Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Rod of absorption very_rare CCC-TRI-02 Impression Left Behind Show
Amulet of the Devout +3 very_rare BMG-DRW-OD-06 - We Almost Had It All Show
Notes:

This amulet bears a single lapis lazuli star and is inlaid with turquoise and jade.

stone plate +2 very_rare CCC-JGD-01 Left Black and Blue A Red War Story Show
tome of understanding very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Shield +3 very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Defender (Schimitar) legendary DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Sword of vengeance rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
berserker axe rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
gem of seeing uncommon DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
+1 flail uncommon DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
bag of holding rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
staff of power very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Carpet of Flying (3 ft. x 5 ft) very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Candle of invocation very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Ring of shooting stars very_rare DDEP05-02 The Ark of the Mountains Show
Notes:

You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.

As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

Flavor:
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide.

Animated Shield very_rare DDEP05-02 The Ark of the Mountains Show
Notes:

While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Flavor:
The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies. This item can be found in the Dungeon Master’s Guide.

Frost Brand Scimitar very_rare DDEP05-02 The Ark of the Mountains Show
Notes:

When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.

In freezing temperatures, the weapon 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 yourself. Once used, this property can't be used again for 1 hour.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Flavor:
The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide.

Unlocked Magic Items