Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Silver Horn of Valhalla rare WBW-DC-AA-ASHALON-02 Under the Cover of Stars Show
Notes:

This horn was formed from the skull of a white dragon once offered to Aesandoral the Frostlord. It summons frost salamanders (with the statistics of berserkers). It will also carry your voice loudly as you bellow your battle commands.

The Shroud of the Mourning Warrior (Scale Mail +1) rare DDAL05-13 Jarl Rising Show
Notes:

Armor, rare (druid friendly). Flavor: This suit of scale armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.

Boots of Levitation rare DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous Item, rare (requires attunement)

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Portable Hole rare CCC-BMG-34 ELM2-1 Tendrils in the Fog Show
Thayvian Mantel of Spell Resistance rare CCC-ST2-1 Red War: Embassy of Evil Show
Notes:

You have advantage on Saving Throws against Spells while you wear this cloak.

This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.

Cloak of the Bat (From Liar's night epic + Haunted Mansion) rare DDEP09-03 Liar's Night + Haunted Mansion Show
Notes:

Rare, Requires Attunement

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while Flying in this way, or if you are no longer in dim light or Darkness, you lose this Flying speed.

While wearing the cloak in an area of dim light or Darkness, you can use your Action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Wand of Winter rare DDAL-DRW12 To Walk the Cold Dark Show
Notes:

Wand, rare (requires attunement)

This wand looks and feels like an icicle.

The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No other components are required.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Mini Damselfly Spaceship Figurine (Figurine of Wondrous Power, Ebony fly) rare SJ-DC-ROTU-00 Chapter 0: Recesses of the Unknown (Prologue) (Author's run) Show
Notes:

Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

Bluebee (Figurine of Wondrous Power, Ebony Fly) rare Trade Log Show
Horn of Valhalla (Silver) rare DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4 + 2 berserkers.

The berserkers are friendly to you and your companions and follow your commands.

Velahr’Kerym (Flame-Tongue Longsword) rare Trade Log Show
Breastplate +1 rare Trade Log Show
Amulet of the Devout +2 rare DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Staff of Withering rare Trade Log Show
Notes:

Staff, rare (requires attunement by a Cleric, Druid, or Warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Notes: Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat

Ring of Fire Resistance rare DDAL08-08 Crypt of the Dark Kiss Show
First Blood (Heavy Crossbow, +2 with Guardian Property) rare SJ-D-TBS-04 (Playtest) Show
Notes:

Martial Ranged Weapon, rare
Flavor:
This crossbow’s frame is crafted from sturdy darkwood and gold. Its edges are adorned with elaborate carvings of war. It yearns for blood!

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

weapon (dagger), rare, simple weapon, melee weapon, major tier

Value/Weight: 1 lb.

Details: 1d4 piercing - finesse, light, thrown (20/60 ft.)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Chainmail +1 rare DDHC-TYP-White Plume Mountain (session 3) Show
Ring of X-Ray Vision rare DDAL-DRW-10 Unsafe "Harborage" Show
Flame Tongue Weapon (Bladed/Sword) TO BE DECIDED rare CCC-YLRA01-02: Uneasy Lies the head Show