Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Defender
legendary
DDHC-TYP- Tomb of Horrors
Show
Notes:
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Staff of Frost
very_rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Staff (arcane or druidic focus), very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Manual of Bodily Health
very_rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondrous item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Crystal Ball
very_rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it
Spear of Backbitting
very_rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Weapon (spear), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Ring of Telekinesis
very_rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
+2 Half Plate
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Armor (half plate), very rare You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language.
Wand of Polymorph
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Wand, very rare (requires attunement by a spellcaster) 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. This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches. This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) from it.
Spellguard Shield
very_rare
Trade Log
Show
Notes:
This shield is fashioned from a single piece of flawless crystal with straps of supple leather.
Rod of Absorption
very_rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Rod of Hellish Flames
very_rare
Abyss
PS-DC-LIN5 The Pale Bull
Show
Notes:
Rod, very rare (requires attunement by a Spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
Made of infernal metal, this staff has likely been coorupted by the abyss a long time ago. The abyssal influence has twisted its shape, spreading open the top like a blooming flower, in which pulsates a malevolent glow like a beating heart. Despite the corruption of its shape, this staff has lost none of its potential for destruction.
Helm of Brillance
very_rare
Trade Log
Show
Notes:
Lancé avec : 8 Diamants, 10 rubis, 19 fire opales, 25 opales
Berserker Axe
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Sword of Vengeance
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties
Staff of the woodland
rare
Trade Log
Show
Notes:
Requires Attunement by a Druid
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 have a +2 bonus to spell Attack rolls.
The staff has 10 Charges for the following Properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Properties and becomes a nonmagical Quarterstaff.
Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), locate animals or Plants (2 charges), Speak with Animals (1 charge), speak with Plants (3 charges), or Wall of Thorns (6 charges).
You can also use an action to cast the Pass without Trace spell from the staff without using any Charges.
Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Darkthorn Arrows
rare
LN-1 Fuzzytail and the frightful candy goat massacre
Show
Notes:
The heads of these five arrows are dark thorns of an unknown Feywild plant. When fired, they emit a greenish, glittering smoke trail. This item functions as +2 ammunition (arrows) (see the Dungeon Master’s Guide).
Cloak of the bat
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Gem of Seeing
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Ring of fire resistance
rare
DDHC-TYP- Tomb of Horrors
Show
Notes:
Wondruous item, require attunment
You have resistance to fire damage while wearing this ring. The ring is set with garnet
Figurine of Wondrous Power (Bronze Griffon)
rare
Trade Log
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Defender | legendary | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Staff of Frost | very_rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Staff (arcane or druidic focus), very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. |
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Manual of Bodily Health | very_rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Crystal Ball | very_rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it |
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Spear of Backbitting | very_rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Weapon (spear), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. |
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Ring of Telekinesis | very_rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Ring, very rare (requires attunement) |
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+2 Half Plate | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Armor (half plate), very rare You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language. |
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Wand of Polymorph | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) 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. This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches. This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) from it. |
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Spellguard Shield | very_rare | Trade Log | Show | |||
Notes:
This shield is fashioned from a single piece of flawless crystal with straps of supple leather. |
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Rod of Absorption | very_rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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Rod of Hellish Flames | very_rare | Abyss | PS-DC-LIN5 The Pale Bull | Show | ||
Notes:
Rod, very rare (requires attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. Made of infernal metal, this staff has likely been coorupted by the abyss a long time ago. The abyssal influence has twisted its shape, spreading open the top like a blooming flower, in which pulsates a malevolent glow like a beating heart. Despite the corruption of its shape, this staff has lost none of its potential for destruction. |
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Helm of Brillance | very_rare | Trade Log | Show | |||
Notes:
Lancé avec : 8 Diamants, 10 rubis, 19 fire opales, 25 opales |
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Berserker Axe | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Weapon (any axe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |
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Sword of Vengeance | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties |
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Staff of the woodland | rare | Trade Log | Show | |||
Notes:
Requires Attunement by a Druid 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 have a +2 bonus to spell Attack rolls. The staff has 10 Charges for the following Properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Properties and becomes a nonmagical Quarterstaff. Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), locate animals or Plants (2 charges), Speak with Animals (1 charge), speak with Plants (3 charges), or Wall of Thorns (6 charges). You can also use an action to cast the Pass without Trace spell from the staff without using any Charges. Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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Darkthorn Arrows | rare | LN-1 Fuzzytail and the frightful candy goat massacre | Show | |||
Notes:
The heads of these five arrows are dark thorns of an unknown Feywild plant. When fired, they emit a greenish, glittering smoke trail. This item functions as +2 ammunition (arrows) (see the Dungeon Master’s Guide). |
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Cloak of the bat | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Gem of Seeing | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Ring of fire resistance | rare | DDHC-TYP- Tomb of Horrors | Show | |||
Notes:
Wondruous item, require attunment |
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Figurine of Wondrous Power (Bronze Griffon) | rare | Trade Log | 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. |
Unlocked Magic Items
Name
Rarity ▼
Tier
Location
Table
Result
Source
Magic Award - Tyr’s Blessing of the Mind Blessing
very_rare
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.
Potion of Acid Resistance
uncommon
1
DDAL06-01 A Thousand Tiny Deaths
Show
Spell Scroll of invisibility
uncommon
DDAL06-01 A Thousand Tiny Deaths
Show
Shield of the Salty Griffon (Shield +1)
uncommon
Trade Log
Show
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal AC bonus.
The Shield of the Salty Griffon is a magical shield made from the polished shell of a giant oyster.
This item can be found in the Dungeon Master’s Guide.
Name | Rarity ▼ | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Magic Award - Tyr’s Blessing of the Mind Blessing | very_rare | 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. |
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Potion of Acid Resistance | uncommon | 1 | DDAL06-01 A Thousand Tiny Deaths | Show | |||
Spell Scroll of invisibility | uncommon | DDAL06-01 A Thousand Tiny Deaths | Show | ||||
Shield of the Salty Griffon (Shield +1) | uncommon | Trade Log | Show | ||||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal AC bonus. |