Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
G.R.I.P. (Eldritch Claw Tattoo)
uncommon
Traded with Seine hoheitliche Fellminenz Schattentod, Erster seines Namens
Trade Log
Show
Quarterstaff+1
uncommon
Traded with Prof. Xun Hardshield
Trade Log
Show
Brazier of Commanding Fire Elementals
rare
Traded from Sorsha
Trade Log
Show
Figurine of Wonderous Power: Marble Elephant
rare
Traded from Sorsha
Trade Log
Show
Mystery Key
common
Traded from Silk
Trade Log
Show
Bracers of Defence
rare
Traded from Raphael Dust
Trade Log
Show
Pipes of Haunting
uncommon
Traded from Rafael Dust
Trade Log
Show
Rod of the Pact Keeper +2
rare
Traded from Nox (Rudi)
Trade Log
Show
Notes:
Original Source: DDAL09-20 Where Devils Fear to Tread
Tome of Leadership and Influence
very_rare
Traded from Noxius Nadarr
Trade Log
Show
Cloak of Many Fashions
common
Traded from Murr
Trade Log
Show
Auntie Helena’s Wand (Wand of Paralysis)
rare
Traded from Greg Wyrmvalor
Trade Log
Show
Longsword +1 (former Sword of Vengeance)
uncommon
Soul Shard of the Slain
CCC-BMG MOON 15-2 Forgotten Fealty
Show
Notes:
Sword of Vengeance
Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.
Boots of Striding and Springing
uncommon
Sir Bluto's Lair
DDHC-TYP-White Plume Mountain
Show
Medallion of Thoughts
uncommon
Princess Room
CCC-BMG MOON 11-3 A Darkened Heart
Show
Notes:
Medallion of Thoughts
Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.
Nature's Mantle
uncommon
Original Source: WBW-DC-GC14-02 Soul of the Forest
Trade Log
Show
Ring of Protection
rare
Oni
DDHC-TYP-White Plume Mountain
Show
Ring of Spell Storing
rare
Oni
DDHC-TYP-White Plume Mountain
Show
Instrument of the Bards (Cli Lyre)
rare
Loot from Efreeti
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Rope of Entanglement
rare
Looted from Slavers
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rope of Entanglement
rare
Looted from an Erinyes
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
G.R.I.P. (Eldritch Claw Tattoo) | uncommon | Traded with Seine hoheitliche Fellminenz Schattentod, Erster seines Namens | Trade Log | Show | ||
Quarterstaff+1 | uncommon | Traded with Prof. Xun Hardshield | Trade Log | Show | ||
Brazier of Commanding Fire Elementals | rare | Traded from Sorsha | Trade Log | Show | ||
Figurine of Wonderous Power: Marble Elephant | rare | Traded from Sorsha | Trade Log | Show | ||
Mystery Key | common | Traded from Silk | Trade Log | Show | ||
Bracers of Defence | rare | Traded from Raphael Dust | Trade Log | Show | ||
Pipes of Haunting | uncommon | Traded from Rafael Dust | Trade Log | Show | ||
Rod of the Pact Keeper +2 | rare | Traded from Nox (Rudi) | Trade Log | Show | ||
Notes:
Original Source: DDAL09-20 Where Devils Fear to Tread |
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Tome of Leadership and Influence | very_rare | Traded from Noxius Nadarr | Trade Log | Show | ||
Cloak of Many Fashions | common | Traded from Murr | Trade Log | Show | ||
Auntie Helena’s Wand (Wand of Paralysis) | rare | Traded from Greg Wyrmvalor | Trade Log | Show | ||
Longsword +1 (former Sword of Vengeance) | uncommon | Soul Shard of the Slain | CCC-BMG MOON 15-2 Forgotten Fealty | Show | ||
Notes:
Sword of Vengeance Weapon (longsword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake. |
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Boots of Striding and Springing | uncommon | Sir Bluto's Lair | DDHC-TYP-White Plume Mountain | Show | ||
Medallion of Thoughts | uncommon | Princess Room | CCC-BMG MOON 11-3 A Darkened Heart | Show | ||
Notes:
Medallion of Thoughts Wondrous Item, uncommon (requires attunement) This medallion is made out of polished silver and shaped like a small mirror. |
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Nature's Mantle | uncommon | Original Source: WBW-DC-GC14-02 Soul of the Forest | Trade Log | Show | ||
Ring of Protection | rare | Oni | DDHC-TYP-White Plume Mountain | Show | ||
Ring of Spell Storing | rare | Oni | DDHC-TYP-White Plume Mountain | Show | ||
Instrument of the Bards (Cli Lyre) | rare | Loot from Efreeti | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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Rope of Entanglement | rare | Looted from Slavers | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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Rope of Entanglement | rare | Looted from an Erinyes | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |