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Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
(R, A) Wand of Viscid Globs rare DDHC-OotA Chapter 7 DDHC-OotA Chapter 7 Show
(R) Mace of Smiting rare DDAL07-06 Fester and Burn DDAL07-06 Fester and Burn Show
(R, A) Stonespeaker Crystal rare DDHC-OotA Chapter 11 DDHC-OotA Chapter 11 Show
(R, A) Wings of Flying rare DDEP2 Mulmaster Undone Service Awards S12C Show
(R) FOWP: Bronze Griffon rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
(R, A) Mace of Terror rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
(R) Brazier of Commanding Fire Elementals rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
(R, A) Instrument of the Bards, Cli lyre rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
(R) Breastplate +1 rare DDHC-PBTSO Chapter 4 Trade Log Show
Notes:

This breastplate has a gold dragon motif worked into its design. Created for a human hero of old Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of dragons.

(R, A) Sprite's Rescue rare Service Awards S11 Trade Log Show
(UC, A) Moon Sickle +1 uncommon Level 5 DDHC-OoA Chapter 4 Show
(UC) Dagger +1 uncommon DDHC-OotA Chapter 2 DDHC-OotA Chapter 2 Show
Notes:

Drow made

(UC, A) Necklace of Adaptation uncommon DDHC-OotA Chapter 13 DDHC-OotA Chapter 13 - Wormwrithings Show
(UC, A) Piwafwi uncommon DDHC-OoA Chapter 12/13 DDHC-OoA Chapter 12/13 Show
(UC) Bag of Holding uncommon DDHC-OotA Chapter 5/6 DDHC-OotA Chapter 5/6 Show
(UC) Dagger +1 uncommon DDHC-OoA Chapter 12/13 DDHC-OoA Chapter 12/13 Show
Notes:

Has silvery, weblike filigree worked into the hilt. The dagger is of drow manufacture

(UC) Warhammer +1 common DDHC-OotA Ch 8 DDHC-OotA Ch 8 Show
(C) Rope of Mending common SJ-DC-TRIDEN-MYKE-02 - Every Move You Make SJ-DC-TRIDEN-MYKE-02 - Every Move You Make Show
(C, A) Baleful Mace common DDHC-OoA DDHC-OotA Chapter 2 Show
Notes:

The mace is a common magic item. While attuned the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is “lit,” it glows as brightly as a torch and deals an extra 1 fire damage on a hit.