Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
☐ Dancing Rapier (Angel Sting) very_rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
Notes:

Angel Sting
Dancing Rapier, Very Rare (Requires Attunement)
While in possession of this item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence
ou can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light

☐ Potion of Greater Healing rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
☐ Potion of Flying rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
☐ Staff of Thunder and Lightning very_rare DDEP-DRW01 Assault on Myth Nantar DDEP-DRW01 Assault on Myth Nantar T3 Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

☐ Tentacle Rod rare DDEP-DRW01 Assault on Myth Nantar DDEP-DRW01 Assault on Myth Nantar T3 Show
Notes:

Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

☐ Potion of Greater Healing rare DDEP-DRW01 Assault on Myth Nantar DDEP-DRW01 Assault on Myth Nantar T3 Show
☐ Bronze Griffon Figurine of Wondrous Power rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Wondrous item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

☐ Rope of Entanglement rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 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.

☐ Mace of Terror rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

☐ Potion of Fire Resistance uncommon DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Potion, uncommon

When you drink this potion, you gain resistance to fire damage for 1 hour.

☐ Ring of Telekinesis very_rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

☐ Brazier of Commanding Fire Elementals rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

☐ Any Very Rare Item* very_rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Must be found in the Dungeon Master’s Guide (DMG), Tasha’s
Cauldron of Everything (TCE), or Xanathar’s Guide to
Everything (XGE) and may not be an item that increases or
changes an ability score or grants any number of wishes

ideas
-Amulet of Devout +3
-Arcane Grimoire +3
-Candle of Evocation.
-Any plus 3 weapon
-Rhythm-Maker’s Drum +3

☐ Mace of Disruption rare DDHC-CoS Curse of Strahd Trade Log Show
Notes:

Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Any Rare Armor or Weapon rare DDHC-GOG-01 Giants of the Star Forge DDHC-GOG-01 Giants of the Star Forge Show
Notes:

Guidnace on the item that Theldin will craft:
Theldin’s Favor allows the character to select ANY rare armor or weapon from an AL legal source and is an item that's legal for that character's campaign. All relevant AL guidance relating to the legality of an item applies (Player's Guide, FAQ, etc).