Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Chest of Preserving
common
DC-PoA-CONMAR-16 Iceberg Dead Ahead
DC-PoA-CONMAR-16 Iceberg Dead Ahead
Show
Notes:
Chest of Preserving
Wondrous Item, Common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest strangely smells of cabbages.
Moontouched greatsword
common
Blue Alley
Trade Log
Show
Notes:
Weapon (greatsword), Common
In Darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Moon-Touched Sword
equipment (wondrous item, sword)
Category: Items
Item Rarity: Common
Properties: All sword types. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Cloak of many fashions (C)
common
CCC-SEA-01-03 Stargazing the Albatross
CCC-SEA-01-03 Stargazing the Albatross
Show
Notes:
Wondrous item, Common
By default this Cloak of Many Fashions bears the words, “Dr. Jubal’s Carnival! Coming Soon to …”
followed by the city Dr. Jubal’s carnival is expcted to visit in a tenday. Dr. Jubal sometimes gets delayed or erratically changes his mind, so the advertisement is accurate 75% of the time. In addition, the wearer always feels confident, as if all eyes are on them. This cloak can be worn over other cloaks.
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change.
Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Winged Boots (U,A)
uncommon
Service Award
Trade Log
Show
Notes:
Requires Attunement
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots(see the Dungeon Master’s Guide).
Goggles of Night (U)
uncommon
Deives M DCI 9319670174, Character: Maximillién Mordiérre, DDHC-TYP White Plume Mountain
Trade Log
Show
Notes:
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.
Trade from Max/aultsider
Bracers of Defence +2 (att)
rare
DDHC-TYP Tales from the Yawning Portal - Dead in Thay
Trade Log
Show
Notes:
Kasper Knutzen #8318763608
Character: Sheridan
Traded in CCC-GARY-07 The Mirror Cities of Gulthias
Tyr's Justice (Gs +2, Init +2)(R)
rare
CCC-GHC-08 Death In The Ruins
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.
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 peacein 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."
Ioun stone of protection (R, A)
rare
Trade (snooze)
Trade Log
Show
Notes:
Ioun stone of protection (R, A)
Requires Attunement
Gorin, trade from snooze
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Necklace of Fireball (R)
rare
Pax Bona: Rime of the Frostmaiden Chapter 7 Doom of Ythryn
Trade Log
Show
Notes:
This necklace has 1d6 + 3 (6) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first.
Necklace of Fireball (R)
rare
Gobug: Icewind Dale, Rime of the Frostmaiden
Trade Log
Show
Notes:
This necklace has 1d6 + 3 (6) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first.
Mantle of Spell resistance (R, A)
rare
Trade Eric Buado/Halogi/Smoke in Stacks
Trade Log
Show
Notes:
Requires Attunement
You have advantage on Saving Throws against Spells while you wear this cloak.
Orb of the stein rune (R,A)
rare
DDAL05-14 Reeducation
DDAL05-14 Reeducation
Show
Notes:
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Splint armor +1 (R)
rare
Trade BladelockJoe/Primus
Trade Log
Show
Notes:
+1 to AC
Wand of Wonder (R,A)
rare
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
Show
Notes:
Rooster (Wand of Wonder)
Wand, rare (requires attunement by a spellcaster)
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
dndbeyond
D100 Effect
01-05 You cast slow.
06-10
You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephantappears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Shield +2 (R)
rare
DDAL09-19 Fang and Claw
DDAL09-19 Fang and Claw
Show
Notes:
Shield +2
Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Rod of Tentacles (harmonius (R-A)
rare
FR-DC-RPD-02 The Great Fane of Lolth
FR-DC-RPD-02 The Great Fane of Lolth
Show
Notes:
Rod, Rare (Requires Attunement)
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Greataxe +2 (R)
rare
Trade w Frieda/DDHC-TYP Ch.2 The Forge of Fury
Trade Log
Show
Dragon's Gullet/Bag of devouring (VR)
very_rare
CCC-SEA-01-03 Stargazing the Albatross
CCC-SEA-01-03 Stargazing the Albatross
Show
Notes:
Wondrous item, Very Rare
This Bag of Devouring is linked to the stomach of an ancient white dragon. Cold air flows from this bag when it is open. A harmless 5 ft radius wave of frigid sea water splashes out of the bag whenever a creature is pulled in. Turning the bag inside out closes the orifice.
The dragon attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter
placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into Avernus, the first layer of the Nine Hells. The DM determines the time.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Manual of Bodily Health (con) (VR)
very_rare
Trade/CoS ch4
Trade Log
Show
Notes:
Player Name: Nadie Esteban
Character Name: Adelaide Ratchet
Source: CoS Ch. 4 - Ravenloft
Sapphire Buckler (VR,A)
very_rare
DDAL-DRW-19 Fall the Cold Night
DDAL-DRW-19 Fall the Cold Night
Show
Notes:
Sapphire Buckler
Armor (Shield), Very Rare (Requires Attunement)
This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir.
