Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Ring of protection rare DAL00-11e A Fire Grows in Cania Show
Notes:

Récupération d'objet magique à la précédente Tier

Skeggox +3 Battleaxe very_rare Trade Log Show
Belt of Stone Giant Strenght very_rare Trade Log Show
Animated Shield very_rare Reward DDEP05-02 The Ark of the Mountains Show
Notes:

Armure (bouclier), très rare (harmonisation requise)

En maniant ce bouclier, vous pouvez prononcer son mot de commande par une action bonus pour l’animer. Le bouclier bondit dans les airs et lévite dans l’emplacement que vous occupez pour vous protéger à votre place (mais comme si c’était vous qui le teniez), vous laissant ainsi les mains libres. Le bouclier reste animé pendant 1 minute, jusqu’à ce que vous utilisiez une action bonus pour mettre fin à cet effet ou jusqu’à ce que vous soyez neutralisé ou mort, auquel cas le bouclier tombe par terre ou dans votre main, si vous avez au moins une main libre.

Cet énorme bouclier est gravé d’images d’Annam the All-Father tenant une audience sur les dieux des “races inférieures”. Tant que vous êtes en harmonie avec ce bouclier, vous ne pouvez pas dire de mensonge.

Midnight Phaeton's Horn very_rare Reward CCC-ODFC-0203 Night’s Bright Dawning Show
Notes:

You gain a +3 bonus to attack and damage rolls with this weapon, which takes the form of any melee piercing weapon of your choice (choice made when item is received and is permanent from then on). The weapon retains the glittering, pearlescent sheen and spiraling pattern of the unicorn’s horn. Additionally, anyone holding the weapon can say Phaeton to cause the weapon to glow with bright light for a radius of 20 feet and dim light for a further 20 feet. The light lasts for 1 hour or until someone holding the weapon says Midnight. Any good aligned creatures in the bright light feel slightly more at ease (no mechanical effect), as if caressed by the first rays of moonlight on a dark night.

Manual of Quickness of Action very_rare Trade Log Show
Notes:

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Tome of Clear Thought very_rare Reward DDEP07-02 Drums of the Dead Show
Notes:

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of six days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2 as does your maximum for that score. The manual then loses its magic. This item is found in the Dungeon Master’s Guide

Belt of Fire Giant Strenght very_rare Trade Log Show
Blackrazor legendary Trade Trade Log Show
Notes:

Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points.
If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Vorpal Scimitar legendary DDAL07-16 Pools of Cerulean Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it’s immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
This blade now hums and vibrates with great energy, and slices through obstacles with the greatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles. This item can be found in the Dungeon Master’s Guide.

Defender of Sondra Kith (Frostbrand Greatsword) very_rare Trade Trade Log Show
Belt of Storm Giant strengt legendary Trade Trade Log Show
Notes:

DDAL06-03 Crypt of the Death Giants

Ascendant Gem Dragon-Touched Focus legendary Reward DDAL-DRW19 Fall The Night Show
Notes:

Wondrous Item, Legendary (Requires Attunement by a Spellcaster).

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance.* Once the item is used to cast a spell, it can’t be used to cast that spell again until the next dawn. When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn. * This spell originally appeared in Fizban’s Treasury of Dragons and is included below for convenience.

Unlocked Magic Items

Name Rarity Tier Location Table ▲ Result Source
Cloak of Elvenkind uncommon DDEX1-8 Tales Trees Tell Show
Notes:

This supple light green cloak embroidered with a
delicate leaf pattern makes the wearer feel comfortable
whenever worn, suffering no harm from temperatures as
cold as 0 ̊
F or as warm as 120 ̊

Ring of protection rare 2 DDAL07-02 Over the Edge Show
Battleaxe +1 uncommon 2 DDAL07-02 Over the Edge Show
Mace of Smiting rare 2 DDAL07-06 Fester and Burn Show
Notes:

The once-fine haft of this club has long-since gone
to soggy rot; even the leather wrapping its pommel
isn’t enough to stop it from soaking through the
wearer’s gloves. The adamantine head of the mace is
carved to resemble the giant rune Rün (ruin). Upon
striking a construct with the mace, it unleashes a shower of gold sparks.

Opal of the Ild Rune rare 2 Reward DDAL05-11 Forgotten Traditions Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire’s Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor— by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

- Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

- Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Rope of Entanglement rare 2 Reward DDAL07-07 Rotting Roots Show
Notes:

This rope is fashioned from a 30-foot length of
wilted, thorny vine. Upon entangling a creature that
isn’t undead or a construct, the thorns dig into its
target’s flesh and appear to feed—the vine grows
green, its leaves become full and vibrant, and
colorful, aromatic flowers blossom along its length.
This item can be found in Player Handout 3.

