Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Dodecahedron of Doom (R)
rare
Dungeon of the Mad Mage floor 13, session 37
Dungeon of the Mad Mage floor 13, session 37
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Notes:
Dodecahedron of Doom
Wondrous item, rare
A rare wondrous item, this twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:
d12 Effect
1-2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
3-4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die.
5-6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack.
7-8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9-10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.
11-12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour.
Death's Head (Mace of Disruption) (R,A)
rare
CCC-GHC-BK1-02 The Tithes That Bind/Trade Talina
Trade Log
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Notes:
Weapon (mace), rare (requires attunement)
When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special: This item has the harmonious minor property. Attuning to it takes only 1 minute.
Dagger of Venom (R)
rare
DDAL04-11 The Donjon
DDAL04-11 The Donjon
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Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Dagger of Venom (R)
rare
Dungeon of the Mad Mage T3
Dungeon of the Mad Mage T3
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Notes:
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Brooch of Shielding
uncommon
SJ-DC-SOS-01 Starship Under Siege/Bernie McKean/Priya
Trade Log
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Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Bag of Holding (U)
uncommon
DDHC-KGV-01 The Murkmire Malevolence/Trade w Arjeesh
Trade Log
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Notes:
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Amulet of the Devout +2 (R,A)
rare
Trade Inka
Trade Log
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Name ▼ | Rarity | Location | Table | Result | Source | |
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Dodecahedron of Doom (R) | rare | Dungeon of the Mad Mage floor 13, session 37 | Dungeon of the Mad Mage floor 13, session 37 | Show | ||
Notes:
Dodecahedron of Doom A rare wondrous item, this twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect |
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Death's Head (Mace of Disruption) (R,A) | rare | CCC-GHC-BK1-02 The Tithes That Bind/Trade Talina | Trade Log | Show | ||
Notes:
Weapon (mace), rare (requires attunement) When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special: This item has the harmonious minor property. Attuning to it takes only 1 minute. |
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Dagger of Venom (R) | rare | DDAL04-11 The Donjon | DDAL04-11 The Donjon | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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Dagger of Venom (R) | rare | Dungeon of the Mad Mage T3 | Dungeon of the Mad Mage T3 | Show | ||
Notes:
Dagger of Venom You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
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Brooch of Shielding | uncommon | SJ-DC-SOS-01 Starship Under Siege/Bernie McKean/Priya | Trade Log | Show | ||
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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Bag of Holding (U) | uncommon | DDHC-KGV-01 The Murkmire Malevolence/Trade w Arjeesh | Trade Log | Show | ||
Notes:
Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Amulet of the Devout +2 (R,A) | rare | Trade Inka | Trade Log | Show |