Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
1 rare item (R)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE).
Boots of Winterlands (U, A)
uncommon
DC-PoA-CONMAR-14 Free Seal-Estate
DC-PoA-CONMAR-14 Free Seal-Estate
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Notes: Resistance: Cold, Buff, Utility, Warding, Footwear
Bracers of Defense (R-A)
rare
FR-DC-BMK-02 Phandelver and the Blood Moon Crypts
FR-DC-BMK-02 Phandelver and the Blood Moon Crypts
Show
Notes:
BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence.
Cli lyre (R,A)
rare
CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink
Trade Log
Show
Notes:
Cli Lyre
Wondrous item, rare (requires Attunement by a bard)
An Instrument of the bards is an exquisite example of its kind, superior to an Ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an Action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC.
You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component.
Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall
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.
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.
Cloak of the Manta Ray (U)
uncommon
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon)
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
This item is found in the Basic Rules.
This cloak is made from a spotted goat skin with the fur still on.
Dread helm (C)
common
DC-PoA-CONMAR-05-Need an exscissorcism?
Show
Notes:
This helm is made from the skull of a white dragon wyrmling.
This fearsome helm makes your eyes glow red while you wear it.
This item is found in Xanathars Guide to
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.
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.
Illuminators Tattoo (C)
common
Frozen North, cave
DDAL10-01 The Frozen North
Show
Notes:
Illuminator’s Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features
beautiful calligraphy, images of writing implements, and
the like.
Tattoo Attunement. To attune to this item, you hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which appears
on the skin.
If your attunement to the tattoo ends, the tattoo vanishes,
and the needle reappears in your space.
Magical Scribing. While this tattoo is on your skin, you
can write with your fingertip as if it were an ink pen that
never runs out of ink.
As an action, you can touch a pierce of writing up to one
page in length and speak a creature’s name. The writing
becomes invisible to everyone other than you and the
named creature for the next 24 hours. Either of you can
dismiss the invisibility by touching the script (no action
required). Once used, this action can’t be used again until
the next dawn.
Instrument of Scribing (C, A)
common
DC-PoA-CONMAR-13 Finding Harthin
DC-PoA-CONMAR-13 Finding Harthin
Show
Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
This instrument is a flute made of whale bone.
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
Jannick’s Moontouched Scimitar (C)
common
FR-DC-CONMAR-XX Tomb of Honors
FR-DC-CONMAR-XX Tomb of Honors
Show
Notes:
Jannick’s Moontouched Scimitar
Weapon (Scimitar), Common
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Jannick's reputation was so formidable in his time that he once caused an attacking Orc horde's retreat, simply by announcing his arrival. By brandishing the sword above your head, you can cause your voice to be heard for hundreds of yards.
War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.
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.
Mirror of the past (R)
rare
DC-POA-CONMAR-18: The Nightshade Sinners
DC-POA-CONMAR-18: The Nightshade Sinners
Show
Notes:
Mirror of the past
Wondrous Item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
This item is found in Tales from the Yawning Portal.
The rim of this circular mirror is engraved with Draconic letters, which spells out the following sentence in Loross: “Look into me, and I will show you what has been.”
Mithral Armor (U)
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Pack of Smoke powder (U)
uncommon
SJ-DC-END-01-03 Caught in the Crossfire
SJ-DC-END-01-03 Caught in the Crossfire
Show
Notes:
Wondrous Item, Uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots.
If smokepowder is set on fire, dropped, or otherwise handled roughtly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert. This item is found in Waterdeep: Dragon Heist.
Psi Crystal (U, A)
uncommon
DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines
DC-PoA-CONMAR-01 Something Sinister
Show
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score
Range of Telepathy Light intensity
3-7 15 Feet Dim light out to a range of 5 feet
8-11 30 feet
Bright light in a 5-foot radius and
dim light for an additional 5 feet
12-15 60 feet
Bright light in a 10-foot radius and
dim light for an additional 10 feet
16 or higher 120 feet
Bright light in a 15-foot radius and
dim light for an additional 15 feet
Rapier +1 (U)
uncommon
Lvl 5 item/trade Rasmus Sumsman, Pelt
Trade Log
Show
Notes:
+1 to attack and damage
Name ▲ | Rarity | Location | Table | Result | Source | |
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1 rare item (R) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE). |
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Boots of Winterlands (U, A) | uncommon | DC-PoA-CONMAR-14 Free Seal-Estate | DC-PoA-CONMAR-14 Free Seal-Estate | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) You have resistance to cold damage. Notes: Resistance: Cold, Buff, Utility, Warding, Footwear |
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Bracers of Defense (R-A) | rare | FR-DC-BMK-02 Phandelver and the Blood Moon Crypts | FR-DC-BMK-02 Phandelver and the Blood Moon Crypts | Show | ||
Notes:
BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence. |
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Cli lyre (R,A) | rare | CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink | Trade Log | Show | ||
Notes:
Cli Lyre An Instrument of the bards is an exquisite example of its kind, superior to an Ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an Action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall |
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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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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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Cloak of the Manta Ray (U) | uncommon | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon) While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. This item is found in the Basic Rules. This cloak is made from a spotted goat skin with the fur still on. |
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Dread helm (C) | common | DC-PoA-CONMAR-05-Need an exscissorcism? | Show | |||
Notes:
This helm is made from the skull of a white dragon wyrmling. |
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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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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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Illuminators Tattoo (C) | common | Frozen North, cave | DDAL10-01 The Frozen North | Show | ||
Notes:
Illuminator’s Tattoo Tattoo Attunement. To attune to this item, you hold the If your attunement to the tattoo ends, the tattoo vanishes, Magical Scribing. While this tattoo is on your skin, you As an action, you can touch a pierce of writing up to one |
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Instrument of Scribing (C, A) | common | DC-PoA-CONMAR-13 Finding Harthin | DC-PoA-CONMAR-13 Finding Harthin | Show | ||
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. This instrument is a flute made of whale bone. |
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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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Jannick’s Moontouched Scimitar (C) | common | FR-DC-CONMAR-XX Tomb of Honors | FR-DC-CONMAR-XX Tomb of Honors | Show | ||
Notes:
Jannick’s Moontouched Scimitar |
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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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Mirror of the past (R) | rare | DC-POA-CONMAR-18: The Nightshade Sinners | DC-POA-CONMAR-18: The Nightshade Sinners | Show | ||
Notes:
Mirror of the past |
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Mithral Armor (U) | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Mithral Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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Pack of Smoke powder (U) | uncommon | SJ-DC-END-01-03 Caught in the Crossfire | SJ-DC-END-01-03 Caught in the Crossfire | Show | ||
Notes:
Wondrous Item, Uncommon |
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Psi Crystal (U, A) | uncommon | DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines | DC-PoA-CONMAR-01 Something Sinister | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Range of Telepathy Light intensity 8-11 30 feet dim light for an additional 5 feet 12-15 60 feet dim light for an additional 10 feet 16 or higher 120 feet dim light for an additional 15 feet |
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Rapier +1 (U) | uncommon | Lvl 5 item/trade Rasmus Sumsman, Pelt | Trade Log | Show | ||
Notes:
+1 to attack and damage |