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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Helm of Brilliance very_rare DDHC-TYP Tomb of Horrors Show
Notes:

(3 Diamonds, 13 Rubies, 20 Fire Opals, 19 Opals)

Wondrous item, very rare (requires attunement)

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

You can use an action to cast one of the following Spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.
As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.
As long as The Helm has at least one ruby, you have Resistance to fire damage.
As long as The Helm has at least one fire opal, you can use an action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Ring of Free Action rare DDHC-TYP Tomb of Horrors Show
Tome of Leadership and Understanding very_rare DDHC-TYP Tomb of Horrors 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.

Ring of Protection rare DDHC-TYP Tomb of Horrors Show
Bag of Holding uncommon DDHC-TYP Tomb of Horrors Show
Bracers of Defense rare DDHC-TYP Tomb of Horrors Show
Ring of Feather Falling rare DDHC-TYP Tomb of Horrors Show
Ring of Fire Resistance rare DDHC-TYP Tomb of Horrors Show
Flail +1 uncommon DDHC-TYP Tomb of Horrors Show
Berserker Battleaxe rare DDHC-TYP Tomb of Horrors Show
Carpet of Flying very_rare DDHC-TYP Tomb of Horrors Show
Notes:

(6" x 4" ft, 60ft. flying)

Spear of Backbiting very_rare DDHC-TYP Tomb of Horrors Show
Sword of Vengeance (Longsword) uncommon DDHC-TYP Tomb of Horrors Show
Belt of Fire Giant Strength very_rare Trade Log 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

Belt of Fire Giant Strength very_rare Trade Log 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

Rod of Alertness very_rare DDAL00-03 Those That Came Before (T3) Show
Notes:

Rod, very rare (requires attunement)

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an Action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an Action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an Action to pull the rod from the ground. This property can’t be used again until the next dawn.

Mysterious Key common Trade Log Show
Bitter Wrath (Frost Brand Rapier) very_rare DDAL07-09 Unusual Opposition Show
Notes:

Martial Weapon, Melee Weapon, Major, Very Rare (Requires Attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. 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.

Animated Shield very_rare Purchase Log Show
Studded Leather Armor +2 very_rare CCC-TRI-23 Sub Rosa Show
Notes:

Armor (studded leather), very rare

This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to fit its wearer, and images of translucent white clouds drift slowly across the armor constantly.

You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Notes: Bonus: Armor Class, Combat, Warding