Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Dwarven Plate
very_rare
Hall of the Fire Giant King
H
69 (hehe)
Trade Log
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC (AC20). 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.
Dread Helm
common
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Winning Pumpkin Ring
common
Phlan
CCC-QCC2018-01 Of Gods and Monsters
Show
Notes:
(common, Liars Night 2020)
It is made of polished silver, in the shape of your carved pumpkin. While wearing this ring, the glowing image of your carved pumpkin appears in front of your own face, like a mask.
Source: Liars Night 2020: Wandering Monsters Wave 1 - Carved Pumpkins!
Mystery Key
common
Phlan
CCC-QCC2018-01 Of Gods and Monsters
Show
Notes:
(common, XGE)
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Tome of Understanding
very_rare
Trade Log
Show
Miltiades’s Shield (+3 Shield)
very_rare
Phlan
CCC- BMG-13 PHLAN 1-1 Sepulture
Show
Notes:
Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Belt of Fire Giant Strength
very_rare
CCC-ALMOG-03 TALES 03-01 Claws of Fury
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Notes: Set: Strength Score, Buff, Belt
Tome of Leadership and Influence
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Notes: Bonus: Charisma Score, Bonus: Ability Score Maximum, Buff
Dread Helm
common
DDHC-DMM Dungeon of the Mad Mage (Lvl 11)
Show
Death Shield (Defender Great Sword)
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (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.
This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield
Scarab of Protection
legendary
Trade Log
Show
Notes:
Wondrous Item, 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.
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.
Ioun Stone of Greater Absorption
legendary
DDAL00-10 Trust and Understanding
Show
Notes:
Wondrous Item, legendary (requires attunement)
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.
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.
Greater Absorption. While this marbled lavender and green ellipsoid 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.
Alchemy Jug
uncommon
DDAL00-11 Pipyap's Guide To the Nine Hells (Twice as Nice for Half the Price)
Show
Notes:
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Ioun Stone of Mastery
legendary
Cania
DDAL00-11 Pipyap's Guide To the Nine Hells (Twice as Nice for Half the Price)
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 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. Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head. Notes: Bonus: Proficiency Bonus, Buff
Nine-Lives Stealer Longsword (5 Charges)
very_rare
DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold
Show
Staff of Power
very_rare
DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold
Show
Black Crystal Tablet
legendary
DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold
Show
Notes:
Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill)
The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.
As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Decanter of Endless Water
uncommon
DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold
Show
Blood Fury Tattoo
legendary
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous item (tattoo), legendary (requires attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Wand of Wonder
common
DDHC-DMM Dungeon of the Mad Mage: Chapter 23: Lair of the Mad Mage
Show
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
Dwarven Plate | very_rare | Hall of the Fire Giant King | H | 69 (hehe) | Trade Log | Show |
Notes:
Armor (plate), very rare |
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Dread Helm | common | CCC-BWM-003 A Tale of Two Towers | Show | |||
Notes:
Wondrous item, minor tier, common This fearsome steel helm makes your eyes glow red while you wear it. |
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Winning Pumpkin Ring | common | Phlan | CCC-QCC2018-01 Of Gods and Monsters | Show | ||
Notes:
(common, Liars Night 2020) It is made of polished silver, in the shape of your carved pumpkin. While wearing this ring, the glowing image of your carved pumpkin appears in front of your own face, like a mask. Source: Liars Night 2020: Wandering Monsters Wave 1 - Carved Pumpkins! |
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Mystery Key | common | Phlan | CCC-QCC2018-01 Of Gods and Monsters | Show | ||
Notes:
(common, XGE) A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. |
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Tome of Understanding | very_rare | Trade Log | Show | |||
Miltiades’s Shield (+3 Shield) | very_rare | Phlan | CCC- BMG-13 PHLAN 1-1 Sepulture | Show | ||
Notes:
Armor (shield), very rare This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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Belt of Fire Giant Strength | very_rare | CCC-ALMOG-03 TALES 03-01 Claws of Fury | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. Notes: Set: Strength Score, Buff, Belt |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Notes: Bonus: Charisma Score, Bonus: Ability Score Maximum, Buff |
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Dread Helm | common | DDHC-DMM Dungeon of the Mad Mage (Lvl 11) | Show | |||
Death Shield (Defender Great Sword) | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
Notes:
Weapon (greatsword), legendary (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. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield |
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Scarab of Protection | legendary | Trade Log | Show | |||
Notes:
Wondrous Item, 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. |
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Ioun Stone of Greater Absorption | legendary | DDAL00-10 Trust and Understanding | Show | |||
Notes:
Wondrous Item, legendary (requires attunement) 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. 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. Greater Absorption. While this marbled lavender and green ellipsoid 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. |
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Alchemy Jug | uncommon | DDAL00-11 Pipyap's Guide To the Nine Hells (Twice as Nice for Half the Price) | Show | |||
Notes:
Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount |
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Ioun Stone of Mastery | legendary | Cania | DDAL00-11 Pipyap's Guide To the Nine Hells (Twice as Nice for Half the Price) | 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 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. Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head. Notes: Bonus: Proficiency Bonus, Buff |
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Nine-Lives Stealer Longsword (5 Charges) | very_rare | DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold | Show | |||
Staff of Power | very_rare | DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold | Show | |||
Black Crystal Tablet | legendary | DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill) The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness. As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn. |
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Decanter of Endless Water | uncommon | DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold | Show | |||
Blood Fury Tattoo | legendary | DDAL-DRW-20 The Death of Szass Tam | Show | |||
Notes:
Wondrous item (tattoo), legendary (requires attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
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Wand of Wonder | common | DDHC-DMM Dungeon of the Mad Mage: Chapter 23: Lair of the Mad Mage | Show |