Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Aegis of the Ravenqueen (Shild +3) - VR
very_rare
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes
out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the
natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in
addition to the shield’s normal bonus to AC.
Dwarven Plate - VR
very_rare
Trade Log
Show
Notes:
Very Rare
Very Rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an Effect moves you against your will along the ground, you can use your Reaction to reduce the distance you are moved by up to 10 feet.
Defender (L,attunement)
legendary
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
Defender
Requires Attunement
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon.
The first time you Attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your Attack and Damage Rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in Effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Skyfist (Dwarven Thrower) - VR
very_rare
Trade Log
Show
Notes:
Skyfist (Dwarven Thrower) - VR
Very Rare
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon
Ioun Stone of Regeneration - L/AT
legendary
DDEX3-4 It’s All in the Blood
Show
Notes:
Ioun Stone Regeneration (Legendary).
You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.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 distinct 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.
C - Horn of Silent Alarm
common
DDAL-DRW05 Uncertain Scrutany - A Thayan Teleportation
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns 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.
L/AT - Scarab of Protection
legendary
DDAL07-18 Turn Back the Endless Night
Show
Notes:
Scarab of Protection
Wondrous Item, Major, Legendary (Requires Attunement)
Table I, Tier 3-4, 24 TCP
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned.
VR/AT - Candle of Invocation
very_rare
DDEP06-03 Hecatomb
Show
Notes:
Wondrous item, very rare (requires attunement)
This slender taper is dedicated to a deity and shares that deity’s Alignment. The candle’s Alignment can be detected with the Detect Evil and Good spell. The DM chooses the god and associated Alignment or determines the Alignment randomly.
The candle’s magic is activated when the Candle is lit, which requires an action. After burning for 4 hours, the Candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.
While lit, the Candle sheds dim light in a 30-foot radius. Any creature within that light whose Alignment matches that of the Candle makes Attack rolls, Saving Throws, and Ability Checks with advantage. In addition, a Cleric or druid in the light whose Alignment matches the candle’s can cast 1st-level Spells he or she has prepared without expending Spell Slots, though the spell’s Effect is as if cast with a 1st-level slot.
Alternatively, when you light the Candle for the first time, you can cast the gate spell with it. Doing so destroys the Candle.
VR - Wildmane´s shoes ( Horseshoes of Zephyr) + 30 DT
very_rare
DDAL 10-03 Divining Evil
Show
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root.
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march.
VR - Skeggöx (Battleaxe +3)
very_rare
Trade Log
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.
VR - Manual of Bodily Health
very_rare
Trade Log
Show
Notes:
This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
VR - Carpet of Flying (5ft. x 7ft.)
very_rare
Trade Log
Show
Notes:
You can speak the carpet's Command Word as an action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.
Rolled a 12 on the table
5 ft. x 7 ft. 600 lb. 40 feet
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.
VR - 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.
UC - Figurine of Wonderous Power (Serpentine Owl)
common
CCC-SVH-01-01 Dawn of the Raven Lord
Show
Notes:
This serpentine statuette of an owl can become a giant owl for up to 8 hours.
Once it has been used, it can't be used again until 2 days have passed.
The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
R/AT - Cloak of Displacement
rare
CCC-SAC-02 Fun with Fey
Show
Notes:
Cloak of Displacement
Wondrous Item, rare, Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
R - Greataxe +2
rare
Trade Log
Show
Notes:
Weapon (greataxe), rare
You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.
VR/AT - Dancing Longsword
very_rare
DDAL-DRW-07: Moment of Piece - Part 3: Vhaeraun and You
Show
Notes:
Dancing Longsword
Weapon (longsword), very rare (requires attunement)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Name | Rarity | Location | Table | Result | Source | |
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Aegis of the Ravenqueen (Shild +3) - VR | very_rare | CCC-BWM-003 A Tale of Two Towers | Show | |||
Notes:
Armor (shield), Very rare |
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Dwarven Plate - VR | very_rare | Trade Log | Show | |||
Notes:
Very Rare |
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Defender (L,attunement) | legendary | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | |||
Notes:
Defender You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. The first time you Attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your Attack and Damage Rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in Effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Skyfist (Dwarven Thrower) - VR | very_rare | Trade Log | Show | |||
Notes:
Skyfist (Dwarven Thrower) - VR |
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Ioun Stone of Regeneration - L/AT | legendary | DDEX3-4 It’s All in the Blood | Show | |||
Notes:
Ioun Stone Regeneration (Legendary). 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 distinct 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. |
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C - Horn of Silent Alarm | common | DDAL-DRW05 Uncertain Scrutany - A Thayan Teleportation | Show | |||
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns 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. |
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L/AT - Scarab of Protection | legendary | DDAL07-18 Turn Back the Endless Night | Show | |||
Notes:
Scarab of Protection Wondrous Item, Major, Legendary (Requires Attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned. |
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VR/AT - Candle of Invocation | very_rare | DDEP06-03 Hecatomb | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This slender taper is dedicated to a deity and shares that deity’s Alignment. The candle’s Alignment can be detected with the Detect Evil and Good spell. The DM chooses the god and associated Alignment or determines the Alignment randomly. The candle’s magic is activated when the Candle is lit, which requires an action. After burning for 4 hours, the Candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the Candle sheds dim light in a 30-foot radius. Any creature within that light whose Alignment matches that of the Candle makes Attack rolls, Saving Throws, and Ability Checks with advantage. In addition, a Cleric or druid in the light whose Alignment matches the candle’s can cast 1st-level Spells he or she has prepared without expending Spell Slots, though the spell’s Effect is as if cast with a 1st-level slot. Alternatively, when you light the Candle for the first time, you can cast the gate spell with it. Doing so destroys the Candle. |
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VR - Wildmane´s shoes ( Horseshoes of Zephyr) + 30 DT | very_rare | DDAL 10-03 Divining Evil | Show | |||
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march. |
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VR - Skeggöx (Battleaxe +3) | very_rare | Trade Log | 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. |
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VR - Manual of Bodily Health | very_rare | Trade Log | Show | |||
Notes:
This book contains health and diet tips, 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 Constitution 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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VR - Carpet of Flying (5ft. x 7ft.) | very_rare | Trade Log | Show | |||
Notes:
You can speak the carpet's Command Word as an action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. Rolled a 12 on the table A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity. |
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VR - 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. |
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UC - Figurine of Wonderous Power (Serpentine Owl) | common | CCC-SVH-01-01 Dawn of the Raven Lord | Show | |||
Notes:
This serpentine statuette of an owl can become a giant owl for up to 8 hours. |
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R/AT - Cloak of Displacement | rare | CCC-SAC-02 Fun with Fey | Show | |||
Notes:
Cloak of Displacement |
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R - Greataxe +2 | rare | Trade Log | Show | |||
Notes:
Weapon (greataxe), rare You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. |
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VR/AT - Dancing Longsword | very_rare | DDAL-DRW-07: Moment of Piece - Part 3: Vhaeraun and You | Show | |||
Notes:
Dancing Longsword Weapon (longsword), very rare (requires attunement) You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. |