Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Bracers of Defense
rare
CCC-BMG-17 ELM1-2 The Lost Sanctum
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.
Axeheads Coat of Beaks
common
CCC-MTL-03 House of Webs
Show
Notes:
Spiked Armor of Gleaming
Once belonging to the battlerager Axehead Moontunnel, this armor is of his own strange design and crafted from parts of Underdark creatures. The softer parts are made of boiled roper skin and the spikes are beaks taken from various Underdark horrors. The mask features heads of two small axes strapped together to form a sort of visor. Though made of unpleasant materials, the armor never seems to get any dirtier than it already is – blood runs right off it! The wearer of this armor feels as though they can take on any opponent.
Belt of Dwarvenkind
rare
CCC-BMG MOON 3-1 Atop the Fairheights
Show
Notes:
Belt of Dwarvenkind
Wondrous Item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Longsword +2
rare
Trade Log
Show
Sentinel Shield
uncommon
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Dagger of Blindsight
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Dagger of Blindsight
Weapon (dagger), rare
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
FOWP Onyx Dog
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Figurine of Wondrous Power (Onyx Dog)
Wondrous item, rare
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.
Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Manual of Bodily Health
very_rare
Trade Log
Show
Manual of Gainful Exercise
very_rare
Trade Log
Show
Notes:
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Master’s Guide.
Nimoars Shield (Shield +3)
very_rare
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
a wooden shield materializes on the stone peg. Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. A legend lore spell reveals that the shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way here.
Nimoar’s shield is a +3 shield with no additional magical properties.
Rod of Lordly Might
legendary
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head.
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage Rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Ira Bestia (Mooblade)
legendary
Trade Log
Show
Notes:
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.
7 Runes:
+3 to Attack and Damage Rolls (3 Runes)
The moonblade gains a randomly determined minor property (20 Two Minor Properties) (+2 Initiative) (Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.) (1 Rune)
The moonblade scores a critical hit on a roll of 19 or 20. (1 Rune)
The moonblade functions as a ring of spell storing. (1 Rune)
The moonblade functions as a vorpal sword. (1 Rune)
Bracers of Defense
rare
DDEP-DRW02 Wings of Death
Show
Ring of Earth Elemental Control
legendary
DDEP-DRW02 Wings of Death
Show
Spellguard Shield
very_rare
DDEP-DRW02 Wings of Death
Show
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Bracers of Defense | rare | CCC-BMG-17 ELM1-2 The Lost Sanctum | Show | |||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire. |
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Axeheads Coat of Beaks | common | CCC-MTL-03 House of Webs | Show | |||
Notes:
Spiked Armor of Gleaming |
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Belt of Dwarvenkind | rare | CCC-BMG MOON 3-1 Atop the Fairheights | Show | |||
Notes:
Belt of Dwarvenkind While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. |
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Longsword +2 | rare | Trade Log | Show | |||
Sentinel Shield | uncommon | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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Dagger of Blindsight | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Dagger of Blindsight This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. |
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FOWP Onyx Dog | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Figurine of Wondrous Power (Onyx Dog) 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. Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. |
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Manual of Bodily Health | very_rare | Trade Log | Show | |||
Manual of Gainful Exercise | very_rare | Trade Log | Show | |||
Notes:
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Master’s Guide. |
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Nimoars Shield (Shield +3) | very_rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
a wooden shield materializes on the stone peg. Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. A legend lore spell reveals that the shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way here. |
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Rod of Lordly Might | legendary | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage Rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. |
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Ira Bestia (Mooblade) | legendary | Trade Log | Show | |||
Notes:
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. +3 to Attack and Damage Rolls (3 Runes) The moonblade gains a randomly determined minor property (20 Two Minor Properties) (+2 Initiative) (Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.) (1 Rune) The moonblade scores a critical hit on a roll of 19 or 20. (1 Rune) The moonblade functions as a ring of spell storing. (1 Rune) The moonblade functions as a vorpal sword. (1 Rune) |
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Bracers of Defense | rare | DDEP-DRW02 Wings of Death | Show | |||
Ring of Earth Elemental Control | legendary | DDEP-DRW02 Wings of Death | Show | |||
Spellguard Shield | very_rare | DDEP-DRW02 Wings of Death | Show |