Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ +3 Arcane Grimoire "Book of Trios"
very_rare
BMG-MOON-MD-08 Down The Rabit Hole
Trade Log
Show
Notes:
That sounds fine, good if things like this come to use. Ill post some details
It is from a previous Moon-MD were we got into a fey-market called the rabbit hole when trying to get into the unseelie Winterglen and Citadel Umbra.
+3 Arcane Grimoire "Book of Trios" Very Rare (BMG-MOON-MD-08) (Attune Wizard)
Wondrous Item, Very Rare (Requires Attunement by a Wizard)
Function:
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 (+3).
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.
Description:
This old book, titled “Book of Trios”, is remarkably well-preserved. Its brown and gold cover is coated with a fine layer of pixie dust, which gets on everything it touches. When a spell is cast from the book, the pixie dust swirls into a glittering aura of arcane energy around the caster.
☐ Aegis of the Raven Queen (+3 Shield)
very_rare
CCC-BWM-003 A Tale of Two Towers
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Armor (shield), Very rare This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
☐ 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
☐ 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.
☐ Araelathila (Elven Thrower)
very_rare
FR-DC-LIGA-01 - Wyrmwell Flame
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
Weapon (spear), very rare (requires attunement by a Elf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ 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
☐ 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.
☐ 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.
☐ Carpet of Flying 4FT. X 6FT. (Draconic Soul Wing)
very_rare
FR-DC-QLA-01 Mel's Pit
FR-DC-QLA-01 Mel's Pit
Show
Notes:
Wondrous Item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.
Size Capacity Flying Speed
3 ft. x 5 ft. 200 lb. 80 feet
4 ft. x 6 ft. 400 lb. 60 feet
5 ft. x 7 ft. 600 lb. 40 feet
6 ft. x 9 ft. 800 lb. 30 feet
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
☐ Chest of Preserving
common
FR-DC-QLA-01 Mel's Pit
FR-DC-QLA-01 Mel's Pit
Show
Notes:
Wondrous Item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
☐ Chime of Opening
rare
FR-DC-QLA-01 Mel's Pit
FR-DC-QLA-01 Mel's Pit
Show
Notes:
Wondrous Item, rare
This hollow metal tube measures about 1 foot long and
weighs 1 pound. You can strike it as an action, pointing
it at an object within 120 feet of you that can be opened,
such as a door, lid, or lock. The chime issues a clear tone,
and one lock or latch on the object opens unless the
sound can't reach the object. If no locks or latches
remain, the object itself opens.
The chime can be used ten times. After the tenth time, it
cracks and becomes useless.
☐ Demon Armor [VR, Attunement]
very_rare
DDEX3-16 Assault on Maerimydra (Part 2)
DDEX3-16 Assault on Maerimydra (Part 2)
Show
Notes:
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
☐ Dread Helm
common
CCC-BWM-003 A Tale of Two Towers
CCC-BWM-003 A Tale of Two Towers
Show
☐ Elminster’s Hat of Wizardry
common
FR-DC-LIGA-03 - Doom Reborn
FR-DC-LIGA-03 - Doom Reborn
Show
Notes:
Elminster’s Hat of Wizardry
Wondrous Item, Common (Requires Attunement by a Wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
· You can use the hat as a spellcasting focus for your wizard spells.
· You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This item is found in Xanathar's Guide to Everything, pg. 137.
This red conical hat is very worn.
☐ Enduring Spellbook
common
Inherited Malevolence-Common Magic Item
Show
☐ 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.
☐ Half-Plate +1
rare
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
Show
Notes:
You have +1 to your AC while wearing this Armor.
☐ Horn of Valhalla
rare
CCC-GAD02-03 Arena of Champions
CCC-GAD02-03 Arena of Champions
Show
☐ Horn of Valhalla (Silver)
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
Wondrous Item, varies
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 GM chooses the horn's type or determines it randomly.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4 + 2 None
41-75 Brass 3d4 + 3 Proficiency with all simple weapons
76-90 Bronze 4d4 + 4 Proficiency with all medium armor
91-100 Iron 5d4 + 5 Proficiency with all martial 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.
