Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Cloak of Many Fashions (Guardian)
common
WBW-DC-PHP-PHAN-01
Service awards - Common or Uncommon reward - cloak of many fashions
Show
Notes:
+2 init
Boots of levitation
rare
rare
CCC-GHC-BK03 08 The Archmage's New Robes
Show
Notes:
rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Additionally, this item never gets dirty. This item can be found in the Dungeon Master’s Guide.
EFREETI CROWN OF WISHES
common
Palace of Razim
CCC-ODFC02-02 Palace of the Efreeti
Show
Notes:
This beautiful golden crown is covered with diamonds each of which gleams with its own light. The crown resizes to fit the head of any wearer. Contrary to its name, the crown does not actually grant any wishes. Instead, when the person wearing it feels strong emotion of any kind, the crown sprouts harmless, colorful flames from its pinnacle, with the color of the flames based on the wearer’s mood: red for anger, blue for sorrow, green for amusement, and so on.
Cloak of Protection
uncommon
La Guilde/Comptoir de Faï Chen
Trade Log
Show
Notes:
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
Bloodwell vial +3
very_rare
greater fey pact
Trade Log
Show
Ring of Spell Storing
rare
DDHC-TYP-White Plume Mountain
Trade Log
Show
Staff of Power
very_rare
DDHC-TYP-Tomb of Horrors
Trade Log
Show
Notes:
Requires Attunement by a Sorcerer, Warlock, or Wizard
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges.
Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff
Tentacle Rod
rare
DDEP-DRW01
DDEP-DRW01 Assault on Myth Nantar
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.
Figurine of Wondrous Power Obsidian Steed
very_rare
DDEP00-01 Red War
Service awards Tier 3 magic item
Show
Manual of Iron Golems
rare
DDAL00-06
Service awards Tier 2 magic item - Manual of Iron Golems
Show
Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
Service awards Tier 3 magic item - Tome of Leadership and Influence + level
Show
Periapt of Proof Against Poison
rare
CCC-BMG-30
Service awards Tier 2 magic item - Periapt of Proof against poison
Show
Goggles of Night
uncommon
DDHC-TYP-04 White Plume Mountain
Show
+1 Chain Mail Armor
rare
DDHC-TYP-04 White Plume Mountain
Show
One weapon from WPM
legendary
DDHC-TYP-04 White Plume Mountain
Show
Lantern of Revealing
common
Trade Log
Show
Notes:
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Amulet of Health
rare
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or higher without it.
Ring of Spell Storing
rare
DDHC-TYP-04 White Plume Mountain
Show
Gem of Seeing
rare
Service awards Gem of Seeing + 20 downtime days
Show
Nereid Shawl (Cloak of the Manta Ray)
common
Trade Log
Show
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies.
While wearing this cloak with its hood up, you can breathe Underwater, and you have a Swimming speed of 60 feet. Pulling the hood up or down requires an action.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of Many Fashions (Guardian) | common | WBW-DC-PHP-PHAN-01 | Service awards - Common or Uncommon reward - cloak of many fashions | Show | ||
Notes:
+2 init |
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Boots of levitation | rare | rare | CCC-GHC-BK03 08 The Archmage's New Robes | Show | ||
Notes:
rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Additionally, this item never gets dirty. This item can be found in the Dungeon Master’s Guide. |
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EFREETI CROWN OF WISHES | common | Palace of Razim | CCC-ODFC02-02 Palace of the Efreeti | Show | ||
Notes:
This beautiful golden crown is covered with diamonds each of which gleams with its own light. The crown resizes to fit the head of any wearer. Contrary to its name, the crown does not actually grant any wishes. Instead, when the person wearing it feels strong emotion of any kind, the crown sprouts harmless, colorful flames from its pinnacle, with the color of the flames based on the wearer’s mood: red for anger, blue for sorrow, green for amusement, and so on. |
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Cloak of Protection | uncommon | La Guilde/Comptoir de Faï Chen | Trade Log | Show | ||
Notes:
You gain a +1 bonus to AC and Saving Throws while you wear this cloak. |
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Bloodwell vial +3 | very_rare | greater fey pact | Trade Log | Show | ||
Ring of Spell Storing | rare | DDHC-TYP-White Plume Mountain | Trade Log | Show | ||
Staff of Power | very_rare | DDHC-TYP-Tomb of Horrors | Trade Log | Show | ||
Notes:
Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff |
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Tentacle Rod | rare | DDEP-DRW01 | DDEP-DRW01 Assault on Myth Nantar | 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. |
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Figurine of Wondrous Power Obsidian Steed | very_rare | DDEP00-01 Red War | Service awards Tier 3 magic item | Show | ||
Manual of Iron Golems | rare | DDAL00-06 | Service awards Tier 2 magic item - Manual of Iron Golems | Show | ||
Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | Service awards Tier 3 magic item - Tome of Leadership and Influence + level | Show | ||
Periapt of Proof Against Poison | rare | CCC-BMG-30 | Service awards Tier 2 magic item - Periapt of Proof against poison | Show | ||
Goggles of Night | uncommon | DDHC-TYP-04 White Plume Mountain | Show | |||
+1 Chain Mail Armor | rare | DDHC-TYP-04 White Plume Mountain | Show | |||
One weapon from WPM | legendary | DDHC-TYP-04 White Plume Mountain | Show | |||
Lantern of Revealing | common | Trade Log | Show | |||
Notes:
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Amulet of Health | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
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Ring of Spell Storing | rare | DDHC-TYP-04 White Plume Mountain | Show | |||
Gem of Seeing | rare | Service awards Gem of Seeing + 20 downtime days | Show | |||
Nereid Shawl (Cloak of the Manta Ray) | common | Trade Log | Show | |||
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies. |
Unlocked Magic Items
Name
Rarity
Tier
Location ▼
Table
Result
Source
The Shroud of the Mourning Warrior
rare
2
Hartsvale
DDAL05-13 - Jarl Rising
Show
Notes:
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
This suite of scale mail armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.
Dagger of Venom
rare
2
Hartsvale
DDAL05-17 Hartkiller’s Horn
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue
Halberd +1
uncommon
Beregost
DDEP05-02 The Ark of the Mountains
Show
Boots of ElvenKind
common
1
Barovie
DDAL04-06 THE GHOST
Show
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Name | Rarity | Tier | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|---|
The Shroud of the Mourning Warrior | rare | 2 | Hartsvale | DDAL05-13 - Jarl Rising | Show | ||
Notes:
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. |
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Dagger of Venom | rare | 2 | Hartsvale | DDAL05-17 Hartkiller’s Horn | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue |
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Halberd +1 | uncommon | Beregost | DDEP05-02 The Ark of the Mountains | Show | |||
Boots of ElvenKind | common | 1 | Barovie | DDAL04-06 THE GHOST | Show | ||
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |