Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Brooch of Shieldin
uncommon
Trade Log
Show
Brazier of Commanding Fire Elementals
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Brass Horn of Valhalla
rare
CCC-GAD02-03 Arena of Champions
Show
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
Bracers of Defense
rare
DDHC-TYP Tomb of Horrors
Show
Boots of the Winterlands
uncommon
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as -45.5556 degrees Celsius (PRAISE THE METRIC SYSTEM) without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Celsius.
Boots of Striding and Springing
uncommon
DDHC-TYP White Plume Mountain
Show
Bluewing's Smoking Pipe (Smoking Pipe of Monsters w Draconic Property)
common
PS-DC-PANDORA-JWEI-S2-01A (PLAYTEST)
Show
Notes:
Wondrous Item, common
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Flavor
Smoking from this pipe produces a puff of smoke that takes the form of a red dragon with a scar down the right eye. Engraved on the body of the pipe is the word 'Blue love Spyrathar'.
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.
Berserker Battleaxe
rare
DDHC-TYP Tomb of Horrors
Show
Belt of Storm Giant Strength
legendary
Trade Log
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
Bell of Silent Carols (Horn of Silent Alarm)
common
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
Bapho Boys Varsity Jacket (Halfplate Armor of Gleaming with Strange Material Property)
common
PS-DC-TYM-PTWN-01 nail the names of those i hate upon the door to hell
Show
Notes:
This thick, somewhat oversized jacket has caricature of a shouting goristro on its back, with the phrase "LET'S GO" writting in Abyssal beneath it. Made from woven minotaur hair and hard abyssal fibers, this jacket is always free of stains and foul scents.
Bag of Holding
uncommon
DDHC-TYP Tomb of Horrors
Show
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.
Bag of Devouring
very_rare
DDHC-CM Alkazaar's Appendix
Show
Armor of Vulnerability (Slashing)
rare
DDHC-TYP White Plume Mountain
Show
Armor of Slashing Vulnerability
rare
Trade Log
Show
Ares’ Everpromise (horn of silent alarm with Loud quirk)
common
FR-DC-PANDORA-JWEI-10
Show
Notes:
Wondrous Item, common
Flavor
This whistle once belonged to Ares. A single blue-white star symbol is carved onto it.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Brooch of Shieldin | uncommon | Trade Log | Show | |||
Brazier of Commanding Fire Elementals | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Brass Horn of Valhalla | rare | CCC-GAD02-03 Arena of Champions | Show | |||
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. |
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Bracers of Defense | rare | DDHC-TYP Tomb of Horrors | Show | |||
Boots of the Winterlands | uncommon | DDAL00-05 Winter's Splendor | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: • You have resistance to cold damage. |
||||||
Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Bluewing's Smoking Pipe (Smoking Pipe of Monsters w Draconic Property) | common | PS-DC-PANDORA-JWEI-S2-01A (PLAYTEST) | Show | |||
Notes:
Wondrous Item, common Flavor |
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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. |
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Berserker Battleaxe | rare | DDHC-TYP Tomb of Horrors | Show | |||
Belt of Storm Giant Strength | legendary | Trade Log | 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 |
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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 |
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Bell of Silent Carols (Horn of Silent Alarm) | common | DDAL00-05 Winter's Splendor | Show | |||
Notes:
Wondrous Item, common This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn. |
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Bapho Boys Varsity Jacket (Halfplate Armor of Gleaming with Strange Material Property) | common | PS-DC-TYM-PTWN-01 nail the names of those i hate upon the door to hell | Show | |||
Notes:
This thick, somewhat oversized jacket has caricature of a shouting goristro on its back, with the phrase "LET'S GO" writting in Abyssal beneath it. Made from woven minotaur hair and hard abyssal fibers, this jacket is always free of stains and foul scents. |
||||||
Bag of Holding | uncommon | DDHC-TYP Tomb of Horrors | Show | |||
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. |
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Bag of Devouring | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP White Plume Mountain | Show | |||
Armor of Slashing Vulnerability | rare | Trade Log | Show | |||
Ares’ Everpromise (horn of silent alarm with Loud quirk) | common | FR-DC-PANDORA-JWEI-10 | Show | |||
Notes:
Wondrous Item, common |