Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Immovable Rod uncommon DDHC-TYP Tales from the Yawning Portal Show
Infernal War Machine-Demon Grinder common DDAL09-01 Escape from Elturel Show
Iron Bands of Billaro rare DDHC-TYP Tales from the Yawning Portal Show
Javelin of Lightning uncommon DDHC-TYP Tales from the Yawning Portal Show
Notes:

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Javelin of Lightning uncommon DDHC-TYP Tales from the Yawning Portal Show
Notes:

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Longbow +1 common DDHC-TYP Tales from the Yawning Portal Show
Longbow of the Healing Hearth legendary DDHC-OotA Out of the Abyss Show
Notes:

Source: Bigby Presents - Glory of the Giants

Weapon (Longbow), Legendary (Requires Attunement)

This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.

You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.

The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.

Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.

Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): Create Food and Water (1 charge), Warding Bond (2 charges), Guardian of Faith (3 charges).

Longsword +2 rare DDHC-TYP Tales from the Yawning Portal Show
Longsword +2 rare DDHC-TYP Tales from the Yawning Portal Show
Mace +2 rare DDHC-TYP Tales from the Yawning Portal Show
Manke´s Die (Charlatan´s Die) common Trade Log Show
Notes:

Wondrous Item, common (requires attunement) Whenever you roll this six-sided die, you can control which number it rolls. This item can be found in Xanathar’s Guide to Everything.

Manuel of Bodily Health very_rare CCC-QCC2017 Delusions of Grandeur Show
Notes:

Manual of Bodily Health
Wondrous Item, very rare

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

Matalotok legendary DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Notes:

Source: Baldur's Gate - Descent into Avernus

Weapon (warhammer), legendary (requites attunement)

Matalotok, the Frost Father, is an ancient hammer fashioned by Thyrm, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.

You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.

Mitral Half-Plate uncommon DDHC-TYP Tales from the Yawning Portal Show
Morningstar +2 rare DDHC-TYP Tales from the Yawning Portal Show
Morningstar +2 rare DDHC-TYP Tales from the Yawning Portal Show
Naerth’s Planar Compass very_rare Season of the Fey: service Rewards 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).

Never-Spill Mug (Trinket) common DDEP-08-03 Last Orders at the Yawning Portal Show
Notes:

This mug — or glass — can never be tipped over and spilled, no matter how raucous you or your fellow patrons get.

Nolzur’s Marvelous Pigments very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Nolzur’s Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Owlbear with plate armor (trinket) common CCC-QCC2018-01 Of Gods and Monsters Show