body (HA)
Sinistea
239 Disguise
Mimikyu
Pressure
302
Infiltrator (HA)
Spiritomb
Snow Cloak
359
Cursed Body (HA)
Froslass