☐ Ioun Stone, Fortitude
very_rare
FR-DC-LIGA-04 - Many Spell's Gambit
FR-DC-LIGA-04 - Many Spell's Gambit
Show
Notes:
Wondrous item, very rare (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.
Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ +3 Arcane Grimoire "Book of Trios" | very_rare | BMG-MOON-MD-08 Down The Rabit Hole | Trade Log | Show | ||
|
Notes:
That sounds fine, good if things like this come to use. Ill post some details +3 Arcane Grimoire "Book of Trios" Very Rare (BMG-MOON-MD-08) (Attune Wizard) |
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| ☐ Aegis of the Raven Queen (+3 Shield) | very_rare | CCC-BWM-003 A Tale of Two Towers | CCC-BWM-003 A Tale of Two Towers | Show | ||
|
Notes:
Armor (shield), Very rare This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. |
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| ☐ 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 |
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| ☐ 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. |
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| ☐ Araelathila (Elven Thrower) | very_rare | FR-DC-LIGA-01 - Wyrmwell Flame | FR-DC-LIGA-01 - Wyrmwell Flame | Show | ||
|
Notes:
Weapon (spear), very rare (requires attunement by a Elf) Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ 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) 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 |
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| ☐ 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) 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. |
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| ☐ 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. |
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| ☐ Carpet of Flying 4FT. X 6FT. (Draconic Soul Wing) | very_rare | FR-DC-QLA-01 Mel's Pit | FR-DC-QLA-01 Mel's Pit | Show | ||
|
Notes:
Wondrous Item, very rare Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly. Size Capacity Flying Speed A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. |
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| ☐ Chest of Preserving | common | FR-DC-QLA-01 Mel's Pit | FR-DC-QLA-01 Mel's Pit | Show | ||
|
Notes:
Wondrous Item, common |
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| ☐ Chime of Opening | rare | FR-DC-QLA-01 Mel's Pit | FR-DC-QLA-01 Mel's Pit | Show | ||
|
Notes:
Wondrous Item, rare |
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| ☐ Demon Armor [VR, Attunement] | very_rare | DDEX3-16 Assault on Maerimydra (Part 2) | DDEX3-16 Assault on Maerimydra (Part 2) | Show | ||
|
Notes:
Armor (plate), very rare (requires attunement) Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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| ☐ Dread Helm | common | CCC-BWM-003 A Tale of Two Towers | CCC-BWM-003 A Tale of Two Towers | Show | ||
| ☐ Elminster’s Hat of Wizardry | common | FR-DC-LIGA-03 - Doom Reborn | FR-DC-LIGA-03 - Doom Reborn | Show | ||
|
Notes:
Elminster’s Hat of Wizardry This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: · You can use the hat as a spellcasting focus for your wizard spells. · You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. This item is found in Xanathar's Guide to Everything, pg. 137. This red conical hat is very worn. |
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| ☐ Enduring Spellbook | common | Inherited Malevolence-Common Magic Item | Show | |||
| ☐ 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. |
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| ☐ Half-Plate +1 | rare | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | Show | ||
|
Notes:
You have +1 to your AC while wearing this Armor. |
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| ☐ Horn of Valhalla | rare | CCC-GAD02-03 Arena of Champions | CCC-GAD02-03 Arena of Champions | Show | ||
| ☐ Horn of Valhalla (Silver) | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
|
Notes:
Wondrous Item, varies 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 GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement |
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| ☐ Ioun Stone, Fortitude | very_rare | FR-DC-LIGA-04 - Many Spell's Gambit | FR-DC-LIGA-04 - Many Spell's Gambit | Show | ||
|
Notes:
Wondrous item, very rare (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. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. |
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