Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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
Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
Wondrous item, very rare
The red leather that covers this tome is embossed with a smiling man with a third eye.
Krahhauran Fork (Pike +3)
very_rare
DDAL07-10 Fire, Ash, and Ruin
Show
Notes:
Krahhauran Fork (Pike +3)
weapon, very rare, martial weapon, melee weapon, major tier
Value/Weight: 18 lb.
Details: 1d10 piercing - heavy, reach, two-handed
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze.
Heavy.
Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach.
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed.
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Spear of Backbiting
very_rare
DDHC-TYP Tomb of Horrors
Show
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property)
very_rare
SJ-DC-PANDORA-JWEI-02A (Playtest)
Show
Notes:
Wondrous Item, Very rare
Flavor
This purple carpet has the ornate of Cormyr’s Purple Dragons decorated on it and is widely recognized as a carpet belonging to Cormyr’s Royal family. It is a gift from the once-prince-now-advisor Baerovus Obarksyr to Pleonexia, a most special cat.
It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat.
Carpet of Flying
very_rare
DDHC-TYP Tomb of Horrors
Show
Notes:
(6" x 4" ft, 60ft. flying)
Oathbroken Avenger (Short Sword +3 w/ minor Sentinel property)
very_rare
PS-DC-NOS-04, Goddess, Interrupted
Show
Notes:
Short Sword +3 (Sentinel: Fey). "This weapon was once the holy avenger of an ancients paladin. It has since broken and been repaired, losing it's special properties but not its edge. The hilt is clearly that of a holy avenger, but the blade is shattered and covered in markings where it was reassembled."
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.
Orcus Wand Splinter (Staff of Striking)
very_rare
SJ-DC-TRIDEN-MW3 Destination Unknown
Show
Notes:
Staff, Very Rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item is found in the Dungeon Master’s Guide, pg. 203.
Harmonious. Attuning to the item takes only 1 minute.
This staff is a large splinter of bone from the Wand of Orcus that broke off during the clash aboard the Airship Carrier Medusa. It radiates with overwhelming energy and clings to whomever touches it, shortening the time it takes to attune to it.
Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk)
very_rare
SJ-DC-PANDORA-JWEI-04A (Playtest)
Show
Notes:
Flavor
When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear.
Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form.
Absorbing Tattoo (Gold)
very_rare
SJ-DC-VEN-03: Daylight Saving Time (playtest)
Show
Notes:
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.
Damage Resistance. While the tattoo is on your skin, you have resistance to radiant damage.
Damage Absorption. When you take radiant damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Instrument of the Bards (Anstruth Harp)
very_rare
DDAL-DRW18 Against the Machine
Show
Notes:
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
Immolator’s Domain (Frost brand Greatsword with the guardian property)
very_rare
Trade Log
Show
Yellow Fungi (Ghost Step Tattoo with the Delver Property)
very_rare
SJ-DC-PANDORA-JWEI-03A Episode III: Astheneia (Playtest)
Show
Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Flavor
This fungi, when held onto your skin, dissolves and forms a pattern of mycorrhizal network.
Candle of Invocation (CG)
very_rare
Trade Log
Show
Wand of Polymorph
very_rare
DDHC-CM Alkazaar's Appendix
Show
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.
Bag of Devouring
very_rare
CCC-FC3-03 The Fun House
Show
Notes:
Wondrous Item, Very Rare
This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional
creature. Turning the bag inside out closes the orifice.
The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past….
This item can be found in the Dungeon Master’s Guide.
The Duchess' Debt (Rod of Hellish Flames with the Wicked Property)
very_rare
PS-DC-TYM-PTWN-01 nail the names of those i hate upon the door to hell
Show
Notes:
A rod of black steel, with rib-shaped designs and cityscape patterns along the side. The soft laughter of Duchess Zurkbane emanates from the rod whenever a spell is cast through it.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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 |
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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 |
||||||
Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | Show | |||
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. |
||||||
Krahhauran Fork (Pike +3) | very_rare | DDAL07-10 Fire, Ash, and Ruin | Show | |||
Notes:
Krahhauran Fork (Pike +3) weapon, very rare, martial weapon, melee weapon, major tier Value/Weight: 18 lb. Details: 1d10 piercing - heavy, reach, two-handed You have a +3 bonus to attack and damage rolls made with this magic weapon. Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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Spear of Backbiting | very_rare | DDHC-TYP Tomb of Horrors | Show | |||
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property) | very_rare | SJ-DC-PANDORA-JWEI-02A (Playtest) | Show | |||
Notes:
Wondrous Item, Very rare Flavor It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat. |
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Carpet of Flying | very_rare | DDHC-TYP Tomb of Horrors | Show | |||
Notes:
(6" x 4" ft, 60ft. flying) |
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Oathbroken Avenger (Short Sword +3 w/ minor Sentinel property) | very_rare | PS-DC-NOS-04, Goddess, Interrupted | Show | |||
Notes:
Short Sword +3 (Sentinel: Fey). "This weapon was once the holy avenger of an ancients paladin. It has since broken and been repaired, losing it's special properties but not its edge. The hilt is clearly that of a holy avenger, but the blade is shattered and covered in markings where it was reassembled." |
||||||
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. |
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Orcus Wand Splinter (Staff of Striking) | very_rare | SJ-DC-TRIDEN-MW3 Destination Unknown | Show | |||
Notes:
Staff, Very Rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item is found in the Dungeon Master’s Guide, pg. 203. Harmonious. Attuning to the item takes only 1 minute. This staff is a large splinter of bone from the Wand of Orcus that broke off during the clash aboard the Airship Carrier Medusa. It radiates with overwhelming energy and clings to whomever touches it, shortening the time it takes to attune to it. |
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Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk) | very_rare | SJ-DC-PANDORA-JWEI-04A (Playtest) | Show | |||
Notes:
Flavor Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form. |
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Absorbing Tattoo (Gold) | very_rare | SJ-DC-VEN-03: Daylight Saving Time (playtest) | Show | |||
Notes:
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. Damage Resistance. While the tattoo is on your skin, you have resistance to radiant damage. Damage Absorption. When you take radiant damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn. |
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Instrument of the Bards (Anstruth Harp) | very_rare | DDAL-DRW18 Against the Machine | Show | |||
Notes:
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song. |
||||||
Immolator’s Domain (Frost brand Greatsword with the guardian property) | very_rare | Trade Log | Show | |||
Yellow Fungi (Ghost Step Tattoo with the Delver Property) | very_rare | SJ-DC-PANDORA-JWEI-03A Episode III: Astheneia (Playtest) | Show | |||
Notes:
Wondrous Item (tattoo), very rare (requires attunement) Flavor |
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Candle of Invocation (CG) | very_rare | Trade Log | Show | |||
Wand of Polymorph | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
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. 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. |
||||||
Bag of Devouring | very_rare | CCC-FC3-03 The Fun House | Show | |||
Notes:
Wondrous Item, Very Rare This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past…. This item can be found in the Dungeon Master’s Guide. |
||||||
The Duchess' Debt (Rod of Hellish Flames with the Wicked Property) | very_rare | PS-DC-TYM-PTWN-01 nail the names of those i hate upon the door to hell | Show | |||
Notes:
A rod of black steel, with rib-shaped designs and cityscape patterns along the side. The soft laughter of Duchess Zurkbane emanates from the rod whenever a spell is cast through it. |