Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Frost Brand Shortsword
very_rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
Notes:
Frost Brand Shortsword
Gem of Seeing
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
G.R.I.P. (eldritch claw tattoo)
uncommon
SJ-DC-PHP-FLN01-02 / Kaleidoscope Vault
Show
Notes:
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on our back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand.
In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it.
Guardian Emblem ("Maercryshal Shard", minor Harmonious property)
uncommon
SJ-DC-PHP-FLN01-03 Unsworn Oath
Show
Notes:
Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn. This item is found in Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used.
In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute.
Horn of Valhalla (Silver)
rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Javelin of Lightning
uncommon
DDHC-DiA-02 Shield of the Hidden Lord (session 2)
Show
"Mark of Maglubiyet"(Wraps of Unarmed Prowess +1 , Guardian Minor Property)
uncommon
FR-DC-GOBLIN-01 Goblin's Gambit
Show
Notes:
Wraps of Unarmed Prowess +1 ("Mark of Maglubiyet", Guardian Minor Property)
Wondrous item, uncommon
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.
The Book of Many Things, pg. 69
“The mark of Maglubiyet: A dark battle axe lies upon a new moon.”
Guardian. The item whispers a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Mithral Chainmail
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Mithral Half-Plate
uncommon
CCC-GLIP-0103 Citadel of Vlaakith
Show
Notes:
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.
Moon-Touched Longsword
common
Trade Log
Show
Necklace of Prayer Beads
rare
DDHC-TYP-Ch04 | White Plume Mountain
Show
Notes:
(12, 20, 2, 19, 6, 3) (3x Bless, 2nd Level Cure Wounds, Guardian of Faith, Wind Walk)
Pipe of Smoke Monsters
common
BMG-DRWEP-OD-02 The Burning of Aglarond (T2)
Show
Ring of Evasion
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
Ring of Jumping
uncommon
DDHC-DiA-02 Shield of the Hidden Lord (session 2)
Show
Ring of Mind Shielding
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Rod of the Pact Keeper +2
rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Sending Stones (Guardian Minor Property)
uncommon
FR-DC-TKM-RGT-01 Charming (playtest)
Show
Notes:
Wondrous item, uncommon
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
These sending stones come in the form of a pair of seashells.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Silvered Greatsword +3
very_rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Studded Leather +1
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
The Pipes of the Sewers
uncommon
DDEX3-6 No Foolish Matte
Show
Notes:
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.” A description of this item can be found in the Dungeon Master's Guide.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Frost Brand Shortsword | very_rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
Notes:
Frost Brand Shortsword |
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Gem of Seeing | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
G.R.I.P. (eldritch claw tattoo) | uncommon | SJ-DC-PHP-FLN01-02 / Kaleidoscope Vault | Show | |||
Notes:
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on our back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand. |
||||||
Guardian Emblem ("Maercryshal Shard", minor Harmonious property) | uncommon | SJ-DC-PHP-FLN01-03 Unsworn Oath | Show | |||
Notes:
Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. This item is found in Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used. In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute. |
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Horn of Valhalla (Silver) | rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Javelin of Lightning | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | Show | |||
"Mark of Maglubiyet"(Wraps of Unarmed Prowess +1 , Guardian Minor Property) | uncommon | FR-DC-GOBLIN-01 Goblin's Gambit | Show | |||
Notes:
Wraps of Unarmed Prowess +1 ("Mark of Maglubiyet", Guardian Minor Property) While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. The Book of Many Things, pg. 69 “The mark of Maglubiyet: A dark battle axe lies upon a new moon.” Guardian. The item whispers a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Mithral Chainmail | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Mithral Half-Plate | uncommon | CCC-GLIP-0103 Citadel of Vlaakith | Show | |||
Notes:
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. |
||||||
Moon-Touched Longsword | common | Trade Log | Show | |||
Necklace of Prayer Beads | rare | DDHC-TYP-Ch04 | White Plume Mountain | Show | |||
Notes:
(12, 20, 2, 19, 6, 3) (3x Bless, 2nd Level Cure Wounds, Guardian of Faith, Wind Walk) |
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Pipe of Smoke Monsters | common | BMG-DRWEP-OD-02 The Burning of Aglarond (T2) | Show | |||
Ring of Evasion | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
Ring of Jumping | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | Show | |||
Ring of Mind Shielding | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Rod of the Pact Keeper +2 | rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Sending Stones (Guardian Minor Property) | uncommon | FR-DC-TKM-RGT-01 Charming (playtest) | Show | |||
Notes:
Wondrous item, uncommon Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. These sending stones come in the form of a pair of seashells. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Silvered Greatsword +3 | very_rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Studded Leather +1 | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
The Pipes of the Sewers | uncommon | DDEX3-6 No Foolish Matte | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.” A description of this item can be found in the Dungeon Master's Guide. |