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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
+2 Glaive rare Trade Log Show
Mithral Half-Plate uncommon Trade Log Show
Notes:

Mithral Half-Plate *
Armor (half-plate), uncommon*
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This item can be found in the Dungeon Masters Guide.

Flame Tongue rare Trade Log Show
Notes:

Flame Tongue
Weapon (Longsword), Rare (Requires Attunement)

This crucible steel blade is covered in a distinctive pattern of banding and mottling reminiscent of flowing water. These patterns shift and change slowly over time. You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Amulet of the Devout, +1 uncommon Level 5 Item Show
Notes:

+1 Amulet of the Devout
Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Arrow-catching shield rare CCC-GLIP-0201 Blue Scales Show
Notes:

Arrow-catching shield
rare (requires attunement)
While holding this shield, you have a +2 bonus to AC.
This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan.

This item can be found in the Dungeon Masters Guide.

Tentacle Rod rare CCC-GHCBK1-03 The Darkest Knight Show
Notes:

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Rof of the Paktkeeper +2 rare FR-DC-TiS Trapped in Sanity Show
Notes:

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Minor Property: Guardian +2 on Initiative

Mystery key common FR-DC-TiS Trapped in Sanity Show