Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
One of the three weapons
legendary
DDHC-TYP-White Plume Mountain
Show
Rod of the Pact Keeper +3
very_rare
DDAL05-18
Service awards : Very Rare : rod of the pact keeper +3
Show
Tome of Leadership and Influence
very_rare
Service awards : 1 very rare 1 rare 1 common
Show
The Sixth Sword (+2 Rapier with Guardian minor property)
rare
Maoboy - CCC-HAL-03 - SIX SWORDS UNBOUND
Show
Notes:
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.
Ring of Spell Storing (Harmonious)
rare
DDAL4-08
Trade Log
Show
Notes:
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.
Half Plate Armor of Poison Resistance
rare
DDEX3 11_The_Quest_for_Sporedome
Trade Log
Show
Notes:
Requires Attunement Rare
You have resistance to poison damage while you wear this armor.This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds.
Figurine of Wondrous Power (Ivory Goats)
rare
CCC-BMG-16 ELM 1-1 The Sage of Cormanthor
Show
Notes:
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.
Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
WAND OF FIREBALLS
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wand, Rare (Requires Attunement by a Spellcaster)
This black wand has red veins that look like little antlers. It is warm to the touch, as if the embers of hell are burning underneath its surface.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide.
MOON SICKLE +2
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Weapon (Sickle), Rare (Requires Attunement by a Druid or Ranger)
A glowing platinum arabesque graces both sides of the sickle. The hilt is made of polished ivory and carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. This item is found in Tasha’s Cauldron of Everything.
One Rare Magic Item
rare
DDHC-KGV-07 Axe from the Grave
Show
Notes:
One Rare Magic Item of your choice. This item 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.
Sexy Flametongue Greatsword
rare
CCC-YLRA-02 Uneasy Lies the Head
Show
Iron Bands of Bilarro
rare
DDAL-DRW01 Breaking Umberlee’s Resolve
Show
VAULT OF THE EFREETI (PORTABLE HOLE)
rare
CCC-ODFC-0202 Palace of the Efreeti
Show
Notes:
This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate them closes. The gate is one-way only and can’t be reopened.
Rod of the Pact Keeper +2
rare
Trade Log
Show
Periapt of proof against poison
rare
Service awards : 1 very rare 1 rare 1 common
Show
Dragonwing Longbow
rare
Trade Log
Show
Ring of Spell Storing
rare
Trade Log
Show
+1 chain mail armor
rare
DDHC-TYP-White Plume Mountain
Show
Armor of vulnerability - plate (slashing),
rare
DDHC-TYP-White Plume Mountain
Show
Ring of protection
rare
DDHC-TYP-White Plume Mountain
Show
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
One of the three weapons | legendary | DDHC-TYP-White Plume Mountain | Show | |||
Rod of the Pact Keeper +3 | very_rare | DDAL05-18 | Service awards : Very Rare : rod of the pact keeper +3 | Show | ||
Tome of Leadership and Influence | very_rare | Service awards : 1 very rare 1 rare 1 common | Show | |||
The Sixth Sword (+2 Rapier with Guardian minor property) | rare | Maoboy - CCC-HAL-03 - SIX SWORDS UNBOUND | Show | |||
Notes:
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative. |
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Ring of Spell Storing (Harmonious) | rare | DDAL4-08 | Trade Log | Show | ||
Notes:
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute. |
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Half Plate Armor of Poison Resistance | rare | DDEX3 11_The_Quest_for_Sporedome | Trade Log | Show | ||
Notes:
Requires Attunement Rare You have resistance to poison damage while you wear this armor.This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds. |
||||||
Figurine of Wondrous Power (Ivory Goats) | rare | CCC-BMG-16 ELM 1-1 The Sage of Cormanthor | Show | |||
Notes:
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. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
|
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WAND OF FIREBALLS | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Wand, Rare (Requires Attunement by a Spellcaster) This black wand has red veins that look like little antlers. It is warm to the touch, as if the embers of hell are burning underneath its surface. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide. |
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MOON SICKLE +2 | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Weapon (Sickle), Rare (Requires Attunement by a Druid or Ranger) A glowing platinum arabesque graces both sides of the sickle. The hilt is made of polished ivory and carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. This item is found in Tasha’s Cauldron of Everything. |
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One Rare Magic Item | rare | DDHC-KGV-07 Axe from the Grave | Show | |||
Notes:
One Rare Magic Item of your choice. This item 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. |
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Sexy Flametongue Greatsword | rare | CCC-YLRA-02 Uneasy Lies the Head | Show | |||
Iron Bands of Bilarro | rare | DDAL-DRW01 Breaking Umberlee’s Resolve | Show | |||
VAULT OF THE EFREETI (PORTABLE HOLE) | rare | CCC-ODFC-0202 Palace of the Efreeti | Show | |||
Notes:
This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate them closes. The gate is one-way only and can’t be reopened. |
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Rod of the Pact Keeper +2 | rare | Trade Log | Show | |||
Periapt of proof against poison | rare | Service awards : 1 very rare 1 rare 1 common | Show | |||
Dragonwing Longbow | rare | Trade Log | Show | |||
Ring of Spell Storing | rare | Trade Log | Show | |||
+1 chain mail armor | rare | DDHC-TYP-White Plume Mountain | Show | |||
Armor of vulnerability - plate (slashing), | rare | DDHC-TYP-White Plume Mountain | Show | |||
Ring of protection | rare | DDHC-TYP-White Plume Mountain | Show |