Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Hag's Clawblade vicious rapier (R) rare Service award Service award Show
Notes:

Hag’s Clawblade
This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier) (see the Dungeon Master’s Guide).

When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 piercing damage.

The Night Queen’s Eyes (U) uncommon Service Award Service award Show
Notes:

Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night(see the Dungeon Master’s Guide).

Naerth’s planar compass (VR) very_rare Service awards S11q1 Service award Naerth’s planar compass + 10,000 gp Show
Notes:

A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane. This item functions as an amulet of the planes(see the Dungeon Master’s Guide).

Wondrous item, very rare (requires attunement)

While wearing this Amulet, you can use an action to name a Location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you Travel to a random destination. Roll a d100. On a 1–60, you Travel to a random Location on the plane you named. On a 61–100, you Travel to a randomly determined plane of existence.

Manual of Quickness of action (VR) very_rare Service Rewards Service rewards Show
Notes:

+2 dex

Figurine of Wondrous power, Ivory goat rare Tomb of Horrors Trade Log Show
Notes:

Ivory Goats. (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their Properties are as follows:

The goat of traveling can become a Large goat with the same Statistics as a Riding Horse. It has 24 Charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has Charges, you can use it as often as you wish. When it runs out of Charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its Charges.

The goat of travail becomes a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.

The goat of terror becomes a Giant Goat for up to 3 hours. The goat can’t Attack, but you can remove its horns and use them as Weapons. One horn becomes a +1 lance, and the other becomes a +2 Longsword. Removing a horn requires an action, and the Weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature Hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be Frightened of the goat for 1 minute, or until the goat reverts to figurine form. The Frightened creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. Once it successfully saves against the Effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.

Vault of the Eefreti (Portable hole) (R) rare Trade/Inka Trade Log Show
Notes:

This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

Wondrous item, rare
This fine orange cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Harengon's Freedom (VR) very_rare Trade Rees/ Gwynevyre, DM reward Trade Log Show
Notes:

The hilt of this shortsword is decorated with images of frolicking harengon and the blade is constructed of a
shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated.
This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide).

Rythm-makers Drum +3 (VR-A) very_rare Trade Terra/DDHC-KGV-13 Fire and Darkness Trade Log Show
Notes:

Rhythm-Maker's Drum +3
Wondrous item, very rare (requires attunement by a bard)

While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.