Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
AMULETTE D'ANTI-DÉTECTION uncommon la guilde DDAL09-01 Escape From Elturgard Show
Notes:

AMULETTE D'ANTI-DÉTECTION Objet merveilleux, peu commun (nécessite un lien) Lorsque vous portez cette amulette, vous êtes protégé contre la divination magique. Vous ne pouvez pas être ciblé par une telle magie ou perçu par des capteurs de divination magique.

Helm of Comprehending Languages uncommon la guilde CCC-RCC-01- Flight of the Forgemage Show
Notes:

Helm of Comprehending Languages

wondrous item, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Blade of the Third Age (+2 Longsword) rare Trade Log Show
Notes:

Blade of the Third Age (+2 Longsword) This curved, single-bladed, hand-and-a-half elven blade is made with a rare alloy containing both mithril and steel. Forged during the third age by the elves of Illefarn, this blade was a favoured weapon for elven Warblades and Bladesingers who long battled their ancient foes, the orcs. Due to the mithril found in the blade, the longsword weighs half as much as a regular longsword. In addition, the blade glows with a cold blue light when Orcs and Goblins are within 300 feet of it.

Iron Bands of Bilarro rare la guilde DDAL-DRW01 - Breaking Umberlee's Resolve Show
Notes:

Iron Bands of Bilarro
Wondrous item, rare

This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.
A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn

Zehira's Allyship (story award) common la guilde DDAL-DRW01 - Breaking Umberlee's Resolve Show
Notes:

As a thanks for freeing her from the morkoth lair, Zehira becomes a staunch ally of the characters. She boldly assumes command of Umberlee’s Resolve. Upon return to Turmish, she makes amends with her parents and takes on the role of a privateer captain sailing under the flag of Turmish. She accompanies the characters on the next adventure.

Seer's Delivery Service (st) common la guilde DDAL05-04 In Dire Need1 Show
Notes:

You succesfully delivered the rune tablet into the hands of the Lord's Alliance for study , much to their grattitude. You gain advantage on ability checks that involve interacting with NPC members of the Lord's Alliance. Additionally you gain disadvantage on ability checks that involve interacting with NPCs that specifically oppose the Lord's Alliance

Heroes of Citadel Abdar common la guilde DDAL05-04 In Dire Need1 Show
Notes:

Your brave rescue of the Frostbite Platoon has earned you fame and favor within the dwarven citadel. While the citadel normally shut out visitors, you are granted access to the citadel's upper reaches. You gain advantage on ability check that involve interacting with dwarves from Citadel Abdar, regardless of where you travel.

Ire of The Frost Giant (st) common la guilde DDAL05-04 In Dire Need1 Show
Notes:

You either inadvertenly or purposely destroyed a frost giant holy site. Whether or not anyone witnessed the act word of your "accomplishment" still travel and reaches the frost giant communities throughout the Realms. You gain disadvantage on ability check that involve interacting with frost giants. Additionally you gain advantadge on ability checks that involve interacting with NPCs that specifically involve interacting with NPC's that specifically oppose frost giants.

Staff of Swarming Insect rare la guilde WBW-DC-ABT-01 : Don't whasp my time ! Show
Notes:

Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Talking doll common la guilde WBW-LAG-02 A Crack in Time Show
Notes:

cette poupée modron parle d’une voix mécanique.

Pearl of power uncommon la guilde WBW-LAG-02 A Crack in Time Show
Notes:

Pearl of power - Uncommon - Ce bracelet temporel de cuivre fait à partir de pièces détachées de modrons est hors d’usage mais il conserve une partie de ses pouvoirs. Le son d’une horloge qui sonne l’heure se fait entendre lorsqu’il est utilisé.

Requires Attunement by a Spellcaster

While this pearl is on your person, you can use an action to speak its Command word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.

Dagger of venom rare la guilde DDHC-TYP Tales from the Yawning Portal 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.

Wand of Binding rare la guilde DDHC-TYP Tales from the Yawning Portal Show
Notes:

Requires Attunement by a Spellcaster

This wand has 7 Charges for the following Properties. It 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.

Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).

Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple.

Mantle of spell resistance rare trade avec KENdm&pc1980#9298 (DDEX1-13 Pool or Radiance Resurgent) Trade Log Show
Notes:

mantel of spell resistance

Wondrous item, rare (requires attunement)

This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect. A description of this item can be found in the Dungeon Master’s Guide. You have advantage on saving throws against spells while you wear this cloak

Ring of spell storing rare Trade Log Show
Notes:

Ring, rare (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.

Scimitar +3 very_rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Cloak of Arachnida very_rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

Wondrous item, very rare (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

You have Resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
You can use an Action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.

Adamantine Half Plate uncommon DDHC-TOA-10 Ruins of Hisari Show
Notes:

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Obsidian Flame Tongue rare DDHC-TOA-10 Ruins of Hisari 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.

Ioun Stone of Leadership very_rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

Unlocked Magic Items