Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Carpet of Flying rare Tomb of Horrors Trade Log Show
Notes:

80 ft. 3 x 5 200 lbs.

Portable Hole rare Beneath the Moonsea CCC-TRI-07 Night 1-3 Beneath the Moonsea Show
Midnight Phaeton's Horn (Spear +3) very_rare Midnight Phaeton's Horn Trade Log Show
Notes:

The weapon retains the glittering, pearlescent sheen and spiraling pattern of the unicorn’s horn. Additionally, anyone holding the weapon can say Phaeton to cause the weapon to glow with bright light for a radius of 20 feet and dim light for a further 20 feet. The light lasts for 1 hour or until someone holding the weapon says Midnight. Any good aligned creatures in the bright light feel slightly more at ease (no mechanical effect), as if caressed by the first rays of moonlight on a dark night.

Tome of Leadership and Influence very_rare Tomb of Horrors Dedicated DM Show
Longbow +3 very_rare Seer's Reward DDAL05-18 The Mysterious Isle Show
Greatsword +3 very_rare Trade Log Show
Plate Armor +2 very_rare Curse of Strahd - Castle Ravenloft Trade Log Show
Belt of Storm Giant Strength legendary Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
Staff of the Magi legendary Cauldron of Sapphire Trade Log Show
Robe of the Archmagi (White) legendary Iymrith's Hoard I 62 Trade Log Show
Blessing of Health unique Blessing of Tyr DDHC-DMM Dungeon of the Mad Mage Show

Unlocked Magic Items

Name Rarity ▲ Tier Location Table Result Source
Pearl of Power uncommon Thane of the Night Serpent DDAL07-05 Whispers in the Dark Show
Ring of Protection rare 2 Lost Temple of Tamoachan Trade Log Show
Frostbrand Rapier very_rare 3 Death Knight Body H 73 DDAL07-09 Unusual Opposition Show
Notes:

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. This item can be found in the Dungeon Master’s Guide.

Mask of Wompona Yarp very_rare 3 Treasure Cache H 74 DDAL07-14 The Fathomless Depths of Ill Intent Show
Notes:

This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble numerous unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found, the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals.

Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.

• As long as the helm has at least one ruby, you have resistance to fire damage.

• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

Shield Guardian Amulet unique Amber Temple DDHC-CoS Curse of Strahd Show