Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Arcane Grimoire +3 very_rare Trade Log Show
Notes:

WBW-DC-AA-ASHALON-02 Under the Cover of Stars

Bag of Holding uncommon Trade Log Show
Belt of Storm Giant Strength legendary Trade Log 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.

Bracers of Archery uncommon DDEX3-14 Death on the Wall Show
Notes:

Wondrous item, uncommon (requires attunement)

Etched around these bracers are words in Elvish that read "Strike True."

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.

Cape of the Mountebank rare DDAL-DRW-05 Uncertain Scrutiny Show
Notes:

Wondrous item, rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Flames lick all around the edges of his cloak. Both the back and front are emblazoned with the crest of Tiamat.

Demon Armor very_rare DDEX3-16 Assault on Maerimydra Show
Notes:

Demon Armor
Armor (plate), very rare (requires attunement)

The black metal from which this finely-crafted armor is forged of lends a frightful appearance that is form-fitting and elegant in design. The visor comprises the entire front of the helm and resembles the face of an emotionless drow--complete with long, pointed ears. It is festooned with a long, hooded cloak of smooth, white silk that never seems to get dirty.

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

DDEX3-16 Assault on Maerimydra

Dwarven Plate very_rare Trade Log Show
Eversmoking Bottle uncommon Trade Log Show
Notes:

Wondrous item, uncommon

This bottle of spun glass is decorated with images of battling dragons and giants trampling the homes and lives of small folk underfoot. When the stopper is removed, the smoke smells of burning wood and flesh and is accompanied by the sound of weeping. This item can be found in the Dungeon Master’s Guide.

Eyes of Minute Seeing uncommon DDHC-OotA Out of the Abyss Chapter 16 The Fetid Wedding Show
Notes:

Eyes of Minute Seeing
Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

OOTA The Fetid Wedding

Figurine of Wondrous Power - Ivory Goats rare Trade Log Show
Notes:

Figurines of Wondrous Power – Ivory Goats These old figurines are three brown and white goats with long floppy ears. When in goat form, the goats loudly bleat and give disadvantage to stealth checks for their owner. Wondrous Item, varies A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

Gloves of Thievery uncommon Trade Log Show
Horn of Silent Alarm common DDAL-DRW-05 Uncertain Scrutiny Show
Notes:

Wondrous item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Ioun Stone of Greater Absorption legendary DDAL00-10 Trust and Understanding Show
Notes:

Wondrous item, legendary (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distant combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Greater Absorption (Legendary). This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like. While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

DDAL00-10 Trust and Understanding

Llyneth's Cloak of Mists (Cloak of Elvenkind) uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
This cloak is made of fine gray wool and edged with embroidered silver knotwork. The wool blends into the
mists common in the Moonshaes. The inside is lined with small pockets perfect for holding herb samples
or spell components. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Mechanically, this item is a cloak of elvenkind which can be found in the Dungeon Master’s Guide

Longbow +1 uncommon Trade Log Show
Luck Blade Rapier legendary Trade Log Show
Periapt of Proof Against Poison rare Purchase Log Show
Quaryl's Codex Tome of the Stilled Tongue legendary DDAL00-02{a-f} Lost Tales of Myth Drannor The 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. This item can be found in the Dungeon Master’s Guide

Ring of Protection rare DDEX3-15 Szith Morcane Unbound Show
Notes:

Ring, rare (requires attunement)

This ancient drow ring is made of cool black spider silk, when worn it causes the user to feel self-assured and over confident.

You gain a +1 bonus to AC and saving throws while wearing this ring.

DDEX3-15 Szith Morcane Unbound

Robe of Scintillating Colors very_rare CCC-TRI-01 Into the Darkness Show
Notes:

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

While attuned to this item, the character’s eyes turn a milky white opaqueness, and black ichor collects in the corners of their eyes that can not be wiped away. The wearer has a strong aversion to mirrors and other reflective surfaces, and reacts unfavorably to any criticism due to the unhealthy level of vanity that the robe imparts.

CCC-TRI-01 Into the Darkness

Unlocked Magic Items