Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Perle de Puissance uncommon DDAL07-05 Whispers in the Dark Show
Notes:

Objet merveilleux, peu commun (nécessite un lien par un lanceur de sorts)
Tant que cette perle est sur vous, vous pouvez utiliser une action pour prononcer son mot de commande et récupérer un emplacement de sort dépensé. Si l'emplacement de sort était de niveau 4 ou supérieur, le nouvel emplacement est de niveau 3. Une fois que vous avez utilisé la perle, elle ne peut plus être utilisée de nouveau jusqu'au prochain lever du soleil.

Shield +1 uncommon Reward CCC-EPI01-02 Hordes of Thar: The Bloody Crescent Show
ring of fire resistance common CCC-EPI01-02 Hordes of Thar: The Bloody Crescent Show
Wand of Lightning Bolts rare DDEP07-02 Drums of the Dead Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This slender glass wand is wrapped in a tight coil of thin copper wire. When used, the wielder’s hair stands up on end.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Lightning Bolt (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.

Ring of Evasion rare DDEP07-02 Drums of the Dead Show
Notes:

Ring, rare (requires attunement) This ring of dark wood drips thick, viscous oil that soaks through even the thickest gloves.

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Mantle of Spell Resistance rare DDEP07-02 Drums of the Dead Show
Notes:

Wondrous item, rare (requires attunement). Small, palm-sized mirrors have been sewn into the outside of this heavy woolen cloak. Occasionally, the mirrors reflect the image of a strange, bedraggled man in a black cloak looking back at those who view it.

You have advantage on saving throws against spells while you wear this cloak.

Warhammer + 2 rare DDHC-TYP Tales from the Yawning Portal Show
Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

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.

Staff of Charming rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Dagger of Venom rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Weapon (dagger), rare
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.

Horn of Valhalla (Brass) rare Reward CCC-GAD02-03 Show
Notes:

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.This item is found in the Dungeon Master’s Guide.

Staff of Thunder and Lightning very_rare Reward DDAL05-8 Durlag’sTower Show
Notes:

Requires Attunement

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.

Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.

Lightning Strike.

You can use an Action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap: You can use an Action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.

Thunder and Lightning: You can use an Action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.

Skeggöx (Battleaxe +3) very_rare Reward DDAL05-9 Durlag’s Tomb Show
Notes:

You have a bonus to attack and damage rolls made
with this magic weapon. The bonus is determined by
the weapon's rarity. This item can be found in the
Dungeon Master’s Guide.
This impressive battleaxe possesses a massive haft
with a huge gear turning gently atop it. Connected to
the gear are a series of gnashing blades that extend
when the weapon is wielded against giants. As a
bonus action, a dwarf or a character that worships a
dwarven deity may brandish this weapon and gain
advantage on one Charisma (Intimidation) check.
Once this property has been used, it can’t be used
again until the following dawn

Spellguard Shield very_rare Trade Trade Log Show

Unlocked Magic Items

Name Rarity Tier Location Table Result Source
lantern of revelation uncommon 1 Reward CCC-NUKE-02-01 One fowl soup Show
Notes:

Tant qu'elle est allumée, cette lanterne à capote brûle un demi-litre d'huile en 6 heures et produit une lumière vive dans un rayon de 9 mètres et une lumière faible dans les 9 mètres suivants. Les créature et objets invisibles deviennent visible tant qu'ils sont dans le halo de la lumière vive. Vous pouvez utiliser une action pour rabattre la capote de la lanterne, réduisant la luminosité à un halo de lumière réduite de 1,50 mètre de rayon.

Perle de Puissance uncommon 1 CCC-THENT-0101 Beneath the Surface Show
Notes:

Objet merveilleux, peu commun (nécessite un lien par un lanceur de sorts)
Tant que cette perle est sur vous, vous pouvez utiliser une action pour prononcer son mot de commande et récupérer un emplacement de sort dépensé. Si l'emplacement de sort était de niveau 4 ou supérieur, le nouvel emplacement est de niveau 3. Une fois que vous avez utilisé la perle, elle ne peut plus être utilisée de nouveau jusqu'au prochain lever du soleil.

The Harbinger uncommon 2 Reward CCC-EPI01-02 Hordes of Thar: The Bloody Crescent Show
Notes:

The Harbinger is a massive scythe was forged from the darkest shadows from the plane of Gehenna, home of the orcish god Shaargas. The material is light, and does not cast its own shadow. However, the item gives its user an uncanny ability for shadows to warn the user of impending danger.

Prospector's Chronoglass (Periat of Proof Against Poison) rare 3 Reward CCC-GAD01-03-Caught in Time Show
Notes:

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage.

This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This item can be found in Appendix 13.

Cette délicate chaîne en argent est ornée d'un pendentif en forme de pierre précieuse noire taillée en brillant. Lorsque vous la portez, les poisons n'ont aucun effet sur vous. Vous êtes immunisé contre l'état Empoisonné et vous êtes immunisé contre les dégâts du poison.

Ce bracelet horloger est constitué d'un prisme hexagonal contenant trois aiguilles miniatures en forme de sablier. Le sablier d'émeraude fonctionne comme un Periapt of Proof against Poison. Le sablier en saphir noir fait office de garde-temps. Le sablier en pierre de lune permet à son porteur, lorsqu'il est sous terre, de sentir sa profondeur sous la surface et la direction de l'escalier le plus proche, rampe, ou tout autre chemin menant vers le haut.

Chronostat of Precision (Clockwork amulet) common 3 Reward CCC-GAD01-03-Caught in Time Show
Notes:

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item can be purchased with 2 Treasure Checkpoints of any tier.

This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.

Cette amulette de cuivre contient de minuscules engrenages qui s'emboîtent et est alimentée par la magie de Mechanus, un plan de la prévisibilité des horloges. Une créature qui porte son oreille à l'amulette peut entendre un léger tic-tac et des bruits de ronflement provenant de l'intérieur. Lorsque vous faites un jet d'attaque alors que vous portez l'amulette, vous pouvez renoncer à lancer le d20 pour obtenir un 10 sur le dé. Une fois utilisée, cette propriété ne peut plus être utilisée avant la prochaine aube.

Cette prouesse d'ingénierie de Mechanus vous aidera à calculer votre objectif avec une précision extrême, afin que vous puissiez éviter le chaos de la vie quotidienne. Il est même livré avec dix-sept combinaisons d'outils multiples pour vos besoins quotidiens.