Staff of Striking very_rare 3 Reward DDAL07-12 In Search of Secrets Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra ld6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

This item can be found in the Dungeon Master’s Guide.
This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao.)

Ring of Shooting Stars very_rare 3 Reward DDEP05-02 The Ark of the Mountains Show
Notes:

Anneau, très rare (harmonisation requise à l’extérieur et de nuit)

Cet anneau semble être fait de lumière pure avec des éclats scintillants dansant à l’intérieur. Lorsqu’elle est utilisée, elle produit des étincelles de couleur arc-en-ciel qui dansent autour de la main du porteur.

Tant que vous portez cet anneau au doigt dans un environnement faiblement éclairé ou plongé dans les ténèbres, vous pouvez lancer à volonté, les sorts lumières dansantes et lumière par son biais. Pour cela, vous devez dépenser une action.

L’anneau contient 6 charges consacrées à l’utilisation des autres propriétés suivantes. Il récupère 1d6 charges dépensées chaque jour à l’aube.

Lueurs féeriques. Vous pouvez dépenser 1 charge pour 1 action pour lancer le sort lueurs féériques par le biais de l’anneau.

Boule de foudre. Vous pouvez dépenser 2 charges par action pour créer une à quatre sphères de foudre de 1 mètre de diamètre. Plus vous créez de sphères et moins la puissance de chacune est importante.

Chaque sphère apparaît dans un emplacement inoccupé situé dans votre champ de vision à 36 mètres ou moins de vous. La sphère existe pour une durée maximale d’une minute tant que vous vous concentrez (comme si vous vous concentriez sur un sort). Chaque sphère diffuse de la lumière faible sur un rayon de 9 mètres.

Par une action bonus, vous pouvez déplacer chaque sphère sur une distance maximale de 9 mètres sans les éloigner à plus de 36 mètres de vous. Quand une créature, vous excepté, approche à 1,50 mètre ou moins d’une sphère, cette dernière la foudroie puis disparaît. Cette créature doit effectuer un jet de sauvegarde de dextérité DD15. En cas de jet de sauvegarde raté, la créature subit des dégâts de foudre basés sur le nombre de sphères créées.

Feu d’étoiles. Vous pouvez dépenser 1 à 3 charges par 1 action. Pour chaque charge dépensée, vous lancez, grâce à l’anneau, une particule de lumière incandescente vers un endroit situé à 18 mètres ou moins de vous dans votre champ de vision. Chaque créature située dans un cube de 4,50 mètres d’arête ayant pour origine l’endroit désigné est aspergée d’une pluie d’étincelles et doit faire un jet de sauvegarde de Dextérité DD15. Celles qui échouent subissent 5d4 dégâts de feu, les autres la moitié seulement.

Sphères

Dégât de foudre

4

2d4

3

2d6

2

5d4

1

4d12

Cimeterre Gelé very_rare 3 Reward DDEP05-02 The Ark of the Mountains Show
Notes:

Arme (cimeterre), très rare (nécessite une harmonisation)

Quand vous réussissez une attaque avec cette épée magique, la cible subit 1d6 dégâts de froid supplémentaires. De plus, tant que vous tenez cette épée en main, vous bénéficiez d’une résistance contre les dégâts de feu.

Par temps froid (avec des températures proches de 0°C), la lame diffuse une lumière vive sur un rayon de 3 mètres et faible sur 3 mètres de plus.

Quand vous dégainez cette arme, vous pouvez souffler toutes les flammes non-magiques situées à 9 mètres ou moins de vous. Cette propriété n’est utilisable qu’une fois par heure.

Le Baron Rouge de Nelanther a récompensé ses pirates favoris avec ces cimeterres.

Tyr's Justice rare 3 Reward CCC-GHC-08 Death in the Ruins Show
Notes:

You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.

HISTORY

From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr.
To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region.
Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.”

"Glory be to you almighty Lord of Justice.
In you, Lord, I put my trust;
May I never be put to shame.
In your justice, set me free,
Turn your ear to me; make haste to rescue me.
Be my rampart, my fortification; keep me safe.
For you are my strength and my refuge,
I know you will help me.
Into your hands, I commend my spirit:
You have redeemed me, Lord God of Justice."