Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ Gauntlets of Ogre Power
uncommon
DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
Show
Notes:
Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher.
☐ Glaive +2
rare
TTYP-White Plume Mountain
Trade Log
Show
Notes:
You have +2 to attack and damage with this weapon
☐ Goggles of Night
uncommon
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
☐ Goggles of Night
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
☐ Greatsword +2
rare
DDHC-CoS-7 Curse of Strahd
Service Hours Awarded
Show
☐ Hand Crossbow +1
uncommon
Starting Play at Level 5
Starting Play at Level 5
Show
Healer's Kite
common
Last Flight of the Orca (SJ-DC-DWR-02)
Last Flight of the Orca (SJ-DC-DWR-02)
Show
☐ Helm of Telepathy
uncommon
DC-PoA-TDG01-09 Wyrm Walkers
DC-PoA-TDG01-09 Wyrm Walkers
Show
Notes:
Helm of Telepathy
“Ryboslav’s Helm”
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an
action to cast the detect thoughts spell (save
DC13) from it. As long as you maintain
concentration on the spell, you can use a
bonus action to send a telepathic message
to a creature you are focused on. It can
reply–using a bonus action to do so–while
your focus on it continues.
While focusing on a creature with detect
thoughts, you can use an action to cast the
suggestion spell (save DC13) from the helm
on that creature. Once used, the suggestion
property can't be used again until the next
dawn.
“A chardalyn helm with red ruby eyes and an
illithid/gold
☐ Horn of Blasting
rare
DDEX1-11 Dark Pyramid of Sorcerer's Isle
DDEX1-11 Dark Pyramid of Sorcerer's Isle
Show
Notes:
Wondrous Item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 . Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Notes: Damage: Thunder, Deafened, Damage, Debuff, Combat
☐ Horn of Silent Alarm
common
Mad Effect Retribution (SJ-DC-MAD-02)
Mad Effect Retribution (SJ-DC-MAD-02)
Show
Notes:
Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
☐ Mace of Smiting
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Service Hours Awarded
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Mace of Terror
common
DDHC-CoS - Strahd Must Die Tonight!
DDHC-CoS - Strahd Must Die Tonight!
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.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Mantle of Spell Resistance
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Service Hours Awarded
Show
Notes:
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
☐ Mithral Half Plate
uncommon
CCC-GLIP-01-03
CCC-GLIP-01-03
Show
Notes:
Armor (half-plate), uncommon This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This item can be found in the Dungeon Masters Guide.
☐ Net +2
rare
Mad Effect Retribution (SJ-DC-MAD-02)
Mad Effect Retribution (SJ-DC-MAD-02)
Show
Notes:
Weapon (any), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Minor property
Unbreakable. This item cannot be broken by any normal means.
Oil of Sharpness
very_rare
CCC-OCC-01 Red War: Housekeeping
CCC-OCC-01 Red War: Housekeeping
Show
Notes:
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
☐ Oil of Slipperiness
uncommon
DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
Show
☐ Periapt of Wound Closure (Ilmater’s Bleeding Heart)
uncommon
CCC-GHC-BK1-08 The Hunt for Cutter Jack
Trade Log
Show
Notes:
Uncommon
Wondrous Item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
☐ Plate +2
common
DDHC-CoS - Strahd Must Die Tonight!
DDHC-CoS - Strahd Must Die Tonight!
Show
Notes:
You have a +2 bonus to AC while wearing this armor.
☐ Plate Mail +1
rare
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Trade Log
Show
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Gauntlets of Ogre Power | uncommon | DDAL05-12 Bad Business in Parnast | DDAL05-12 Bad Business in Parnast | Show | ||
|
Notes:
Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher. |
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| ☐ Glaive +2 | rare | TTYP-White Plume Mountain | Trade Log | Show | ||
|
Notes:
You have +2 to attack and damage with this weapon |
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| ☐ Goggles of Night | uncommon | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
| ☐ Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| ☐ Greatsword +2 | rare | DDHC-CoS-7 Curse of Strahd | Service Hours Awarded | Show | ||
| ☐ Hand Crossbow +1 | uncommon | Starting Play at Level 5 | Starting Play at Level 5 | Show | ||
| Healer's Kite | common | Last Flight of the Orca (SJ-DC-DWR-02) | Last Flight of the Orca (SJ-DC-DWR-02) | Show | ||
| ☐ Helm of Telepathy | uncommon | DC-PoA-TDG01-09 Wyrm Walkers | DC-PoA-TDG01-09 Wyrm Walkers | Show | ||
|
Notes:
Helm of Telepathy |
||||||
| ☐ Horn of Blasting | rare | DDEX1-11 Dark Pyramid of Sorcerer's Isle | DDEX1-11 Dark Pyramid of Sorcerer's Isle | Show | ||
|
Notes:
Wondrous Item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 . Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Notes: Damage: Thunder, Deafened, Damage, Debuff, Combat |
||||||
| ☐ Horn of Silent Alarm | common | Mad Effect Retribution (SJ-DC-MAD-02) | Mad Effect Retribution (SJ-DC-MAD-02) | Show | ||
|
Notes:
Wondrous Item, common |
||||||
| ☐ Mace of Smiting | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Service Hours Awarded | Show | ||
|
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
||||||
| ☐ Mace of Terror | common | DDHC-CoS - Strahd Must Die Tonight! | DDHC-CoS - Strahd Must Die Tonight! | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) The mace regains 1d3 expended charges daily at dawn. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Mantle of Spell Resistance | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Service Hours Awarded | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
||||||
| ☐ Mithral Half Plate | uncommon | CCC-GLIP-01-03 | CCC-GLIP-01-03 | Show | ||
|
Notes:
Armor (half-plate), uncommon This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This item can be found in the Dungeon Masters Guide. |
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| ☐ Net +2 | rare | Mad Effect Retribution (SJ-DC-MAD-02) | Mad Effect Retribution (SJ-DC-MAD-02) | Show | ||
|
Notes:
Weapon (any), rare Minor property |
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| Oil of Sharpness | very_rare | CCC-OCC-01 Red War: Housekeeping | CCC-OCC-01 Red War: Housekeeping | Show | ||
|
Notes:
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. |
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| ☐ Oil of Slipperiness | uncommon | DDAL05-12 Bad Business in Parnast | DDAL05-12 Bad Business in Parnast | Show | ||
| ☐ Periapt of Wound Closure (Ilmater’s Bleeding Heart) | uncommon | CCC-GHC-BK1-08 The Hunt for Cutter Jack | Trade Log | Show | ||
|
Notes:
Uncommon |
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| ☐ Plate +2 | common | DDHC-CoS - Strahd Must Die Tonight! | DDHC-CoS - Strahd Must Die Tonight! | Show | ||
|
Notes:
You have a +2 bonus to AC while wearing this armor. |
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| ☐ Plate Mail +1 | rare | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Trade Log | Show | ||