Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wraps Of Unarmed Prowess +1
uncommon
FR-DC-TST: Spring!
Show
Notes:
Wondrous Item, varies
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 bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Wand of Magic Missiles
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Wand of Fireballs
rare
DDHC-WDH Waterdeep: Dragon Heist
Show
Vorpal Longsword
legendary
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
Notes:
To be claimed at T4
Usual WPM stuff
uncommon
DDHC-TYP-Ch04 | White Plume Mountain
Show
Trident of Warning
uncommon
Claiming of uncommons ervice award 12C
Show
Trident of Fish Command
uncommon
CCC-WWC-02 Dark Waters of Hate
Show
Notes:
(Weapon (Trident), Uncommon) (Requires Attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Trident +3
very_rare
DDHC-TYP-Ch04 | White Plume Mountain
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.
Studded Leather +1
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
Silvered Greatsword +3
very_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.
Rod of the Pact Keeper +2
rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Ring of Mind Shielding
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Ring of Jumping
uncommon
DDHC-DiA-02 Shield of the Hidden Lord (session 2)
Show
Ring of Evasion
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
Pipe of Smoke Monsters
common
BMG-DRWEP-OD-02 The Burning of Aglarond (T2)
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)
Moon-Touched Longsword
common
Trade Log
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wraps Of Unarmed Prowess +1 | uncommon | FR-DC-TST: Spring! | Show | |||
Notes:
Wondrous Item, varies 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 bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity. |
||||||
Wand of Magic Missiles | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Wand of Fireballs | rare | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Vorpal Longsword | legendary | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
Notes:
To be claimed at T4 |
||||||
Usual WPM stuff | uncommon | DDHC-TYP-Ch04 | White Plume Mountain | Show | |||
Trident of Warning | uncommon | Claiming of uncommons ervice award 12C | Show | |||
Trident of Fish Command | uncommon | CCC-WWC-02 Dark Waters of Hate | Show | |||
Notes:
(Weapon (Trident), Uncommon) (Requires Attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. |
||||||
Trident +3 | very_rare | DDHC-TYP-Ch04 | White Plume Mountain | 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. |
||||||
Studded Leather +1 | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
Silvered Greatsword +3 | very_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. |
||||||
Rod of the Pact Keeper +2 | rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Ring of Mind Shielding | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
Ring of Jumping | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | Show | |||
Ring of Evasion | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
Pipe of Smoke Monsters | common | BMG-DRWEP-OD-02 The Burning of Aglarond (T2) | 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) |
||||||
Moon-Touched Longsword | common | Trade Log | 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. |