Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Rod of Rulership (R,A)
rare
CCC-TRI-03 ROC1-1 Fences and Swords
CCC-TRI-03 ROC1-1 Fences and Swords
Show
Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel.
Cloak of the bat (R,A)
rare
DDEP09-03 Liar’s Night (Tier 2)
DDEP09-03 Liar’s Night (Tier 2)
Show
Notes:
Requires Attunement
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 bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Rapier of the Dark Huntsman (Rapier of Life Stealing) (R-A)
rare
CCC-PDXAGE-02-01 The Dark Hunt
CCC-PDXAGE-02-01 The Dark Hunt
Show
Notes:
Weapon (Rapier), rare (requires attunement)
This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed.
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.
Vicious Rapier (R)
rare
DDHC-KGV-11 Affair on the Concordant Express choice
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Weapon (Rapier), Rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Hellrider's Badge - Klysandral's Champion (R-A)
rare
DDEP09-02 Hellfire Requiem (Tier 2)
DDEP09-02 Hellfire Requiem (Tier 2)
Show
Notes:
Hellrider's Badge - Klysandral's Champion
Wondrous Item, rare (requires attunement by someone designated by Duke Ulder Ravengard)
A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.
Special
If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.
Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.
Ivory Goats (R)
rare
WBW-DC-DGE-01 An Underdodge Story
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
FIGURINE OF WONDEROUS POWER: IVORY GOATS
Wondrous item, (rarity varies by figurine)
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This item is found in the Dungeon Master’s Guide.
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.
Your team's display of skills has earned you the favour of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated
Gem of Seeing (R-A)
rare
DDAL09-05 Faces of Fortune
DDAL09-05 Faces of Fortune
Show
Notes:
Gem of Seeing
Wondrous Item, rare (requires attunement)
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Cloak of Displacement (R,A)
rare
SKT/trade Zarana
Trade Log
Show
Notes:
Cloak of Displacement
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Jannick’s sword belt (Belt of Hill Giant Str) (R-A)
rare
FR-DC-CONMAR-XX Tomb of Honors
FR-DC-CONMAR-XX Tomb of Honors
Show
Notes:
Jannick’s sword belt
Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Legend has it that no enemy was ever able to get the jump on Jannick, he moved so swiftly that he always landed the first strike. Wearing this belt imbues you with a modicum of Jannick's swiftness.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Necklace of Prayer Beads (R-A)
rare
FR-DC-DOBU-02-01 Hoard of the Death Dragon
FR-DC-DOBU-02-01 Hoard of the Death Dragon
Show
Notes:
Necklace of Prayer Beads
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
This necklace contains six Shining Smiting beads and has the muttering quirk.
Muttering. The item grumbles and mutters constant words of encouragement to smite evildoers. Examples of such utterances might include. "Yes. They are evil. Please smite them. Smite them now."
Wand of Fireballs (R,A)
rare
SJ-DC-END-01-03 Caught in the Crossfire
SJ-DC-END-01-03 Caught in the Crossfire
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. This item is found in the Dungeon Master’s Guide.
Attuning to the wand only takes 1 minute. It is made of opalescent crystal that is faintly warm to the touch. The wand turns blood red whenever its wielder gets angry.
Silvered Greatsword +3 (VR)
very_rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Studded Leather armor +2 (VR)
very_rare
Service Reward/TRI/Hulburg
Service Reward
Show
Notes:
You have a +2 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Bonus: Armor Class, Combat, Warding
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Rod of Rulership (R,A) | rare | CCC-TRI-03 ROC1-1 Fences and Swords | CCC-TRI-03 ROC1-1 Fences and Swords | Show | ||
|
Notes:
Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. |
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| Cloak of the bat (R,A) | rare | DDEP09-03 Liar’s Night (Tier 2) | DDEP09-03 Liar’s Night (Tier 2) | Show | ||
|
Notes:
Requires Attunement 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 bat. While you are in the form of the bat, 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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| Rapier of the Dark Huntsman (Rapier of Life Stealing) (R-A) | rare | CCC-PDXAGE-02-01 The Dark Hunt | CCC-PDXAGE-02-01 The Dark Hunt | Show | ||
|
Notes:
Weapon (Rapier), rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. |
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| Vicious Rapier (R) | rare | DDHC-KGV-11 Affair on the Concordant Express choice | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Weapon (Rapier), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. |
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| Hellrider's Badge - Klysandral's Champion (R-A) | rare | DDEP09-02 Hellfire Requiem (Tier 2) | DDEP09-02 Hellfire Requiem (Tier 2) | Show | ||
|
Notes:
Hellrider's Badge - Klysandral's Champion While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself. Special Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem. |
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| Ivory Goats (R) | rare | WBW-DC-DGE-01 An Underdodge Story | WBW-DC-DGE-01 An Underdodge Story | Show | ||
|
Notes:
FIGURINE OF WONDEROUS POWER: IVORY GOATS A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This item is found in the Dungeon Master’s Guide. 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. Your team's display of skills has earned you the favour of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated |
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| Gem of Seeing (R-A) | rare | DDAL09-05 Faces of Fortune | DDAL09-05 Faces of Fortune | Show | ||
|
Notes:
Gem of Seeing This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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| Cloak of Displacement (R,A) | rare | SKT/trade Zarana | Trade Log | Show | ||
|
Notes:
Cloak of Displacement While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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| Jannick’s sword belt (Belt of Hill Giant Str) (R-A) | rare | FR-DC-CONMAR-XX Tomb of Honors | FR-DC-CONMAR-XX Tomb of Honors | Show | ||
|
Notes:
Jannick’s sword belt |
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| Necklace of Prayer Beads (R-A) | rare | FR-DC-DOBU-02-01 Hoard of the Death Dragon | FR-DC-DOBU-02-01 Hoard of the Death Dragon | Show | ||
|
Notes:
Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. This necklace contains six Shining Smiting beads and has the muttering quirk. Muttering. The item grumbles and mutters constant words of encouragement to smite evildoers. Examples of such utterances might include. "Yes. They are evil. Please smite them. Smite them now." |
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| Wand of Fireballs (R,A) | rare | SJ-DC-END-01-03 Caught in the Crossfire | SJ-DC-END-01-03 Caught in the Crossfire | Show | ||
|
Notes:
Wand, rare (requires attunement by a spellcaster) Attuning to the wand only takes 1 minute. It is made of opalescent crystal that is faintly warm to the touch. The wand turns blood red whenever its wielder gets angry. |
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| Silvered Greatsword +3 (VR) | very_rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Silvered Greatsword +3 You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. |
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| Studded Leather armor +2 (VR) | very_rare | Service Reward/TRI/Hulburg | Service Reward | Show | ||
|
Notes:
You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Notes: Bonus: Armor Class, Combat, Warding |
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