Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) common FR-DC-LIGA-01 - Wyrmwell Flame FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

Bapar Ghalmrin's Imperishable Ark (Chest of Preserving)
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

This copper-plated chest has gold stripes and a magical painting of dwarves feasting in a hall. When the chest is empty of food, the dwarves look sad. When the chest is full of food, the dwarves smile happily. Interestingly, this chest never gets dirty.

☐ Spell Scroll of Silence uncommon DRW-13 The Night Thieves DRW-13 The Night Thieves Show
☐ Ambassador Cherthemiud's Spellbook uncommon DRW-13 The Night Thieves DRW-13 The Night Thieves Show
Notes:

Ambassador Cherthemiud’s spellbook contains these spells: 1st level: detect magic, identify, mage armor, magic missile; 2nd level: detect thoughts, mirror image, misty step; 3rd level: counterspell, fly, lightning bolt; 4th level: fire shield, Mordenkainen’s faithful hound, stoneskin; 5th level: cone of cold, scrying, wall of force; 6th level: globe of invulnerability; 7th level: teleport; 8th level: mind blank; 9th level: time stop

☐ Pearl of Power uncommon DRW-13 The Night Thieves DRW-13 The Night Thieves Show
Notes:

This large freshwater pearl is set into a golden button.

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.

☐ Amulet of Health rare DRW-09 Vile Bounty DRW-09 Vile Bounty Show
Notes:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

☐ Mariner's Armor (Studded Leather) uncommon DRW-09 Vile Bounty DRW-09 Vile Bounty Show
Notes:

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Potion of Mind Control (Beast) rare DRW-09 Vile Bounty DRW-09 Vile Bounty Show
Notes:

When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

☐ Feather of Diatryma Summoning rare DDHC: WDDH Chapter 7: Maestro's Fall DDHC: WDDH Chapter 7: Maestro's Fall Show
Notes:

This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.

When the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed.

The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.

☐ Warhammer +2 rare DDHC-OotA-4 Service Hours Awarded Show
☐ Arcane Grimoire +3 very_rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, wizard

☐ Cap of Water Breathing uncommon DDHC-KGV-04 - Prisoner 13 Trade Log Show
Notes:

Wondrous Item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

☐ Scroll of Hold Monster rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Potion of Invulnerability rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Scroll of Prismatic Spray very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Ioun Stone of Regeneration legendary DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
Notes:

Display Item on VTT

Wondrous Item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Regeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

☐ Potion of Flying very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Potion of Greater Healing uncommon DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Scroll of Fire Shield rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Scroll of True Seeing very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Potion of Heroism rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show