Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Glamoured Studded Leather Armor
uncommon
DDAL09-06 Infernal Insurgency
Show
Brazier of commanding Fire Elementals
rare
Trade Log
Show
Robe of Eyes
rare
Trade Log
Show
Robe of Summer
rare
DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign
Show
Notes:
Wondrous item, rare (requires attunement)
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather’s temperature extremes.
Dagger of Venom
rare
DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign
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.
Wand of Binding
rare
DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Whip of Warning
uncommon
Trade Log
Show
Notes:
Weapon (whip), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. _____ This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide.
Bag of Holding
uncommon
Trade Log
Show
Crystal Ball of True Seeing
legendary
Trade Log
Show
Notes:
The typical crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Boots of Speed
common
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement) - Magic Table G While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item can be found in the Dungeon Master's Guide. These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish.
Horn of the Endless Maze
rare
DDHC-DMM Dungeon of the Mad Mage Level 12 The Maze Level
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, 3d4+4 warrior spirits come from the Abyss and appear within 60 feet of you. They use the statistics of a berserker and look like minotaurs. Once you use the horn, it can't be used again until 7 days have passed.
Cloak of Displacement
rare
Trade Log
Show
Ring of Free Action
rare
Trade Log
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
This bronze ring's gem glows faintly when rust monsters are within 120 feet of it.
Arrow-Catching Shield
rare
DDAL-DRWEP03 When the Lights Went Out in Candlekeep
Show
Notes:
Armor (Shield), Rare (Requires Attunement)
This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms.
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Bracers of Archery
uncommon
DDAL-DRWEP03 When the Lights Went Out in Candlekeep
Show
Notes:
Wonderous Item, Uncommon (Requires Attunement)
These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Gloves of Thievery
uncommon
Trade Log
Show
Warhammer +1
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants - Steading of the Hill Giant Chief
Show
Javelin of Lightning
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief
Show
Notes:
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.
Shield +1
common
DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief
Show
Headband of Intellect
uncommon
Trade Log
Show
Notes:
Item Flavor: This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
Glamoured Studded Leather Armor | uncommon | DDAL09-06 Infernal Insurgency | Show | |||
Brazier of commanding Fire Elementals | rare | Trade Log | Show | |||
Robe of Eyes | rare | Trade Log | Show | |||
Robe of Summer | rare | DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
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Dagger of Venom | rare | DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign | Show | |||
Notes:
Weapon (dagger), rare 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. |
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Wand of Binding | rare | DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
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Whip of Warning | uncommon | Trade Log | Show | |||
Notes:
Weapon (whip), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. _____ This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide. |
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Bag of Holding | uncommon | Trade Log | Show | |||
Crystal Ball of True Seeing | legendary | Trade Log | Show | |||
Notes:
The typical crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. |
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Boots of Speed | common | Trade Log | Show | |||
Notes:
Wondrous Item, rare (requires attunement) - Magic Table G While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item can be found in the Dungeon Master's Guide. These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish. |
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Horn of the Endless Maze | rare | DDHC-DMM Dungeon of the Mad Mage Level 12 The Maze Level | Show | |||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, 3d4+4 warrior spirits come from the Abyss and appear within 60 feet of you. They use the statistics of a berserker and look like minotaurs. Once you use the horn, it can't be used again until 7 days have passed. |
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Cloak of Displacement | rare | Trade Log | Show | |||
Ring of Free Action | rare | Trade Log | Show | |||
Notes:
Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. This bronze ring's gem glows faintly when rust monsters are within 120 feet of it. |
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Arrow-Catching Shield | rare | DDAL-DRWEP03 When the Lights Went Out in Candlekeep | Show | |||
Notes:
Armor (Shield), Rare (Requires Attunement) |
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Bracers of Archery | uncommon | DDAL-DRWEP03 When the Lights Went Out in Candlekeep | Show | |||
Notes:
Wonderous Item, Uncommon (Requires Attunement) |
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Gloves of Thievery | uncommon | Trade Log | Show | |||
Warhammer +1 | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants - Steading of the Hill Giant Chief | Show | |||
Javelin of Lightning | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief | Show | |||
Notes:
Weapon (javelin), uncommon 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. |
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Shield +1 | common | DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief | Show | |||
Headband of Intellect | uncommon | Trade Log | Show | |||
Notes:
Item Flavor: This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. |