Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tyr's Justice
rare
Trade Log
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword.
In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.
HISTORY From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.” Glory be to you almighty Lord of Justice. In you, Lord, I put my trust; May I never be put to shame. In your justice, set me free, Turn your ear to me; make haste to rescue me. Be my rampart, my fortification; keep me safe. For you are my strength and my refuge, I know you will help me. Into your hands, I commend my spirit: You have redeemed me, Lord God of Justice.
Traded from Simfrehl.
Manual of Bodily Health
very_rare
Trade Log
Show
Notes:
Traded from Erl.
Winged Boots
uncommon
Trade Log
Show
Notes:
Traded from Krieg.
Dread Helm
common
DDHC-DotMM Dungeon of the Mad Mage
Show
Horn of Endless Maze
common
DDHC-DotMM Dungeon of the Mad Mage
Show
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Abyss appear within 60 feet of you. These spirits look like minotaurs, and use the berserker statistics. They return to Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The horn summons 3d4 + 3 berserkers. To use the horn, you must be proficient with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Orb of Gonging
common
DDHC-DotMM Dungeon of the Mad Mage
Show
Notes:
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Belt of Storm Giant Strength
legendary
DDAL08-08 Crypt of the Death Giants
Show
Notes:
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.
Rod of Security
very_rare
Trade Log
Show
Notes:
Traded from Sollos.
Necklace of Fireballs
rare
Trade Log
Show
Notes:
9 beads.
This necklace was crafted by the illusionist who accompanied Tanamere Alagondar in her quest to slay Azdraka. The wizard was not so skilled with working Evocation spells and so he crafted this necklace to ensure he could contribute to the fight with the dragon and make his Lady proud. Alas, the wizard's illusions were no match for the dragon's wrath and he was slain before being able to utilize the power of the necklace even once.
Player Dan Raven -Character: Aziraphael, the Lion - DCI: 2318711734 - Source: DDHC0-DoIP Dragon of Icespire Peak.
Deathshield
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
Cape of the Mountebank
rare
Trade Log
Show
Notes:
Player: Jeff Smith - Character: Furem - DCI: 3320783046 - Source: Trade.
Staff of the Magi
legendary
DAL00-12d The Devil's Song
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tyr's Justice | rare | Trade Log | Show | |||
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated. HISTORY From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.” Glory be to you almighty Lord of Justice. In you, Lord, I put my trust; May I never be put to shame. In your justice, set me free, Turn your ear to me; make haste to rescue me. Be my rampart, my fortification; keep me safe. For you are my strength and my refuge, I know you will help me. Into your hands, I commend my spirit: You have redeemed me, Lord God of Justice. Traded from Simfrehl. |
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Manual of Bodily Health | very_rare | Trade Log | Show | |||
Notes:
Traded from Erl. |
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Winged Boots | uncommon | Trade Log | Show | |||
Notes:
Traded from Krieg. |
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Dread Helm | common | DDHC-DotMM Dungeon of the Mad Mage | Show | |||
Horn of Endless Maze | common | DDHC-DotMM Dungeon of the Mad Mage | Show | |||
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Abyss appear within 60 feet of you. These spirits look like minotaurs, and use the berserker statistics. They return to Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The horn summons 3d4 + 3 berserkers. To use the horn, you must be proficient with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
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Orb of Gonging | common | DDHC-DotMM Dungeon of the Mad Mage | Show | |||
Notes:
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet. |
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Belt of Storm Giant Strength | legendary | DDAL08-08 Crypt of the Death Giants | Show | |||
Notes:
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. |
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Rod of Security | very_rare | Trade Log | Show | |||
Notes:
Traded from Sollos. |
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Necklace of Fireballs | rare | Trade Log | Show | |||
Notes:
9 beads. This necklace was crafted by the illusionist who accompanied Tanamere Alagondar in her quest to slay Azdraka. The wizard was not so skilled with working Evocation spells and so he crafted this necklace to ensure he could contribute to the fight with the dragon and make his Lady proud. Alas, the wizard's illusions were no match for the dragon's wrath and he was slain before being able to utilize the power of the necklace even once. Player Dan Raven -Character: Aziraphael, the Lion - DCI: 2318711734 - Source: DDHC0-DoIP Dragon of Icespire Peak. |
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Deathshield | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
Notes:
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield. |
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Cape of the Mountebank | rare | Trade Log | Show | |||
Notes:
Player: Jeff Smith - Character: Furem - DCI: 3320783046 - Source: Trade. |
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Staff of the Magi | legendary | DAL00-12d The Devil's Song | Show |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Bracers of Defense
rare
2
G
DDHC-DIA Decent Into Avernus
Show
Mantle of Spell Resistance
rare
2
DDEP09-01 Infernal Pursuits
Show
Notes:
This sleeveless shawl is made from the stitched skin of many demons and devils.
The Sword of Zariel
legendary
4
DDHC-DiA Descent into Avernus
Show
Notes:
Story item.
Matalotok
legendary
4
DDHC-DiA Descent into Avernus
Show
Notes:
Requires attunement.
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Helm of Devil Command
very_rare
3
DDHC-DiA Descent into Avernus
Show
Notes:
Requires attunement by a creature that speaks Infernal.
This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.
While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.
The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Bracers of Defense | rare | 2 | G | DDHC-DIA Decent Into Avernus | Show | ||
Mantle of Spell Resistance | rare | 2 | DDEP09-01 Infernal Pursuits | Show | |||
Notes:
This sleeveless shawl is made from the stitched skin of many demons and devils. |
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The Sword of Zariel | legendary | 4 | DDHC-DiA Descent into Avernus | Show | |||
Notes:
Story item. |
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Matalotok | legendary | 4 | DDHC-DiA Descent into Avernus | Show | |||
Notes:
Requires attunement. Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. |
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Helm of Devil Command | very_rare | 3 | DDHC-DiA Descent into Avernus | Show | |||
Notes:
Requires attunement by a creature that speaks Infernal. This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. |