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
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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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 berserkers are friendly to you and your companions and follow your commands. |
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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 |
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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 |
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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. 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. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. 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. |
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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 |