Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Dread Helm
common
Season 9
Purchase Log
Show
Notes:
(Wondrous item) This fearsome steel helm makes your eyes glow red while you wear it.
Cloak of Protection*
uncommon
Sik'Garuk's cave
Season 6: A Thousand Tiny Deaths
Show
Notes:
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear
Potion of Acid Resistance
common
Season 6: A Thousand Tiny Deaths
Show
Notes:
Potion, uncommon
When you drink this potion, you gain resistance to acid damage for 1 hour.
Notes: Resistance: Acid, Warding, Consumable
Healing Potion
common
Season 5: Uninvited Guest
Show
Notes:
2d4 + 2 Hit Points when you drink this potion
Wand of Magic Missiles
uncommon
Last cavern in the Forge of Fury
HC - Tales ... Forge of Fury
Show
Notes:
Wand Of Magic Missiles
adventuring gear (wand)
Category: Items
Item Rarity: Uncommon
Weight: 1
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Greataxe +2
rare
Last cavern in the Forge of Fury
HC - Tales ... Forge of Fury
Show
Notes:
Greataxe +2
Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Damage: 1d12
Damage Type: Slashing
Properties: Heavy, Two-Handed
Weight: 7
Shield +1
uncommon
Last cavern in the Forge of Fury
HC - Tales ... Forge of Fury
Show
Notes:
Shield, +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Longsword +1
uncommon
A cavern in the Forge of Fury
HC - Tales ... Forge of Fury
Show
Notes:
Longsword, +1
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Oil of Etherealness
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Mithral Plate
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Armor (plate), uncommon
This armor is emblazoned with an unblinking, lidless eye in the center of the breastplate. 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.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Gwa’thern Faln (Longbow +1 / Quarter Staff +1)*
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior. You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Cloak of the Bat (Raven)
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous Item, rare (requires attunement)
This cloak is made of hundreds of large, black feathers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Identification Pearl
common
retroactively purchased for Identify Spell
Purchase Log
Show
Notes:
Pearl 100gp for Identify Spell
Javelin of Lightning
uncommon
Phadelver and Below
Phandelver and Below: The Shattered Obelisk
Show
Notes:
Source: Dungeon Master's Guide
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Gem of Brightness
common
Phandelver and Below: The Shattered Obelisk
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp.
Bracer of Archery
uncommon
Phandelver and Below: The Shattered Obelisk
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Bracer of Celerity
rare
Phandelver and Below: The Shattered Obelisk
Show
Notes:
Source: Phandelver and Below - The Shattered Obelisk
Wondrous Item, rare (requires attunement)
This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.
While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.
Luminous War Pick
rare
Phandelver and Below: The Shattered Obelisk
Show
Notes:
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
Ring of Mind Shielding
uncommon
Phandelver and Below: The Shattered Obelisk
Show
Notes:
Source: Dungeon Master's Guide
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Dread Helm | common | Season 9 | Purchase Log | Show | ||
Notes:
(Wondrous item) This fearsome steel helm makes your eyes glow red while you wear it. |
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Cloak of Protection* | uncommon | Sik'Garuk's cave | Season 6: A Thousand Tiny Deaths | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear |
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Potion of Acid Resistance | common | Season 6: A Thousand Tiny Deaths | Show | |||
Notes:
Potion, uncommon Notes: Resistance: Acid, Warding, Consumable |
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Healing Potion | common | Season 5: Uninvited Guest | Show | |||
Notes:
2d4 + 2 Hit Points when you drink this potion |
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Wand of Magic Missiles | uncommon | Last cavern in the Forge of Fury | HC - Tales ... Forge of Fury | Show | ||
Notes:
Wand Of Magic Missiles This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Greataxe +2 | rare | Last cavern in the Forge of Fury | HC - Tales ... Forge of Fury | Show | ||
Notes:
Greataxe +2 Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. Damage: 1d12 |
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Shield +1 | uncommon | Last cavern in the Forge of Fury | HC - Tales ... Forge of Fury | Show | ||
Notes:
Shield, +1 A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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Longsword +1 | uncommon | A cavern in the Forge of Fury | HC - Tales ... Forge of Fury | Show | ||
Notes:
Longsword, +1 Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Oil of Etherealness | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Oil of Etherealness |
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Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Wondrous Item, uncommon |
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Mithral Plate | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Armor (plate), uncommon Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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Gwa’thern Faln (Longbow +1 / Quarter Staff +1)* | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Weapon (longbow), rare (requires attunement) |
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Cloak of the Bat (Raven) | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Wondrous Item, rare (requires attunement) While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Identification Pearl | common | retroactively purchased for Identify Spell | Purchase Log | Show | ||
Notes:
Pearl 100gp for Identify Spell |
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Javelin of Lightning | uncommon | Phadelver and Below | Phandelver and Below: The Shattered Obelisk | Show | ||
Notes:
Source: Dungeon Master's Guide Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. |
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Gem of Brightness | common | Phandelver and Below: The Shattered Obelisk | Show | |||
Notes:
Source: Dungeon Master's Guide Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. |
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Bracer of Archery | uncommon | Phandelver and Below: The Shattered Obelisk | Show | |||
Notes:
Source: Dungeon Master's Guide Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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Bracer of Celerity | rare | Phandelver and Below: The Shattered Obelisk | Show | |||
Notes:
Source: Phandelver and Below - The Shattered Obelisk Wondrous Item, rare (requires attunement) This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs. While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself. |
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Luminous War Pick | rare | Phandelver and Below: The Shattered Obelisk | Show | |||
Notes:
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. |
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Ring of Mind Shielding | uncommon | Phandelver and Below: The Shattered Obelisk | Show | |||
Notes:
Source: Dungeon Master's Guide Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. |