Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ (R) Figurine of Wondrous Power (Bronze Griffon) rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare

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 (Rare). 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.

☐ (R/AT) Amulet of Health rare Trade Log Show
Notes:

Wondrous Item, Rare (Requires Attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

🗹 (R) Eagle Whistle rare Trade Log Show
Notes:

Wondrous item, rare

While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

🗹 (R) Ring of Force Resistance rare Trade Log Show
Notes:

Ring, rare

You have Resistance to Force damage while wearing this ring. The ring is set with pearl.

☐ (R/AT) Rod of the Pact Keeper +2 rare DDAL09-20 Where Devils Fear to Tread Show
Notes:

Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.

This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.

Bracers of defense rare DDAL-DRWEP02 Wings of Death Show
Notes:

Bracers of Defense

Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

This item is found in the Dungeon Master’s Guide.

These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental.

🗹 (UC) Insignia of Claws uncommon Trade Log Show
Notes:

Wondrous item, uncommon

The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

☐ The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light Show
Notes:

Wondrous item, uncommon, table C

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.

🗹 (UC/AT) Eldritch Claw Tattoo uncommon Trade Log Show
Notes:

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement:
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.

☐ (UC) Circlet of Blasting uncommon CCC-GHC-BK1-06_Legacy_and_Virtue CCC-GHC-BK1-06_Legacy_and_Virtue Show
Notes:

Wondrous item, uncommon, Table F

This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

☐ (UC/AT) Winged Boots uncommon DDHC-KftGV-03 Reach for the Stars Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

☐ (UC) Mask of the Beast uncommon CCC-GHC-BK03-02 The Girl with the wet Nose CCC-GHC-BK03-02 The Girl with the wet Nose Show
Notes:

Wondrous Item, uncommon

This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

☐ (UC) Grey Bag of Tricks uncommon CCC-GHC-BK1-09_Scavengers CCC-GHC-BK1-09_Scavengers Show
Notes:

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)

d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

☐ (UC) Ild Rune Musket uncommon Opal of the Ild Rune Trade Log Show
Notes:

Weapon (musket), uncommon

Gift of Flame. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

☐ (UC) Serpent Scale Armor uncommon Trade Log Show
Notes:

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

☐ (R/AT) Ring of Spell Storing common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Armor of Vulnerability (Slashing) common DDHC-TYP - White Plume Mountain Show
🏲 Blessing of Protection common DDHC-TYP - White Plume Mountain Show
☐ (UC) Googles of the Night common DDHC-TYP - White Plume Mountain Show
Ring of Earth Elemental Command common DDAL-DRWEP02 Wings of Death Show
Notes:

Ring, legendary (requires attunement)

While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:

• You have resistance to acid damage.

• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.

• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay.

(This item is available only to tier 4 characters.)