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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Splint armor common Purchase Log Show
Figurine of wondrous power (griffon) rare Chult DDHC-TOA-9 Ruins of Matolo 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.

Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

Amulet oh Health common DDAL08-10 - The Skull Square Murders Show
Notes:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
An electrum pendant in the shape of an eye surrounded by a grasping tentacle hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Tyr's Justice rare Trade Log Show
Notes:

You have +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.
Glory be to you almighty Lord of Justice. In you, Lord, I put my trust; May I never be put to shame. In your justice, set me free, Turn your ear to me; make haste to rescue me. Be my rampart, my fortification; keep me safe. For you are my strength and my refuge, I know you will help me. Into your hands, I commend my spirit: You have redeemed me, Lord God of Justice.
HISTORY From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.”

Tyr’s Blessing of the Mind Blessing very_rare CCC-BMG-22 Phlan 2-1 Demagogue Show
Notes:

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.

Belt of Fire Giant Strength very_rare CCC-GAD01-03-Caught in Time Show
Tome of Leadership and influence very_rare Trade Log Show
Efreeti bottle common CCC-SAC-01 A Light in the Dark Show
Staff of thunder and lightning common DDAL05-8 Durlag’sTower Show
Notes:

Optional rule, unique (requires attunement by a
warlock with a quasit familiar)
The quasit K’nap, long trapped in Durlag’s Tower
with the obese and foul nalfeshnee Schvalt,
demonstrated a greater-than-average ability to
perform autonomous actions. You have retained a
bit of his fleeting essence, and may choose to bolster
your own quasit familiar using a powerful ritual that
requires the destruction of a powerful magic item. If
you perform this ritual (see sidebar, below), your
quasit familiar grants you access to the Variant:
Quasit Familiar rule from the Monster Manual.

Skeggöx (battleaxe+3) very_rare DDAL05-9 Durlag’s Tomb Show
Notes:

You have a bonus to attack and damage rolls made
with this magic weapon. The bonus is determined by
the weapon's rarity. This item can be found in the
Dungeon Master’s Guide.
This impressive battleaxe possesses a massive haft
with a huge gear turning gently atop it. Connected to
the gear are a series of gnashing blades that extend
when the weapon is wielded against giants. As a
bonus action, a dwarf or a character that worships a
dwarven deity may brandish this weapon and gain
advantage on one Charisma (Intimidation) check.
Once this property has been used, it can’t be used
again until the following dawn.

Syranna's Follow - OathBow very_rare CCC-OCC-01 - Red War - Housekeeping Show
Notes:

This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”.

Ring of Evasion rare CCC-RCC-01-05 The Lost City of Tharn Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Staff of the magi legendary DDAL07-17 Cauldron of Sapphire Show
Notes:

Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power—and all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
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 and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good.
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 × 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 Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.

Unlocked Magic Items

Name Rarity Tier Location Table Result Source
Ring of Protection uncommon 2 Trade Log Show
Notes:
  • Longsword+1
Githyanki Greater Silver Sword (+2 greatsword) common CCC-TRI-27 ROSE1-2 Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.
This is a silvered greatsword that, when grasped, tries to talk to the wielder but is unable to and no ability or magic allows the wielder to speak to it. It will only speak to the original wielder.
This item can be found in the Dungeon Master’s Guide.

Ioun Stone rare 2 CCC-YLRA01-01 - Her Dying Wish Show
Notes:

PIERRE DE IOUN
[ Ioun Stone ]
Objet merveilleux, variable (nécessite un lien)
Les pierres de Ioun doivent leur nom à Ioun, un dieu de la connaissance et des prophéties vénéré dans certains mondes. De nombreux types de pierres de Ioun existent, chaque type aillant une combinaison forme-couleur qui lui est propre.
Lorsque vous utilisez une action pour lancer l'une de ces pierres dans les airs, la pierre se met en orbite autour de votre tête à une distance de 1d3 x 30 centimètres et vous confère un avantage. Par la suite, une autre créature peut utiliser une action pour attraper ou prendre dans un filet la pierre et vous en séparer, soit en réussissant un jet d'attaque contre une CA de 24, soit en réussissant un jet de Dextérité (Acrobaties) DD 24. Vous pouvez utiliser une action pour vous saisir de la pierre et la ranger, ce qui met fin à son effet.
Une pierre possède une CA de 24, 10 points de vie, et une résistance à tous les types de dégâts. Elle est considérée comme étant un objet équipé tant qu'elle est en orbite autour de votre tête.

Réserve (rare). Ce prisme violet vif stocke les sorts qui sont lancés à l'intérieur de lui, les conservant jusqu'à ce que vous les utilisiez. La pierre peut stocker jusqu'à un total de 3 niveaux de sort à la fois. Lorsque vous la trouvez, elle contient 1d4 - 1 niveaux de sorts choisis par le MD.
N'importe quelle créature peut lancer un sort de niveau 1 à 3 dans la pierre en la touchant pendant l'incantation du sort. Le sort n'a aucun effet, si ce n'est celui d'être stocké dans la pierre. Si la pierre ne peut pas contenir le sort, le sort est dépensé sans faire effet. Le niveau de l'emplacement utilisé pour lancer le sort détermine l'espace que prend le sort dans la pierre.
Tant que cette pierre est en orbite autour de votre tête, vous pouvez lancer n'importe quel sort qu'elle contient. Le sort utilise le niveau d'emplacement, le DD au jet de sauvegarde, le bonus d'attaque avec un sort et la caractéristique d'incantation de son lanceur original, mais il est sinon considéré comme étant lancé par vous. Le sort lancé depuis la pierre n'est plus stocké dedans, libérant ainsi de l'espace.

Plutôt que d'apparaître comme un prisme comme une pierre ioun normale,, cette gemme violette est taillée comme une pièce de monnaie, avec un visage de chaque côté. L'une est une femme elfe dont les cheveux longs ont une teinte rubis, et l'autre est un nain plus âgé portant un heaume affichant le symbole du dieu nain Clangeddin Silverbeard. Dans l'obscurité, on peut voir des formes fantomatiques suivre le bijou en forme de pièce de monnaie alors qu'il se déplace. Lorsqu'un sort est jeté dans la pierre, le lanceur entend une voix masculine et féminine se disputer. Lorsqu'un sort en est déclenché, les mêmes voix sont entendues chanter à l'unisson par l'utilisateur. Toute personne sensible à cet objet reçoit un bonus de +1 aux tests de Charisme (Persuasion) pour résoudre les conflits ou calmer les émotions. Les recherches indiquent que cet objet était connu sous le nom de "pièce de pacificateur" dans l'ancien royaume nain de Roldilar, où il appartenait au mage humain et allié des nains du nom de Beldossan le Bref.

Cette pierre contient le sort : Fireball (DD 16 / 8d6 fire damage)