Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Doss Lute common DDHC-CoS - Strahd Must Die Tonight! DDHC-CoS - Strahd Must Die Tonight! Show
Notes:

Doss lute

Uncommon

Animal friendship, protection from energy (fire only), protection from poison

Wondrous Item, varies (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.

☐ 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.

☐ 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.

☐ Greatsword +2 rare DDHC-CoS-7 Curse of Strahd Service Hours Awarded Show
☐ 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

☐ Acid (vial) common DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
Notes:

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

☐ Potion of Healing x2 uncommon DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
☐ Plate Mail +1 rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Trade Log Show
☐ Rapier of Wounding rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
Notes:

Weapon (any sword), rare (requires attunement) Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

☐ Spell of Otiluke's Resilient Sphere rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
☐ Goggles of Night uncommon DDAL 10-01 The Frozen North DDAL 10-01 The Frozen North Show
☐ Potion of Healing uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ 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.

☐ Oil of Slipperiness uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ Spell Scroll of Mind Spike common DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

Spell Scroll, common.
A spell scroll bears the words of a 1st level
spell ‘mind spike’, written in a mystical
cipher. If the spell is on your class’s spell list,
you can read the scroll and cast its spell
without providing any material components.
Otherwise, the scroll is unintelligible. Casting
the spell by reading the scroll requires the
spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it
crumbles to dust. If the casting is
interrupted, the scroll is not lost.
“ Written in gnome squidling ink, a Illithid
motif purple-black scroll radiates a faint
psionic pulse.”

☐ Chest of Preserving common DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

“Chest of Ryboslav ”
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.

☐ 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

☐ Spellwrought Tattoo (Clairvoyance) uncommon Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Show
Notes:

Wondrous Item (Tattoo), Uncommon (Consumable)
Produced by a special needle, this magic tattoo con-
tains the clairvoyance spell, wrought on your skin by a
magic needle. To use the tattoo, you must hold the needle
against your skin and speak the command word. The nee-
dle turns into ink that becomes the tattoo, which appears
on the skin in whatever design you like. Once the tattoo is
there, you can cast its spell, requiring no material com-
ponents. The tattoo glows faintly while you cast the spell
and for the spell's duration. Once the spell ends, the tattoo
vanishes from your skin.
This needle etches lines of metallic gold and silver into
your skin.
This item can be found in Tasha's Cauldron of
Everything (TCE)

☐ Bulletproof Vest (Breastplate +1) rare Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Show
Notes:

Special Flavor: "Strange Material. This armour is composed of ceramic plates and a weave of synthetic aramid fibers, rather than leather and metal." This means it is druid friendly. It is described as, "A black tactical vest meant to block ballistic fire. A removable patch on the back reads 'SUNCORP SECURITY'.")

Syranna’s Folly (Oathbow) very_rare CCC-OCC-01 Red War: Housekeeping CCC-OCC-01 Red War: Housekeeping Show
Notes:

Syranna’s Folly (Oathbow). Very Rare Attunement.
This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”. This item can be found in Appendix 8