Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Sun Blade
rare
Trade Log
Show
Plate +2
very_rare
Trade Log
Show
Tome of Leadership and Influence
very_rare
CCCROZK01-02 Zhentarim's Lament
Show
Notes:
Wondrous item, very rare - MAGIC TABLE H
The red leather that covers this tome is embossed with a smiling man with a third eye.
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Belt of Storm Giant Strength
legendary
DDAL06-03 Crypt of the Death Giants
Show
Notes:
While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. This item can be found in the Dungeon Masters Guide
Bag of Holding
uncommon
Purchase Log
Show
Notes:
New S11 rules awarded for T2
Miltiades's Shield
very_rare
Trade Log
Show
Notes:
Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Necklace of Prayer Beads
rare
Trade Log
Show
Notes:
20 2 11 14 19 3
Nine Lives Stealer Longsword
very_rare
Dungeon of the Mad Mage : Level 22 Shadowdusk Hold
Show
Notes:
Weapon (longsword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Ioun Stone of Insight
very_rare
Dungeon of the Mad Mage : Level 22 Shadowdusk Hold
Show
Prospector's Chronoglass - Periapt of Proof Against Poison
rare
Trade Log
Show
Notes:
Wondrous item, rare
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 item is found on Magic Item Table G in the Dungeon Master’s Guide.
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.
Rod of Alertness
very_rare
Trade Log
Show
Notes:
Rod, very rare (requires attunement)
This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted.
This rod has a flanged head and the following properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
dndbeyond
Goggles of Night
uncommon
Trade Log
Show
Kyrzin's Ooze
very_rare
DDAL-DRW20 The Death of Szass Tamm
Show
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.
Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding (see the Monster Manual) allied with the Far Realm.
Ring of Invisibility
legendary
Trade Log
Show
Manual of Quickness of Action
very_rare
Trade Log
Show
QUARYL’S CODEX (TOME OF THE STILLED TONGUE)
legendary
DDAL00-02 Lost Tales of Myth Drannor Definition of Heroism
Show
Notes:
Wondrous Item, legendary (requires attunement by a wizard)
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
Nine Lives Stealer Scimitar
very_rare
Trade Log
Show
Notes:
The hilt of this weapon is covered with carved, anceint rellanic runes that seem to comprise nonsensical words or, possible, a list of proper names.
Blackrazor
legendary
Trade Log
Show
Ring of Invisibility
legendary
DDEP08-03 Last Orders at the Yawning
Show
Notes:
Wondrous item, Legendary (requires attunement) - This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearer’s finger. While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying – apart from this ring – is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. To avoid being spotted while invisible, you must cover the ring with a glove.
Instrument of the Bards : Anstruth Harp
very_rare
DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizar'ds Lair
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Sun Blade | rare | Trade Log | Show | |||
Plate +2 | very_rare | Trade Log | Show | |||
Tome of Leadership and Influence | very_rare | CCCROZK01-02 Zhentarim's Lament | Show | |||
Notes:
Wondrous item, very rare - MAGIC TABLE H The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Belt of Storm Giant Strength | legendary | DDAL06-03 Crypt of the Death Giants | Show | |||
Notes:
While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. This item can be found in the Dungeon Masters Guide |
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Bag of Holding | uncommon | Purchase Log | Show | |||
Notes:
New S11 rules awarded for T2 |
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Miltiades's Shield | very_rare | Trade Log | Show | |||
Notes:
Armor (shield), very rare |
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Necklace of Prayer Beads | rare | Trade Log | Show | |||
Notes:
20 2 11 14 19 3 |
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Nine Lives Stealer Longsword | very_rare | Dungeon of the Mad Mage : Level 22 Shadowdusk Hold | Show | |||
Notes:
Weapon (longsword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. |
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Ioun Stone of Insight | very_rare | Dungeon of the Mad Mage : Level 22 Shadowdusk Hold | Show | |||
Prospector's Chronoglass - Periapt of Proof Against Poison | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare 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 item is found on Magic Item Table G in the Dungeon Master’s Guide. 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. |
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Rod of Alertness | very_rare | Trade Log | Show | |||
Notes:
Rod, very rare (requires attunement) This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. dndbeyond |
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Goggles of Night | uncommon | Trade Log | Show | |||
Kyrzin's Ooze | very_rare | DDAL-DRW20 The Death of Szass Tamm | Show | |||
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding (see the Monster Manual) allied with the Far Realm. |
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Ring of Invisibility | legendary | Trade Log | Show | |||
Manual of Quickness of Action | very_rare | Trade Log | Show | |||
QUARYL’S CODEX (TOME OF THE STILLED TONGUE) | legendary | DDAL00-02 Lost Tales of Myth Drannor Definition of Heroism | Show | |||
Notes:
Wondrous Item, legendary (requires attunement by a wizard) |
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Nine Lives Stealer Scimitar | very_rare | Trade Log | Show | |||
Notes:
The hilt of this weapon is covered with carved, anceint rellanic runes that seem to comprise nonsensical words or, possible, a list of proper names. |
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Blackrazor | legendary | Trade Log | Show | |||
Ring of Invisibility | legendary | DDEP08-03 Last Orders at the Yawning | Show | |||
Notes:
Wondrous item, Legendary (requires attunement) - This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearer’s finger. While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying – apart from this ring – is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. To avoid being spotted while invisible, you must cover the ring with a glove. |
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Instrument of the Bards : Anstruth Harp | very_rare | DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizar'ds Lair | Show |