This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Chest of Preserving | common | DC-PoA-CONMAR-16 Iceberg Dead Ahead | DC-PoA-CONMAR-16 Iceberg Dead Ahead | Show | ||
|
Notes:
Chest of Preserving This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest strangely smells of cabbages. |
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| Moontouched greatsword | common | Blue Alley | Trade Log | Show | ||
|
Notes:
Weapon (greatsword), Common In Darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Moon-Touched Sword |
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| Cloak of many fashions (C) | common | CCC-SEA-01-03 Stargazing the Albatross | CCC-SEA-01-03 Stargazing the Albatross | Show | ||
|
Notes:
Wondrous item, Common By default this Cloak of Many Fashions bears the words, “Dr. Jubal’s Carnival! Coming Soon to …” While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. |
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| Winged Boots (U,A) | uncommon | Service Award | Trade Log | Show | ||
|
Notes:
Requires Attunement While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots(see the Dungeon Master’s Guide). |
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| Goggles of Night (U) | uncommon | Deives M DCI 9319670174, Character: Maximillién Mordiérre, DDHC-TYP White Plume Mountain | Trade Log | Show | ||
|
Notes:
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. Trade from Max/aultsider |
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| Bracers of Defence +2 (att) | rare | DDHC-TYP Tales from the Yawning Portal - Dead in Thay | Trade Log | Show | ||
|
Notes:
Kasper Knutzen #8318763608 Traded in CCC-GARY-07 The Mirror Cities of Gulthias |
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| Tyr's Justice (Gs +2, Init +2)(R) | rare | CCC-GHC-08 Death In The Ruins | 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. 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 peacein 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." |
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| Ioun stone of protection (R, A) | rare | Trade (snooze) | Trade Log | Show | ||
|
Notes:
Ioun stone of protection (R, A) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. |
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| Necklace of Fireball (R) | rare | Pax Bona: Rime of the Frostmaiden Chapter 7 Doom of Ythryn | Trade Log | Show | ||
|
Notes:
This necklace has 1d6 + 3 (6) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first. |
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| Necklace of Fireball (R) | rare | Gobug: Icewind Dale, Rime of the Frostmaiden | Trade Log | Show | ||
|
Notes:
This necklace has 1d6 + 3 (6) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first. |
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| Mantle of Spell resistance (R, A) | rare | Trade Eric Buado/Halogi/Smoke in Stacks | Trade Log | Show | ||
|
Notes:
Requires Attunement |
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| Orb of the stein rune (R,A) | rare | DDAL05-14 Reeducation | DDAL05-14 Reeducation | Show | ||
|
Notes:
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can’t be petrified. Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
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| Splint armor +1 (R) | rare | Trade BladelockJoe/Primus | Trade Log | Show | ||
|
Notes:
+1 to AC |
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| Wand of Wonder (R,A) | rare | DDAL00-03 Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
|
Notes:
Rooster (Wand of Wonder) Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. dndbeyond D100 Effect |
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| Shield +2 (R) | rare | DDAL09-19 Fang and Claw | DDAL09-19 Fang and Claw | Show | ||
|
Notes:
Shield +2 |
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| Rod of Tentacles (harmonius (R-A) | rare | FR-DC-RPD-02 The Great Fane of Lolth | FR-DC-RPD-02 The Great Fane of Lolth | Show | ||
|
Notes:
Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. |
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| Greataxe +2 (R) | rare | Trade w Frieda/DDHC-TYP Ch.2 The Forge of Fury | Trade Log | Show | ||
| Dragon's Gullet/Bag of devouring (VR) | very_rare | CCC-SEA-01-03 Stargazing the Albatross | CCC-SEA-01-03 Stargazing the Albatross | Show | ||
|
Notes:
Wondrous item, Very Rare This Bag of Devouring is linked to the stomach of an ancient white dragon. Cold air flows from this bag when it is open. A harmless 5 ft radius wave of frigid sea water splashes out of the bag whenever a creature is pulled in. Turning the bag inside out closes the orifice. The dragon attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. |
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| Manual of Bodily Health (con) (VR) | very_rare | Trade/CoS ch4 | Trade Log | Show | ||
|
Notes:
Player Name: Nadie Esteban |
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| Sapphire Buckler (VR,A) | very_rare | DDAL-DRW-19 Fall the Cold Night | DDAL-DRW-19 Fall the Cold Night | Show | ||
|
Notes:
Sapphire Buckler This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn. |
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