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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Belt of Dwarvenkind rare Mountains near Mulmaster DDEX2-4 Mayhem in the Earthspur Mines Show
Notes:

While wearing this belt, you gain the following benefits:

• Your Constitution score increases by 2, to a maximum of 20.

• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

• You have Darkvision out to a range of 60 feet.

• You can speak, read, and write Dwarvish.

Belt of Fire Giant Strength very_rare Trade Log Show
Belt of Hill Giant Strength rare Trade Log Show
Notes:

STR = 21

Berserker axe rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Cape de touilleuse dans la mélasse common La touilleuse dans la mélasse, forêt de Cormanthor CCC-NUKE-02-01 "One Fowl Soup" Show
Notes:

Lorsque vous portez cette cape vous pouvez utiliser une action bonus pour la faire virevolter de manière théatrale, et ainsi faire un peu de publicité pour la Touilleuse dans la mélasse, une petite taverne à Elmwood qui fait de très bons plats à base de poulet, pâtes et truffes.

Clockwork Amulet common Kulaica CCC-GAD01-03-Caught in Time Show
Notes:

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item can be purchased with 2 Treasure Checkpoints of any tier.

This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.

Crystal Ball very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Defender Sword legendary DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Flametongue Rapier rare Ylraphon CCC-YLRA-02 Uneasy Lies the Head Show
Notes:

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

This weapon has been manufactured for you by the expert blacksmiths of the Emberstar Exchange according to your specifications.

Greg spent 200 golds for a fancy hilt.

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Helm of Brilliance very_rare DDAL-DRW03 Saving Silverbeard Show
Notes:

Ce heaume est décoré avec des scènes de volcans sous-marins. Tant que vous le portez, vous pouvez parler et comprendre l'Aquan.

Ce heaume éclatant est serti de 5 diamants, 11 rubis, 16 opales de feu et 22 opales. Toute gemme prélevée du heaume tombe en poussière. Lorsque toutes les gemmes sont enlevées ou détruites, le heaume perd sa magie.
Tant que vous en êtes équipé vous bénéficiez des avantages suivants :
• Vous pouvez utiliser une action pour lancer l'un des sorts suivants (sauvegarde DD 18), en utilisant l'une des gemmes du heaume d'un type donné comme composante : lumière du jour (opale), boule de feu (opale de feu), rayons prismatiques (diamant) ou mur de feu (rubis). La gemme est détruite lorsque le sort est lancé et disparaît du casque.
• Tant qu'il possède au moins un diamant, le heaume émet une lumière faible dans un rayon de 9 mètres lorsqu'au moins un mort-vivant se trouve dans cette zone. Tout mort-vivant qui débute son tour dans la zone subit 1d6 dégâts radiants.
• Tant que le heaume possède au moins un rubis, vous avez la résistance aux dégâts de feu.
• Tant que le heaume possède au moins une opale de feu, vous pouvez utiliser une action et prononcer le mot de commande pour qu'une des armes que vous tenez s'embrase. Les flammes émettent une lumière vive dans un rayon de 3 mètres et une lumière faible sur 3 mètres supplémentaires. Les flammes sont inoffensives pour vous et pour l'arme en question. Lorsque vous touchez lors d'une attaque avec l'arme enflammée, la cible subit 1d6 dégâts de feu supplémentaire. Les flammes restent actives jusqu'à ce que vous utilisiez votre action bonus pour répéter le mot de commande ou jusqu'à ce que vous lâchiez ou rangiez l'arme.
Si vous êtes équipé du casque, lancez un d20 lorsque vous subissez des dégâts de feu dus à un jet de sauvegarde échoué contre un sort. Sur un résultat de 1 au dé, le heaume émet des rayons de lumière de toutes les gemmes restantes. Chaque créature, autre que vous, se trouvant dans un rayon de 18 mètres du heaume doit réussir un jet de sauvegarde de Dextérité DD 17 sous peine d'être frappée par un rayon, subissant un nombre de dégâts radiants égal au nombre de gemmes encore présentes sur le casque. Le heaume et les gemmes sont alors détruits.

Horn of Valhalla (Brass) rare Celebration of the Swords CCC-GAD02-03 Arena of Champions Show
Notes:

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 brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple 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. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Ioun Stone of Absorption very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Nolzur's Marvelous Pigments very_rare Trade Log Show
Ring of Protection rare Trade Log Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Ring of Spell Storing rare Trade Trade Log Show
Notes:

Requires Attunement

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Robe of Scintillating Colors very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Shadowsong (Longbow +2) rare Trade Log Show
Notes:

Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans.

Sixth Sword (Rapier +2 with +2 Init) rare Trade Log Show
Spear of backbiting very_rare DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Show
Staff of Frost very_rare Trade Log Show

Unlocked Magic Items

Name ▲ Rarity Tier Location Table Result Source
Magic Award - Tyr’s Blessing of the Mind Blessing very_rare 3 CCC-BMG-22 Phlan 2-1 Demagogue Show
Notes:

very rare (requires attunement) This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of Phlan in the face of great peril to your own wellbeing. Your Intelligence score increases by 2, up to a maximum of 20. This blessing may be refused. If accepted, it requires an attunement slot. This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it cannot be regained.

Staff of Charming rare 2 Nobleman manor near Hillsfar CCC - SQC - 001 The Woodland Sage Show
Notes:

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

While holding this staff, you can use an action to expend 1 of its 10 discharges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.