Magic items, unique spells, and other rewards are gleaned from conquered enemies and discovered in long?lost vaults. Such items grant capabilities a character could rarely have otherwise, or complement their owner’s capabilities in wondrous ways. Items  found in and around Waterdeep during this campaign are presented here in alphabetical order.

Magic Items

Faction Tokens

Grey Hand Token
Wondrous item, uncommon (requires attunement and approval by the Blackstaff)

The Gray Hand token is a clasp, ring or brooch, resembling a human hand, fingers together and palm out. While attuned to the token, you have advantage on Charisma checks made to interact with civic officials of Waterdeep (including Lords, magistrates, and Watch and Guard officers). If the token is more than 5 feet away from you for more than 1 minute, it magically vanishes and reappears on your person.

Dragonward Strike. As a bonus action, you call upon Aghairon’s dragonward to bolster your next attack or the next spell you cast. If you choose to bolster an attack, the next melee weapon attack you make before the end of your turn has advantage and deals bonus force damage equal to your character level on a successful hit. If you choose to bolster a spell, the next spell you cast before the end of your turn is cast as if you had used a spell slot one level higher to cast it. Once you use this ability, you must finish a long rest before you can use it again.

Harper Pin
Wondrous item, uncommon (requires attunement and approval by the Blackstaff)

A Harper pin is a silver brooch in the shape of hte symbol of the Harpers that is given to new members of the Harpers.  While attuned to the token, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. 

You can use an action to cause the token to become Invisible until you use another action to make it visible, until you remove the token, or until you die.

Knave’s Eye Patch
Wondrous item, rare (requires attunement)

While wearing this eye patch, you gain these benefits:

  • You have advantage on Wisdom (Perception) checks that rely on sight.
  • If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
  • You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.

Paper Bird
Wondrous item. Uncommon

After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature’s name, the parchment magicaJly folds into a Tiny paper bird and Hies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (- 5) in all other abilities, and it is immune to poison and psychic damage.

It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird’s hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.

Paper birds usually come in small, flat boxes containing ld6 + 3 sheets of the parchment.

Smokepowder 
Wondrous item, uncommon

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.

Casting dispel magic on smokepowder renders it permanently inert. 

Smokepowder Firearms

Mantis recovered a smokepowder pistol from the body of one of the Drow at the Gralhund Villa, before it’s body was disposed of. Firearms use special ammunition that is not regularly available, but may be crafted (although the materials are difficult to find).

Firearms
Item Cost Damage Weight Properties
Exotic Ranged Weapon
   Pistol 250gp 1d10 3lb. Ammunition (range 30/90), loading
Ammunition
   Bullets (10) 3gp 2lb.

Characters do not gain proficiency with firearms as a part of standard progression. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use. Alternativly, they can acquire proficiency by feat.

The Stone of Golorr
Wondrous item, Unknown

The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone has three recesses in it’s surface, shaped like eye sockets. A simple physical examination of the Stone make it clear that the three Eyes are missing.

Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell.

By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can’t lie to you, but the information it provides is often cryptic or vague.
The aboleth knows where Lord Neverember’s secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.

Other Properties. The Stone of Golorr has the following properties:

  • While attuned to the artifact, you can use an action to cast Non-Detection from it. After you cast the spell, roll a d6. On a roll of 1-5, you can’t cast it again until the next dawn.
  • Every time you use one of the artifacts properties as an action, you must make a DC 18 charisma saving throw. If you fail, you take 3d6 psychic damage. On a successful save, take no damage, but you are at disadvantage for all skill checks until you take a short rest.

Using one of these charges, the Stone can share with its attuned holder the secrets which have been hidden inside of it, either through speech or through a telepathic burst of imagery and sensation. Its holder can direct this towards a particular secret if they are aware of its existence; otherwise the Stone will provide a secret according to its own perverse whim and alien predilection.

Sword of Gal T’Renyth
Weapon (Sabre), unique, requires atttunement

The Sword of Gal T’Renyth is a unique saber of drow manufacturer, most recently in the possession of the party. The sheath is hand-tooled purple leather. The guard is very fancy with a spider web pattern worked out on it. It seems to be made of some sort of blackened metal, slightly cool to the touch. While it appears to be some sort of tarnished silver, it is instead made with a process called Darkforging. Darkforged metals are treated as cold iron for the purpose of overcoming damage resistance. It is always slightly below room temperature and does not conduct heat, even if a heat or chill metal spell is thrown on them (the spell takes effect but the user suffers no ill effects and won’t even notice).  The sword automatically saves against all but prolonged magical fire and cold effects.

Engraved upon the surface of the blade is a spiderweb-like pattern, and the word ‘Gal T’Renyth’, written in the drow language. When the blade is turned, and the pattern is looked at at a certain angle, the spiderweb becomes a map of passages and caverns. When the blade is moved, the ‘map’ disappears, and the viewer is immediately subject to the ‘Banished from Memory’ feature, below (specific to the map).

It’s name appears to be meaningless, and research into it has proven fruitless. Other functions/history of the weapon have not been revealed yet.

The sword gains a +1 to attack and damage rolls.

Manits gains Advantage on Stealth rolls made while the weapon is drawn.

Banished From Memory: The sword is very difficult to notice, and even more difficult to remember once seen. If someone has not touched the sword itself (or been struck by it), they must make a DC 16 Wisdom saving throw to realize that the weapon is there. On a failed save, they do not see the weapon, as they immediately lose all memory of the sword. Once noticed, the viewer must make the save again upon losing sight of the weapon, and again every day thereafter at dusk until he fails his saving throw. This process can be stopped by attuning with the weapon. Once attunement with the sword ends, the bearer is suject to this effect, as well.

Note: A fencing saber is not described in the PHB. Use the same statistics as a rapier, substituting slashing damage for piercing.